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_Elves (-1), Dwarves (-1), Lizardmen (-1), Vikings (-2), Orcs (-5), Demons (-5), Undead (-5), Oathbreakers (-5), Dark Elves (-4), Zwergs (-4)
_Elves (-1), Dwarves (0), Lizardmen (-1), Vikings (-2), Orcs (-5), Demons (-5), Undead (-5), Oathbreakers (-5), Dark Elves (-4)


Oathkeepers are wary of the rest of the Light, dislike Vikings, hate Dark Elves and Zwergs, and loath the rest of the Dark.
Oathkeepers get along with dwarves, are wary of the rest of the Light, dislike vikings, hate dark elves, and loath the rest of the Dark.


-Racial Ability (Fighting Spirit): If the troops’ numbers are not below a certain percentage, morale is increased by '''2'''.
-Racial Ability (Fighting Spirit): If the troops’ numbers are not below a certain percentage, morale is increased by '''2'''.
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Peasant:
 
Peasant


-Weed Killer: (A)
-Weed Killer: (A)
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Swordsman:
 
Swordsman


-Smashing Blow: (T) (R.2)
-Smashing Blow: (T) (R.2)


-Armored: (A) This troop has %20 Physical resistance.
-Armored: (A) This troop has %20 Physical resistance.
'''-Combat Readiness: (A) This troop increases its Defense by 3 for each enemy within 2 tiles, up to +12.'''


-Prudence: (A) '''Once this troop loses %25 of its ranks, it receives a %10 chance to evade attacks; and each further loss of %25 increases these odds by a net %10.'''
-Prudence: (A) '''Once this troop loses %25 of its ranks, it receives a %10 chance to evade attacks; and each further loss of %25 increases these odds by a net %10.'''
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-Fighting Spirit: (A) If this troop’s numbers are equal to or above %'''40''', morale is increased by '''2'''.
-Fighting Spirit: (A) If this troop’s numbers are equal to or above %'''40''', morale is increased by '''2'''.


-Level 2 – Cost 70 – Lea. 35 – Att. 10 – Def. 16 – Ini. 3 – Speed 3 – Health 35 – Damage 4-6 Physical
-Level 2 – Cost 70 – Lea. 35 – Att. 10 – Def. '''13''' – Ini. 3 – Speed 3 – Health 35 – Damage 4-6 Physical
 




Bowman:
Bowman


-Flaming Arrow: (T) (R.3) Performs a ranged attack, which does 3-4 Physical damage and Burns the target.
-Flaming Arrow: (T) (R.3) Performs a ranged attack, which does 3-4 Physical damage and Burns the target.
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Priest of Light:


-Healing: (T) (C.2) Does X '''Magical''' damage to troops “of the Dark”.
Priest of Light
 
-Healing: (T) (C.2) Recovers 10 HP of an ally of the same alignment '''and''' '''reduces the duration of Bleeding on it by 1.''' Alternatively, deals 5 '''Magical''' damage to enemies of the opposing alignment.


-Bless: (T) (R.1)
-Bless: (T) (R.1)
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Witch Hunter:
 
Witch Hunter


-'''Purge''': (T) (R.2) Removes 2 random effects from a targeted troop.
-'''Purge''': (T) (R.2) Removes 2 random effects from a targeted troop.
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-Magic Box: (T) (C.1)
-Magic Box: (T) (C.1)


'''-Magical Aid: (T) (R.3) This troop receives an effect from the pool of [Stone Skin, Haste, Power of Light and Titan Slayer]. The effect acts as if cast by the hero at level 2.'''
'''-Magical Aid: (T) (R.3) This troop receives an effect from the pool of [Avenging Angel, Haste, Power of Light and Titan Slayer]. The effect acts as if cast by the hero at level 2.'''


-Mageslayer: (A) Does %50 more damage against Mages and Summons.
-Mageslayer: (A) Does %50 more damage against Mages and Summons.
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Guardsman:
 
Guardsman


-Smashing Blow: (T) (R.1)
-Smashing Blow: (T) (R.1)
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<nowiki>#</nowiki>Make the Ability display what the current percentage is?
<nowiki>#</nowiki>Make the Ability display what the current percentage is?


-Commander: (A) '''Allied Swordsmen and Bowmen have the reload duration of their Talents decreased by 1.'''
-Commander: (A) '''Allied Swordsmen have Combat Readiness affect their Attack as well, increasing it by 2. Allied Bowmen have the reload duration of Flaming Arrow decreased by 1.'''


-Fighting Spirit: (A) If this troop’s numbers are equal to or above %40, morale is increased by '''2'''.
-Fighting Spirit: (A) If this troop’s numbers are equal to or above %40, morale is increased by '''2'''.
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Inquisitor of Light:
 
Inquisitor of Light


-Resurrection: (T) (C.2)
-Resurrection: (T) (C.2)
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Knight:
 
Knight


-Circle Attack: (T) (R.2)
-Circle Attack: (T) (R.2)
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-Second Wind: (T) (R.2)
-Second Wind: (T) (R.2)


-Dragonslayer: (A)
-Dragonslayer: (A) This troop deals 21-27 Physical damage to dragons and has 30% Fire resistance.


-Valor: (A) This troop has +1 morale by default.
-Valor: (A) This troop has +1 morale by default.
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Horseman:
 
Horseman


-'''Sudden Surge''': (T) (C.1) This troop charges in a straight line to deal 16-20 Physical damage on a target; with no chance of retaliation, and with no bonus from Ramming. 1 extra AP is provided for every 2 tiles between this troop and the target. Demands at least 3 tiles inbetween to initiate.
-'''Sudden Surge''': (T) (C.1) This troop charges in a straight line to deal 16-20 Physical damage on a target; with no chance of retaliation, and with no bonus from Ramming. 1 extra AP is provided for every 2 tiles between this troop and the target. Demands at least 3 tiles inbetween to initiate.
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Archmage:
 
Archmage


-Fighting Trance: (T) (R.2)
-Fighting Trance: (T) (R.2)
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-Aura of Antimagic: (A)
-Aura of Antimagic: (A)


-Persistance of Mind: (A)
-Persistence of Mind: (A)


-Fighting Spirit: (A) If this troop’s numbers are equal to or above %50, morale is increased by '''2'''.
-Fighting Spirit: (A) If this troop’s numbers are equal to or above %50, morale is increased by '''2'''.
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Paladin:
 
Paladin


-Prayer: (T) (C.1) This troop and adjacent organic allies who are both of the same alignment and below Level 5 recover 24 Health, with units revived. Troops of the opposing alignment, even allied ones, take 14-16 Magical damage and flee 1 tile away.  
-Prayer: (T) (C.1) This troop and adjacent organic allies who are both of the same alignment and below Level 5 recover 24 Health, with units revived. Troops of the opposing alignment, even allied ones, take 14-16 Magical damage and flee 1 tile away.  
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-Holy Warrior: (A)
-Holy Warrior: (A)


'''-Hymn to Victory: (A) Up to %10 of this troop’s numbers can be resurrected by the remaining members once victory is achieved.'''
'''-Hymn to Victory: (A) Revival effects from spells and troops, unless they are from the opposing alignment, recover 50% more Health.'''


-Divine Defense: (A)
-Divine Defense: (A)
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'''Rune Sage''':
'''Rune Sage'''


-Destruction: (T) (R.3) Everything in a straight line suffers 45-65 Astral damage. '''If the hero’s Might Rune numbers are the least in comparison to others, damage is increased by %100.'''
-Destruction: (T) (R.3) Everything in a straight line suffers 45-65 Astral damage. '''If the hero’s Might Rune numbers are the least in comparison to others, damage is increased by %100.'''
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'''-Armor of Magic: (A) This troop has %50 Magical resistance. If the hero’s Magic Rune numbers are the least in comparison to others all non-Astral resistances are increased by %10.'''
'''-Armor of Magic: (A) This troop has %50 Magical resistance. If the hero’s Magic Rune numbers are the least in comparison to others all non-Astral resistances are increased by %10.'''


-Persistance of Mind: (A)
-Persistence of Mind: (A)


-High Mage: (A) '''Priests of Light, Inquisitors of Light and Gorguanas have their morale increased by 2. Archmages, Elders, Druids and Soothsayers have their morale increased by 1. If there is a tie between the Rune of Power numbers, the rank of priorities is as follows: Magic, Spirit, Might.'''
-High Mage: (A) '''Priests of Light, Inquisitors of Light and Gorguanas have their morale increased by 2. Archmages, Elders, Druids and Soothsayers have their morale increased by 1. If there is a tie between the Rune of Power numbers, the rank of priorities is as follows: Magic, Spirit, Might.'''

Latest revision as of 14:38, 12 January 2026

_Elves (-1), Dwarves (0), Lizardmen (-1), Vikings (-2), Orcs (-5), Demons (-5), Undead (-5), Oathbreakers (-5), Dark Elves (-4)

Oathkeepers get along with dwarves, are wary of the rest of the Light, dislike vikings, hate dark elves, and loath the rest of the Dark.

-Racial Ability (Fighting Spirit): If the troops’ numbers are not below a certain percentage, morale is increased by 2.

-Racial Ability (Of the Light):


Peasant

-Weed Killer: (A)

-Tenacity: (A) %30 of the target’s Defense is ignored.

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %60, morale is increased by 2.

-Level 1 – Cost 10 – Lea. 5 – Att. 1 – Def. 1 – Ini. 3 – Speed 2 – Health 6 – Damage 1-2 Physical (Weed Killer: 2-4 Physical)


Swordsman

-Smashing Blow: (T) (R.2)

-Armored: (A) This troop has %20 Physical resistance.

-Combat Readiness: (A) This troop increases its Defense by 3 for each enemy within 2 tiles, up to +12.

-Prudence: (A) Once this troop loses %25 of its ranks, it receives a %10 chance to evade attacks; and each further loss of %25 increases these odds by a net %10.

#Make the Ability display what the current percentage is?

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %40, morale is increased by 2.

-Level 2 – Cost 70 – Lea. 35 – Att. 10 – Def. 13 – Ini. 3 – Speed 3 – Health 35 – Damage 4-6 Physical


Bowman

-Flaming Arrow: (T) (R.3) Performs a ranged attack, which does 3-4 Physical damage and Burns the target.

-Ice Arrow: (T) (C.1) Performs a ranged attack, which does 3-4 Ice damage and Freezes the target.

-Archer: (A)

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %40, morale is increased by 2.

-Level 2 – Cost 95 – Lea. 45 – Att. 16 – Def. 10 – Ini. 4 – Speed 2 – Health 34 – Damage 3-4 Physical


Priest of Light

-Healing: (T) (C.2) Recovers 10 HP of an ally of the same alignment and reduces the duration of Bleeding on it by 1. Alternatively, deals 5 Magical damage to enemies of the opposing alignment.

-Bless: (T) (R.1)

-Smiting Strike: (A)

-Divine Defense: (A)

-No Melee Penalty: (A)

-Magic Protection: (A) This troop has %10 Magical resistance.

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %50, morale is increased by 2.

-Level 2 – Cost 100 – Lea. 50 – Att. 10 – Def. 10 – Ini. 4 – Speed 2 – Health 32 – Damage 2-4 Magical (Smiting Strike: ???)


Witch Hunter

-Purge: (T) (R.2) Removes 2 random effects from a targeted troop.

#Uses the Dispel icon.

-Magic Box: (T) (C.1)

-Magical Aid: (T) (R.3) This troop receives an effect from the pool of [Avenging Angel, Haste, Power of Light and Titan Slayer]. The effect acts as if cast by the hero at level 2.

-Mageslayer: (A) Does %50 more damage against Mages and Summons.

-Magic Protection: (A) This troop has %50 Magic resistance.

-Restoration: (A)

-Persistence of Mind: (A) This troop is immune to mental effects.

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %50, morale is increased by 2.

-Level 2 – Cost 150 – Lea. 60 – Att. 14 – Def. 12 – Ini. 5 – Speed 3 – Health 60 – Damage 4-6 Physical (Mageslayer: 6-9 Physical)


Guardsman

-Smashing Blow: (T) (R.1)

-Armored: (A) This troop has %20 Physical and %10 Fire resistance.

-Prudence: (A) Once this troop loses %25 of its ranks, it receives a %10 chance to evade attacks; and each further loss of %25 increases these odds by a net %10.

#Make the Ability display what the current percentage is?

-Commander: (A) Allied Swordsmen have Combat Readiness affect their Attack as well, increasing it by 2. Allied Bowmen have the reload duration of Flaming Arrow decreased by 1.

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %40, morale is increased by 2.

-Level 3 – Cost 120 – Lea. 60 – Att. 17 – Def. 21 – Ini. 4 – Speed 3 – Health 58 – Damage 7-10 Physical


Inquisitor of Light

-Resurrection: (T) (C.2)

-Anger: (T) (R.2)

-Smiting Strike: (A)

-Divine Defense: (A)

-No Melee Penalty: (A)

-Magic Protection: (A) This troop has %10 Magical resistance.

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %50, morale is increased by 2.

-Level 3 – Cost 300 – Lea. 100 – Att. 16 – Def. 16 – Ini. 5 – Speed 2 – Health 70 – Damage 5-7 Magical (Smiting Strike: ???)


Knight

-Circle Attack: (T) (R.2)

-Second Wind: (T) (R.2)

-Dragonslayer: (A) This troop deals 21-27 Physical damage to dragons and has 30% Fire resistance.

