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_Elves (-1), Dwarves ( | _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 | 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. | -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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-Healing: (T) (C.2) | 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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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 | -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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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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'''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.''' | ||
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.