War Wind Wiki
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Yavaun
Page history
Elsewhere on the network
War Wind
GameFAQs
Gamespot
War Wind II
GameFAQs
Gamespot
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
War Wind Wiki
407
pages
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Yavaun
Page history
Elsewhere on the network
War Wind
GameFAQs
Gamespot
War Wind II
GameFAQs
Gamespot
Editing
Eaggra
(section)
Back to page
Edit
VisualEditor
View history
Talk (0)
Edit Page
Eaggra
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Gameplay characteristics== *Large numbers * Great construction ability and efficiency * Most powerful Scouts * Resistance to terrain movement modifiers * Weaker attacks * Inferior starting tactical positions * Fewer starting structures *What special units can this race build? ** The [[Scrub]], the most skilled and functionally Versatile Worker of the four races. ** The [[Druid]], a natural spell user manipulates nature, the most violent, chaotic force in Yavaun. ** The [[Grenadier]], an armoured artillery unit with long range attack capability. === Strategic notes === The Plantation is the heart of every Eaggra community, and is the first structure that should be built, should one not exist. A Watering Hole is needed to hire more Scrubs, and it is possible that Eaggra Heroes will also become available there. Be sure to build enough Greenhouses, at least one for every four units, to house not only your current population, but your projected immigrants as well. Eaggra communities can grow quickly. Once the three main structures are built, an Artisan is needed in order to progress any further, so set your Scrubs to erecting a Plant, and once you have at least three in your work force, send one to the plant for Training and advancement. With an Artisan in your arsenal, you can then begin to build a Garrison and a Conservatory, which opens the door to creating more militarily advanced, and useful, units like the Scout, Squire, and Druid. A Scrub can be sent to the Garrison to become a Scout, and with four Scouts, one can return there to be Trained as a Ranger. So long as the Plantation is maintained, a Scrub can also be trained at the Garrison to become a Squire. However, due to the lack of Eaggra experience in such matters, to promote a Squire, Research must be done at a Garrison, and five Squires are necessary to Train just one in the skills of a Knight. The mystic arts come more naturally to this race, and any Scrub can train at the Conservatory to become a Druid. With Research, and a fellowship of four Druids in play, one can be selected for advanced Training at the Conservatory, to become an Arch Druid. For lower level spell use, a Druid may perform Research at the Conservatory, higher realms of the art require the time and study of an Arch Druid. The Plant, Artisans and Scrubs are primarily used for further construction. Artisans can create Land Mines, always useful in setting up a defence, and with a Plant, they can construct Barges. Additional Research at a Plant will allow Cruisers and Drones to be built. Trucks can be created by two or more Scrubs, as can Bridges, so long as a Plant is in play. Scrubs are also skilled in the construction of Roads and Walls.
Summary:
Please note that all contributions to the War Wind Wiki are considered to be released under the CC BY-NC-SA
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab