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_Oathkeepers (-4), Elves (-5), Dwarves (-2), Lizardmen (-4), Animals (+1), Vikings (-1), Orcs (0), Demons (0), Undead (0), Oathbreakers (-1)
_Oathkeepers (-4), Elves (-5), Dwarves (-2), Lizardmen (-4), Vikings (-1), Orcs (0), Demons (0), Undead (0), Oathbreakers (-1)


Dark Elves are fond of Animals, 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.
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 (Known Enemy):
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'''Undine''':
'''Undine'''


-Dispel: (T) (C.1)
-Dispel: (T) (C.1)
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Forest Fairy:
'''Slyph'''


'''-Hunter’s Mark: (T) (R.4) All enemies are put under the effect of the Hunter’s Mark for 2 turns. Archers that fire on such a troop will 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 will have their reloading Talents benefit from the Critical Chance increase as well.'''
'''-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
<nowiki>#</nowiki>Units that count: Skeleton archer, bowman, sharpshooter, elf, dark elf, ranger, poacher, amazon
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-Susceptible to '''Heat''': (A) This troop has %50 Fire vulnerability.
-Susceptible to '''Heat''': (A) This troop has %50 Fire vulnerability.


-Fairy Dust: (A) This troop’s attacks '''inflict''' Weakness, which lasts for 1 turn.
-'''Tainted Rage''': (A) This troop’s attacks '''inflict''' Weakness, which lasts for 1 turn.


<nowiki>#</nowiki>From 30% chance to 100%.
<nowiki>#</nowiki>From 30% chance to 100%.
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'''Darkwood Dryad''':
'''Darkwood Dryad'''


-Summon Thorns: (T) (R.2)
-Summon Thorns: (T) (R.2)
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Satyr:
 
Satyr


-Forest Magic: (T) (C.2) Recovers 10 Health of an adjacent Plant, with units revived.
-Forest Magic: (T) (C.2) Recovers 10 Health of an adjacent Plant, with units revived.


-Fatigue: (T) (R.3) An enemy troop that has no APs remaining, whose Level is below 5 and whose Leadership is less than 90 per member of this troop, is put to Sleep for 2 turns.
-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 5-12 Magic damage, and immediately awakens.
 
-'''Shooter''': (A) Range limit is 4.


'''-Bond of Vitality: (A) This troop can bond with an ally within 2 tiles. The ally with the highest possible base Health is chosen for this bond. Once bonded, this troop increases their base Health by 10% of the other troop’s base Health, up to a maximum of +22.'''
-Nightmare: (T) (R.1) A targeted enemy under the effect of Sleep takes '''7'''-12 Magic damage, and immediately awakens.


<nowiki>#</nowiki>Make the Ability display what the current boost is?
-'''Shooter''': (A) Range limit is 4.


'''-Magic Protection: This troop has 10% Magical resistance.'''
'''-Magic Protection: This troop has 10% Magical resistance.'''
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<nowiki>#</nowiki>Added the Ability to showcase the Fire vulnerability.
<nowiki>#</nowiki>Added the Ability to showcase the Fire vulnerability.


-Spirit of the Wood: (A) Allied Darkwood Dryads and plants have their Initiative increased by 2. Damage against enemy plants is doubled. '''Morale is increased by 1 in forest battlegrounds.'''
-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 23 – Damage 3-5 Magical (Melee: 2-4 Physical)
 
<nowiki>#</nowiki>Reduced Sting of the Forest into Shooter and decreased melee damage.


-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)
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'''Dire Wolf''':
'''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.'''
-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.'''
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Dark Elf:
 
Dark Elf


-Double Shot: (T) (R.2)
-Double Shot: (T) (R.2)
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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.
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'''Poacher''':
'''Poacher'''


-Poisoned Arrows: (T) (C.1) Does 8 to 12 Physical damage and inflicts Poisoning to the target.  
-Poisoned Arrows: (T) (C.1) Does 8 to 12 Physical damage and inflicts Poisoning to the target.  
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Black Unicorn:
 
Black Unicorn


-Magic '''Protection''': (A) This troop has %25 Magical resistance.
-Magic '''Protection''': (A) This troop has %25 Magical resistance.
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'''Darkwood Ent''':
'''Darkwood Ent'''


-Running: (T) (C.1)
-Running: (T) (C.1)
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'''Ancient Darkwood Ent''':
'''Ancient Darkwood Ent'''


-Running: (T) (C.1)
-Running: (T) (C.1)

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