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_Oathkeepers (-4), Elves (-5), Dwarves (- | _Oathkeepers (-4), Elves (-5), Dwarves (-2), Lizardmen (-4), Vikings (-1), Orcs (0), Demons (0), Undead (0), Oathbreakers (-1) | ||
Dark Elves are | Dark Elves are wary of oathbreakers and vikings, dislike dwarves, and hate all of the Light except elves; whom they loath. They also get along with orcs, demons and undead. | ||
-Racial Ability ( | -Racial Ability (Known Enemy): | ||
-Racial Ability (Of the Dark): | -Racial Ability (Of the Dark): | ||
Undine | |||
'''Undine''' | |||
-Dispel: (T) (C.1) | -Dispel: (T) (C.1) | ||
| Line 23: | Line 24: | ||
'''- | '''Slyph''' | ||
'''-Sylph’s Sigil: (T) (R.4) All enemies are put under the effect of the Sylph’s Sigil for 2 turns. Archers that fire on such a troop regain the charge of a used Talent, unless it’s a Dragon Arrow, and have their base attacks’ Critical Chance increased by a net 30%. Dark Elves and Poachers have their reloading Talents benefit from the Critical Chance increase as well.''' | |||
<nowiki>#</nowiki>Units that count: Skeleton archer, bowman, sharpshooter, elf, dark elf, ranger, poacher, amazon | |||
-Soaring: (A) | -Soaring: (A) | ||
-No Retaliation: (A) | -No Retaliation: (A) | ||
-Magic '''Protection''': (A) This troop has %25 Magical resistance. | -Magic '''Protection''': (A) This troop has %25 Magical resistance. | ||
| Line 37: | Line 39: | ||
-Susceptible to '''Heat''': (A) This troop has %50 Fire vulnerability. | -Susceptible to '''Heat''': (A) This troop has %50 Fire vulnerability. | ||
<nowiki>#</nowiki> | -'''Tainted Rage''': (A) This troop’s attacks '''inflict''' Weakness, which lasts for 1 turn. | ||
<nowiki>#</nowiki>From 30% chance to 100%. | |||
-Level 1 – Cost 20 – Lea. 9 – Att. 4 – Def. 2 – Ini. 5 – Speed 4 – Health 9 – Damage 1-3 Magical | -Level 1 – Cost 20 – Lea. 9 – Att. 4 – Def. 2 – Ini. 5 – Speed 4 – Health 9 – Damage 1-3 Magical | ||
Darkwood Dryad | |||
'''Darkwood Dryad''' | |||
-Summon Thorns: (T) (R.2) | -Summon Thorns: (T) (R.2) | ||
| Line 54: | Line 59: | ||
-No Retaliation: (A) | -No Retaliation: (A) | ||
- | -Beautiful: (A) | ||
-Charm: (A) | -Charm: (A) | ||
| Line 65: | Line 70: | ||
Satyr | |||
- | -Forest Magic: (T) (C.2) Recovers 10 Health of an adjacent Plant, with units revived. | ||
- | -Fatigue: (T) (R.3) '''An enemy below level 5 that has no APs remaining''' is put to Sleep for 2 turns. | ||
-''' | -Nightmare: (T) (R.1) A targeted enemy under the effect of Sleep takes '''7'''-12 Magic damage, and immediately awakens. | ||
''' | -'''Shooter''': (A) Range limit is 4. | ||
'''-Magic Protection: This troop has 10% Magical resistance.''' | |||
<nowiki>#</nowiki>Added the Ability to showcase the Magical resistance. | |||
'''-Susceptable to | '''-Susceptable to Heat: This troop has 10% Fire vulnerability.''' | ||
<nowiki>#</nowiki>Added the Ability to showcase the Fire vulnerability. | |||
- | -Spirit of the Wood: (A) Damage against enemy plants is doubled. '''Morale is increased by 2 in forest battlegrounds.''' | ||
-Level 2 – Cost 80 – Lea. 60 – Att. 16 – Def. 16 – Ini. 3 – Speed 4 – Health '''35''' – Damage 3-5 Magical (Melee: 2-4 Physical) | |||
Dire Werewolf | '''Dire Werewolf''' | ||
-Transform: (T) (R.2) | -Transform: (T) (R.2) | ||