-Valor: (A) This troop has +1 morale by default.

-Armored: (A) This troop has %30 Physical resistance.

-Mastery: (A)

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %40, morale is increased by 2.

-Level 4 – Cost 1000 – Lea. 160 – Att. 27 – Def. 27 – Ini. 5 – Speed 2 – Health 160 – Damage 16-18 Physical


Horseman

-Sudden Surge: (T) (C.1) This troop charges in a straight line to deal 16-20 Physical damage on a target; with no chance of retaliation, and with no bonus from Ramming. 1 extra AP is provided for every 2 tiles between this troop and the target. Demands at least 3 tiles inbetween to initiate.

-Battle Cry: (T) (R.3)

-Ramming: (A)

-Armored: (A) This troop has %20 Physical and %20 Fire resistance.

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %40, morale is increased by 2.

-Level 4 – Cost 1100 – Lea. 180 – Att. 29 – Def. 25 – Ini. 7 – Speed 5 – Health 150 – Damage 14-18 Physical


Archmage

-Fighting Trance: (T) (R.2)

-Magic Shield: (T) (R.1)

-Telekinesis: (T) (C.1)

-Lightning: (A) Range limit is infinite. 25% chance to inflict Shock, both at range and in melee. Armored and mechanical troops are dealt 20% more damage.

-Magic Protection: (A) This troop has %50 Magical resistance.

-Aura of Antimagic: (A)

-Persistence of Mind: (A)

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %50, morale is increased by 2.

-Level 4 – Cost 900 – Lea. 200 – Att. 20 – Def. 24 – Ini. 6 – Speed 2 – Health 140 – Damage 5-8 Magical


Paladin

-Prayer: (T) (C.1) This troop and adjacent organic allies who are both of the same alignment and below Level 5 recover 24 Health, with units revived. Troops of the opposing alignment, even allied ones, take 14-16 Magical damage and flee 1 tile away.

-Holy Warrior: (A)

-Hymn to Victory: (A) Revival effects from spells and troops, unless they are from the opposing alignment, recover 50% more Health.

-Divine Defense: (A)

-Armored: (A) This troop has 30% Physical and 10% Fire resistance.

#Added in the Fire resistance.

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %40, morale is increased by 2.

-Level 4 – Cost 1500 – Lea. 220 – Att. 36 – Def. 36 – Ini. 3 – Speed 2 – Health 200 – Damage 16-20 Physical (Holy Warrior: 24-30 Physical)


Rune Sage

-Destruction: (T) (R.3) Everything in a straight line suffers 45-65 Astral damage. If the hero’s Might Rune numbers are the least in comparison to others, damage is increased by %100.

-Justice: (T) (R.4) Transfers a random negative effect from an ally to an applicable enemy, or a random positive effect from an enemy to an applicable ally. If the hero’s Spirit Rune numbers are the least in comparison to others this Talent requires only 2 turns to be applicable again.

#Uses recycled Justice icons.

-Phantom: (T) (C.1) Fabricates a phantom of an enemy below Level 5. The phantom’s size is 20% of the targeted troop’s Health. If the hero’s Magic Rune numbers are the least in comparison to others the phantom’s size is instead %40 of the targeted troop’s Health.

-Staff of Might: (A) There is no effective range limit. If the hero’s Might Rune numbers are the least in comparison to others, base (ranged) attacks have their damage increased by 20.

-Breaking of Will: (A) Base (ranged) attacks have a %30 chance to inflict level 2 Helplessness on enemies. If the hero’s Spirit Rune numbers are the least in comparison to others, this chance is instead %80.

-Armor of Magic: (A) This troop has %50 Magical resistance. If the hero’s Magic Rune numbers are the least in comparison to others all non-Astral resistances are increased by %10.

-Persistence of Mind: (A)

-High Mage: (A) Priests of Light, Inquisitors of Light and Gorguanas have their morale increased by 2. Archmages, Elders, Druids and Soothsayers have their morale increased by 1. If there is a tie between the Rune of Power numbers, the rank of priorities is as follows: Magic, Spirit, Might.

-Runic: (A)

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %50, morale is increased by 2.

-Level 5 – Cost 17000 – Lea. 1700 – Att. 41 – Def. 42 – Ini. 5 – Speed 3 – Health 550 – Damage 50-65 Magical – Damage (Melee) 35 Physical

#Attack and Defense were reduced to fit into the Leadership reduction. The reduced Leadership’s Health ratio is similar to the ratio of the original Rune Mages with Spirit Runes maxed.