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-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'''. | ||
-Level 2 – Cost | -Level 2 – Cost 100 – Lea. '''44''' – Att. 16 – Def. 10 – Ini. 4 – Speed 2 – Health 34 – Damage 3-4 Physical | ||
| Line 182: | Line 182: | ||
-Telekinesis: (T) (C.1) Moves an arbitrary troop into an unoccupied tile, adjacent to their current position. | -Telekinesis: (T) (C.1) Moves an arbitrary troop into an unoccupied tile, adjacent to their current position. | ||
-Lightning: (A) There is no range limit. This troop has a 25% chance to inflict Shock, both at range and in melee. | -Lightning: (A) There is no range limit. This troop has a 25% chance to inflict Shock, both at range and in melee. | ||
-Magic Protection: (A) This troop has %50 Magical resistance. | -Magic Protection: (A) This troop has %50 Magical resistance. | ||
| Line 202: | Line 202: | ||
-Holy Warrior: (A) This troop has 30% Magical resistance. Additionally, it deals 24-30 Physical damage against enemies of the opposing alignment. | -Holy Warrior: (A) This troop has 30% Magical resistance. Additionally, it deals 24-30 Physical damage against enemies of the opposing alignment. | ||
'''-Hymn to Victory: (A) Revival effects from spells and troops, unless they are from the opposing alignment, recover | '''-Hymn to Victory: (A) Revival effects from spells and troops, unless they are from the opposing alignment, recover 35% more Health.''' | ||
-Divine Defense: (A) This troop cannot be affected by necromancy or vampiric conversion. | -Divine Defense: (A) This troop cannot be affected by necromancy or vampiric conversion. | ||
Latest revision as of 16:35, 23 February 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) Deals 2-4 Physical damage against plants.
-Tenacity: (A) %30 of the target’s Defense is ignored.
#Used to be limited by the gap in Leadership.
-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
Swordsman
-Smashing Blow: (T) (R.2) Deals 7-11 Physical damage.
-Armored: (A) This troop has %20 Physical 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?
-Fighting Spirit: (A) If this troop’s numbers are equal to or above %50, 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
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) Range limit is 6.
-Fighting Spirit: (A) If this troop’s numbers are equal to or above %50, morale is increased by 2.
-Level 2 – Cost 100 – Lea. 44 – 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 2. Alternatively, deals 5 Magical damage to enemies of the opposing alignment.
-Bless: (T) (R.1) An arbitrary ally, if it is not of the opposing alignment, does maximum damage on its basic attacks for 2 turns. Alternatively, a targeted enemy of the opposing alignment is afflicted with Divine Shackles, reducing its Attack and Defense by 30% for 2 turns.
-Smiting Strike: (A) Range limit is 6. This troop deals 50% more damage to enemies of the opposing alignment through base attacks and Talents.
-Divine Defense: (A) This troop cannot be affected by necromancy or vampiric conversion.
-No Melee Penalty: (A) This troop deals 2-4 Magical damage in melee.
-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
Witch Hunter
-Purge: (T) (R.2) Removes 2 random effects from a targeted troop.
#Uses the Dispel icon.
-Magic Box: (T) (C.1) Targets an enemy. The target is dealt 6-8 Magic damage (per member of this troop) anytime it uses a Talent.
-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) This troop does 6-9 Physical damage against mages and summons.
-Magic Protection: (A) This troop has %50 Magic resistance.
-Restoration: (A) This troop removes all negative effects it suffers from at the beginning of its turn.
-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
Guardsman
-Smashing Blow: (T) (R.1) Deals 10-15 Physical damage.
-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 never lose their Fighting Spirit. 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 %50, 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) This troop or an ally, if not of the opposing alignment, is targeted. The target recovers 5 HP per member of this troop, with units revived.
-Anger: (T) (R.2) This troop or an arbitrary ally is put under the effect of Anger. It causes a 50% increase in damage and a 100% increase in Rage output against enemies of the opposing alignment. Alternatively, a targeted enemy of the opposing alignment is afflicted with Divine Shackles, reducing its Attack and Defense by 40% for 2 turns.
-Smiting Strike: (A) Range limit is 7. This troop deals 50% more damage to enemies of the opposing alignment through base attacks and Talents.
-Divine Defense: (A) This troop cannot be affected by necromancy or vampiric conversion.
-No Melee Penalty: (A) This troop deals 5-7 Magical damage in melee.
-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) All surrounding enemies are dealt 15-20 Physical damage, with only the targeted enemy retaliating.
-Second Wind: (T) (R.2) An ally that has already moved is granted a second turn, that occurs only after all other turns have been resolved. The ally must be below Level 5 and its Leadership must be less than 320 per member of this troop. This troop doesn't end its turn.
-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) This troop increases its base Defense by 30% every time it takes damage, to a maximum of +90% over base.
-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) All adjacent allies, as well as this troop, gain +1 to Initiative for 2 turns. Does not end this troop’s turn.
-Ramming: (A) When this troop initiates a base attack in a straight line, each traversed tile increases damage by a net 10%.
-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) For 2 turns; this troop doubles its ranged damage and adds a net +50% to ranged Shock chance, but can’t perform other Talents and has its Defense halved. Additionally, any ranged attack can bounce to an enemy within 4 tiles, up to 2 enemies. 1/3rd of the damage and 1/3rd of the Shock chance will be applied to the first bounce, and 1/3rd of those to the second bounce.
-Magic Shield: (T) (R.1) An arbitrary ally takes halved damage for 3 turns.
-Telekinesis: (T) (C.1) Moves an arbitrary troop into an unoccupied tile, adjacent to their current position.
-Lightning: (A) There is no range limit. This troop has a 25% chance to inflict Shock, both at range and in melee.
-Magic Protection: (A) This troop has %50 Magical resistance.
-Aura of Antimagic: (A) Adjacent allies who lack this Ability increase their Magical resistance by a net 10%.
-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 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) This troop has 30% Magical resistance. Additionally, it deals 24-30 Physical damage against enemies of the opposing alignment.
-Hymn to Victory: (A) Revival effects from spells and troops, unless they are from the opposing alignment, recover 35% more Health.
-Divine Defense: (A) This troop cannot be affected by necromancy or vampiric conversion.
-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
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 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) This troop is immune to mental effects.
-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 Knowledge: (A) Once per turn, this troop does 25% more damage and takes 20% less damage. These runes are applied automatically at the first opportunity.
-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.