| Line 109: | Line 113: | ||
'''Dire Wolf''' | |||
-Howl: (T) (C.1) All living enemies of Level 1-2 are hit with Fear. '''Enemy humanoids of Level 1-2 additionally have their APs reduced to 0.''' | |||
-Transform: (T) (R.2) | -Transform: (T) (R.2) | ||
| Line 124: | Line 127: | ||
-Tolerance: (A) This troop '''suffers no morale penalty''' from racial relations. | -Tolerance: (A) This troop '''suffers no morale penalty''' from racial relations. | ||
-'''Tainted Rage''': (A) Base attacks have a 10% chance to inflict the effect of Frenzy for 1 turn, which causes the target to be hostile to all troops. This effect ends after the first time the target attacks a troop. | -'''Tainted Rage''': (A) Base attacks have a 10% chance to inflict the effect of Frenzy for 1 turn, which causes the target to be hostile to all troops. This effect ends after the first time the target attacks a troop. | ||
| Line 134: | Line 135: | ||
Dark Elf | |||
Dark Elf | |||
-Double Shot: (T) (R.2) | -Double Shot: (T) (R.2) | ||
| Line 147: | Line 149: | ||
Renegade Druid | |||
Renegade Druid | |||
-Summon Bears: (T) (R.2) Summons a troop of Bears or Ancient Bears, whose size is determined by having their Health be 20-25 per unit in the casting troop. | -Summon Bears: (T) (R.2) Summons a troop of Bears or Ancient Bears, whose size is determined by having their Health be 20-25 per unit in the casting troop. | ||
| Line 153: | Line 156: | ||
-Training: (T) (C.1) | -Training: (T) (C.1) | ||
-Natural Healing: (T) (C. | -Natural Healing: (T) (C.'''1''') For 3 turns, '''three targeted allies''' recover 10% of their maximum Health at the beginning of their turn. '''Additionally, any affliction of Plague or Shadow Plague is removed.''' Cannot be cast on undead or troops immune to magic. | ||
<nowiki>#</nowiki>Natural Healing is now applicable to plants. | <nowiki>#</nowiki>Natural Healing is now applicable to plants. | ||
| Line 168: | Line 171: | ||
'''Poacher''' | |||
-Arrow Shower: (T) (R.2) | -Poisoned Arrows: (T) (C.1) Does 8 to 12 Physical damage and inflicts Poisoning to the target. | ||
-Arrow Shower: (T) (R.2) '''This Talent can be performed even with an adjacent enemy.''' | |||
<nowiki>#</nowiki>The sentence in bold was added to showcase the property. | |||
-Hunter: (A) | -Hunter: (A) | ||
| Line 178: | Line 184: | ||
-Sniper: (A) | -Sniper: (A) | ||
'''-Tainted Rage: (A) | '''-Tainted Rage: (A) Critical Hits of this troop always inflict Bleeding.''' | ||
<nowiki>#</nowiki>Poachers don’t respect the old Laws of the Forest and hunt everything they deem a worthy prey. | <nowiki>#</nowiki>Poachers don’t respect the old Laws of the Forest and hunt everything they deem a worthy prey. | ||
| Line 185: | Line 191: | ||
Black Unicorn | |||
Black Unicorn | |||
-Magic '''Protection''': (A) This troop has %25 Magical resistance. | -Magic '''Protection''': (A) This troop has %25 Magical resistance. | ||
| Line 191: | Line 198: | ||
-Horn of Shadow: (A) | -Horn of Shadow: (A) | ||
'''-Tricksters’ Radiance: (A) This troop is accompanied by will o' wisps | '''-Tricksters’ Radiance: (A) This troop is accompanied by will o' wisps. They emerge when this troop attacks, or is attacked by, a type of creature four times. Due to them casting illusions, creatures of the same type miss their first strike against this troop. Eyeless units are unaffected.''' | ||
