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Cyrodiil [CY]

Native Skill: DetainDetainWhen this unit determines a target, its target must exhaust an available skill die. If the Empire Remnant is dominant, the skill die is drained instead.


Errata

Endgame Day 1 - Breton Marauder should be Wood Elf

In Encounter Setup for Cyrodiil's Endgame Day 1, when you are told to deploy a level 5: Breton Marauder, you should instead deploy a level 5: Wood Elf Marauder.

The Breton cannot be used because it is on the backside of the level 1: Breton Bandit which is also used in this encounter. The Wood Elf is also what was intended for thematic purposes.

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Fort Warden - Should auto-succeed social check on day 1

Fort Warden's social checkSocial ChecksA social check can be made only during an encounter that specifically offers the choice to perform one and includes its difficulty value in parentheses within that choice's text. should be automatically successful on day 1.

The text for this townTownThese encounters are described in the gazetteer and are triggered when the party ends its overland movement in a town or rolls a Town Icon result on the unstable die while at an unstable landmark (see Traveling Caravans). should say "If the Daggerfall Covenant is dominant, or if it is day 1, this check is automatically successful." This matches the other starting towns in Cyrodiil with social checks.

The guilds that start you in Fort Warden are the Mages GuildMages GuildGuild Kiosk Town Action - Discard 1 Potion or Enchantment item to train any Mage type skill line from the trainer bag. (A01), UndauntedUndauntedGuild Kiosk Town Action - Discard all items in the shop and refill it with new items equal to the shop's values. Then, gain 1 item from the new selection. (A20), and Circle of ChampionsCircle of ChampionsGuild Kiosk Town Action - Search the Common Item Deck and gain the first Weapon or Armor item. Then, shuffle the deck. (A33).

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Cyrodiil D04 (Mages Guild) - companions can't block enemies from spawning

By normal rules, if an enemy would deploy to a numbered hex that is already occupied, you would skip that hex and deploy the enemy to the next numbered hex instead. However, in this quest step, it is meant to be stated that if a numbered hex is occupied/blocked, the enemy deploys to the closest unoccupied hex.

With so few numbered hexes on this map (4 as opposed to the normal 8), it's not intended that you can just block those hexes to avoid the enemies deploying altogether.

Source