-'''Tainted Rage''': (A) Retaliatory strikes always make a Critical Hit against troops that aren't dark elves. | -'''Tainted Rage''': (A) Retaliatory strikes always make a Critical Hit against troops that aren't dark elves. | ||
| Line 200: | Line 207: | ||
Darkwood Ent | |||
'''Darkwood Ent''' | |||
-Running: (T) (C.1) | -Running: (T) (C.1) | ||
| Line 210: | Line 218: | ||
'''-Encompassing Roots: (A) A root network follows wherever this troop goes. Within the radius of 2 tiles, all enemies below Level 5 have their Physical resistance decreased by a net %10.''' | '''-Encompassing Roots: (A) A root network follows wherever this troop goes. Within the radius of 2 tiles, all enemies below Level 5 have their Physical resistance decreased by a net %10.''' | ||
-Plant: (A) | -Plant: (A) This troop has 50% Poison resistance and 100% Fire vulnerability. This troop is immune to mental effects. | ||
-Wooden: (A) | -Wooden: (A) | ||
| Line 217: | Line 225: | ||
Ancient Darkwood Ent | |||
'''Ancient Darkwood Ent''' | |||
-Running: (T) (C.1) | -Running: (T) (C.1) | ||
| Line 227: | Line 236: | ||
-Entangle: (A) | -Entangle: (A) | ||
'''-Supporting Roots: (A) A root network follows wherever this troop goes. Besides improving the odds for entangling enemies, it grants this troop a constant supply of nutritients and | '''-Supporting Roots: (A) A root network follows wherever this troop goes. Besides improving the odds for entangling enemies, it grants this troop a constant supply of nutritients and recovers 140 Health every turn.''' | ||
-Plant: (A) | -Plant: (A) This troop has 50% Poison resistance and 100% Fire vulnerability. This troop is immune to mental effects. | ||
-Wooden: (A) | -Wooden: (A) | ||
-Level 5 – Cost 3600 – Lea. 1200 – Att. 50 – Def. 60 – Ini. 1 – Speed 1 – Health 1400 – Damage 100-140 Physical | -Level 5 – Cost 3600 – Lea. 1200 – Att. 50 – Def. 60 – Ini. 1 – Speed 1 – Health 1400 – Damage 100-140 Physical | ||
Revision as of 16:37, 11 January 2026
_Oathkeepers (-4), Elves (-5), Dwarves (-2), Lizardmen (-4), Vikings (-1), Orcs (0), Demons (0), Undead (0), Oathbreakers (-1)
Dark Elves are wary of oathbreakers and vikings, dislike dwarves, and hate all of the Light except elves; whom they loath. They also get along with orcs, demons and undead.
-Racial Ability (Known Enemy):
-Racial Ability (Of the Dark):
Undine
-Dispel: (T) (C.1)
-Soaring: (A)
-No Retaliation: (A)
-Oblivion: (A)
-Magic Protection: (A) This troop has %25 Magical resistance.
-Level 1 – Cost 16 – Lea. 7 – Att. 3 – Def. 3 – Ini. 7 – Speed 5 – Health 8 – Damage 1-2 Magical
Slyph
-Sylph’s Sigil: (T) (R.4) All enemies are put under the effect of the Sylph’s Sigil for 2 turns. Archers that fire on such a troop regain the charge of a used Talent, unless it’s a Dragon Arrow, and have their base attacks’ Critical Chance increased by a net 30%. Dark Elves and Poachers have their reloading Talents benefit from the Critical Chance increase as well.
#Units that count: Skeleton archer, bowman, sharpshooter, elf, dark elf, ranger, poacher, amazon
-Soaring: (A)
-No Retaliation: (A)
-Magic Protection: (A) This troop has %25 Magical resistance.
-Susceptible to Heat: (A) This troop has %50 Fire vulnerability.
-Tainted Rage: (A) This troop’s attacks inflict Weakness, which lasts for 1 turn.
#From 30% chance to 100%.
-Level 1 – Cost 20 – Lea. 9 – Att. 4 – Def. 2 – Ini. 5 – Speed 4 – Health 9 – Damage 1-3 Magical
Darkwood Dryad
-Summon Thorns: (T) (R.2)
-Elven Song: (T) (C.1)
-Lullaby: (T) (R.3)
-Soaring: (A)
-No Retaliation: (A)
-Beautiful: (A)
-Charm: (A)
-Tree Fairy: (A)
-Level 2 – Cost 50 – Lea. 20 – Att. 6 – Def. 12 – Ini. 4 – Speed 3 – Health 25 – Damage 1-3 Magical
#Had its Attack uplifted to make up for the lack of Oblivion.
Satyr
-Forest Magic: (T) (C.2) Recovers 10 Health of an adjacent Plant, with units revived.
-Fatigue: (T) (R.3) An enemy below level 5 that has no APs remaining is put to Sleep for 2 turns.
-Nightmare: (T) (R.1) A targeted enemy under the effect of Sleep takes 7-12 Magic damage, and immediately awakens.
-Shooter: (A) Range limit is 4.
-Magic Protection: This troop has 10% Magical resistance.
#Added the Ability to showcase the Magical resistance.
-Susceptable to Heat: This troop has 10% Fire vulnerability.
#Added the Ability to showcase the Fire vulnerability.
-Spirit of the Wood: (A) Damage against enemy plants is doubled. Morale is increased by 2 in forest battlegrounds.
-Level 2 – Cost 80 – Lea. 60 – Att. 16 – Def. 16 – Ini. 3 – Speed 4 – Health 35 – Damage 3-5 Magical (Melee: 2-4 Physical)
Dire Werewolf
-Transform: (T) (R.2)
-Blades: (A)
-Night Vision: (A)
-Regeneration: (A)
-Tolerance: (A) This troop suffers no morale penalty from racial relations.
-Tainted Rage: (A) Each 30 units in this troop causes an increase in Attack by 1, up to a maximum of +16. This bonus drops in relation to the percentage of units lost.
#Like animals, the Dire Werewolves find strength in numbers.
-Level 3 – Cost 160 – Lea. 60 – Att. 16 – Def. 16 – Ini. 5 – Speed 2 – Health 55 – Damage 7-9 Physical
Dire Wolf
-Howl: (T) (C.1) All living enemies of Level 1-2 are hit with Fear. Enemy humanoids of Level 1-2 additionally have their APs reduced to 0.
-Transform: (T) (R.2)
-Beast: (A)
-Night Vision: (A)
-Regeneration: (A)
-Tolerance: (A) This troop suffers no morale penalty from racial relations.
-Tainted Rage: (A) Base attacks have a 10% chance to inflict the effect of Frenzy for 1 turn, which causes the target to be hostile to all troops. This effect ends after the first time the target attacks a troop.
-Level 3 – Cost 160 [Redundant] – Lea. 60 – Att. 16 – Def. 10 – Ini. 5 – Speed 4 – Health 55 – Damage 6-8 Physical
#Lycanthrope could cover for some of the losses, so the increase in minimum damage is reasonable?
Dark Elf
-Double Shot: (T) (R.2)
-Enchanted Arrow: (T) (R.3)
-Sniper: (A)
-Tainted Rage: (A) This troop’s retaliation warrants no penalty to damage.
-Level 3 – Cost 270 – Lea. 80 – Att. 21 – Def. 15 – Ini. 5 – Speed 2 – Health 60 – Damage 4-5 Physical
Renegade Druid
-Summon Bears: (T) (R.2) Summons a troop of Bears or Ancient Bears, whose size is determined by having their Health be 20-25 per unit in the casting troop.
-Training: (T) (C.1)
-Natural Healing: (T) (C.1) For 3 turns, three targeted allies recover 10% of their maximum Health at the beginning of their turn. Additionally, any affliction of Plague or Shadow Plague is removed. Cannot be cast on undead or troops immune to magic.
#Natural Healing is now applicable to plants.
-Aura of Stillness: (A) Allied dark elves have their morale increased by 2.
-Sting of the Forest: (A) Range limit is 6. Damaged enemies have their Attack and Defense reduced by 1, to a minimum of -5.
-Magic Protection: (A) This troop has %25 Magical resistance.
-Tainted Rage: (A) Ranged attacks splash to adjacent enemies with 50% of the base damage.
-Level 3 – Cost 240 – Lea. 100 – Att. 16 – Def. 22 – Ini. 2 – Speed 2 – Health 100 – Damage 4-8 Magical
Poacher
-Poisoned Arrows: (T) (C.1) Does 8 to 12 Physical damage and inflicts Poisoning to the target.
-Arrow Shower: (T) (R.2) This Talent can be performed even with an adjacent enemy.
#The sentence in bold was added to showcase the property.
-Hunter: (A)
-Sniper: (A)
-Tainted Rage: (A) Critical Hits of this troop always inflict Bleeding.
#Poachers don’t respect the old Laws of the Forest and hunt everything they deem a worthy prey.
-Level 4 – Cost 700 – Lea. 150 – Att. 27 – Def. 18 – Ini. 6 – Speed 2 – Health 110 – Damage 8-12 Physical
Black Unicorn
-Magic Protection: (A) This troop has %25 Magical resistance.
-Horn of Shadow: (A)
-Tricksters’ Radiance: (A) This troop is accompanied by will o' wisps. They emerge when this troop attacks, or is attacked by, a type of creature four times. Due to them casting illusions, creatures of the same type miss their first strike against this troop. Eyeless units are unaffected.
-Tainted Rage: (A) Retaliatory strikes always make a Critical Hit against troops that aren't dark elves.
#The Tainted Rage used to include the ability that “All enemies within two tiles have their Magic Resistance decreased by 10.” And facing known enemies were decided to increase Critical Chance by %40 instead of the standard %20, so that Known Enemy wouldn’t be largely redundant; but it turns out (from what I understand) retaliations aren’t affected by the Critical Chance increase.
-Level 4 – Cost 750 – Lea. 150 – Att. 27 – Def. 24 – Ini. 5 – Speed 4 – Health 140 – Damage 11-20 Physical (+Horn of Shadow: 4-7 Magical)
Darkwood Ent
-Running: (T) (C.1)
-Swarm: (T) (R.1)
-Entangle: (A)
-Encompassing Roots: (A) A root network follows wherever this troop goes. Within the radius of 2 tiles, all enemies below Level 5 have their Physical resistance decreased by a net %10.
-Plant: (A) This troop has 50% Poison resistance and 100% Fire vulnerability. This troop is immune to mental effects.
-Wooden: (A)
-Level 4 – Cost 800 – Lea. 260 – Att. 30 – Def. 36 – Ini. 2 – Speed 2 – Health 260 – Damage 25-30 Physical
Ancient Darkwood Ent
-Running: (T) (C.1)
-Swarm: (T) (C.1)
-Summon Swarm: (T) (R.1)
-Entangle: (A)
-Supporting Roots: (A) A root network follows wherever this troop goes. Besides improving the odds for entangling enemies, it grants this troop a constant supply of nutritients and recovers 140 Health every turn.
-Plant: (A) This troop has 50% Poison resistance and 100% Fire vulnerability. This troop is immune to mental effects.
-Wooden: (A)
-Level 5 – Cost 3600 – Lea. 1200 – Att. 50 – Def. 60 – Ini. 1 – Speed 1 – Health 1400 – Damage 100-140 Physical