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Lake Fairy
Lake Fairy


-Dispel: (T) (C.1)
-Dispel: (T) (C.1) Removes all effects and stasues from an arbitrary target.


-Soaring: (A)
-Soaring: (A)


-No Retaliation: (A)
-No Retaliation: (A) Targeted enemies don’t retaliate.


-Oblivion: (A)
-Oblivion: (A) Base attacks have a 50% chance of restricting the target's access to Talents.


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


-No Retaliation: (A)
-No Retaliation: (A) Targeted enemies don’t retaliate.


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


-Summon Thorns: (T) (R.2)
-Summon Thorns: (T) (R.2) Generates a Thorn Hunter or Thorn Warrior troop in an arbitrary adjacent tile, with a total Leadership of 8-10 per member of this troop.


-Elven Song: (T) (C.1)
-Elven Song: (T) (C.1) Allied elves increase their Initiative by 3 for 5 turns.


-Lullaby: (T) (R.3)
-Lullaby: (T) (R.3) All enemies below Level 4 that are not immune to Mind effects fall asleep for 1 turn.


-Soaring: (A)
-Soaring: (A)


-No Retaliation: (A)
-No Retaliation: (A) Targeted enemies don’t retaliate.


-Beautiful: (A)
-Beautiful: (A) Male humanoids have a 30% chance to Miss when attacking this troop.


-Charm: (A)  
-Charm: (A) Base attacks have a 20% chance to temporarily convert enemy male humanoids into allies, if they're below Level 4 and their Leadership is not greater than this troop’s value.


-'''Tree Fairy''': (A)  
-'''Tree Fairy''': (A) Allied plants and Fauns increase their morale by '''2'''.


'''-Battle Harmony: (A) This troop receives 50% of the target’s Initiative for 2 turns after performing a hit, up to +2.'''
'''-Battle Harmony: (A) This troop receives 50% of the target’s Initiative for 2 turns after performing a hit, up to +2.'''
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-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 '''below level 5 that has no APs remaining''' 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 '''7'''-12 Magic damage, and immediately awakens.
-Nightmare: (T) (R.1) A targeted enemy under the effect of Sleep takes '''7'''-12 Magic damage, and immediately awakens.
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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) Damage against enemy plants is doubled. '''Morale is increased by 2 in forest battlegrounds.'''
-Spirit of the Wood: (A) Damage against enemy plants is doubled. Allied plants have their Initiative increased by 2. '''Morale is increased by 2 in forest battlegrounds.'''


'''-Battle Harmony: (A) This troop receives 25% of the target’s Defense for 2 turns after performing a hit, up to +12.'''
'''-Battle Harmony: (A) This troop receives 25% of the target’s Defense for 2 turns after performing a hit, up to +12.'''


-Level 2 – Cost 80 – Lea. 60 – Att. 16 – Def. 16 – Ini. 3 – Speed 4 – Health '''35''' – Damage 3-5 Magical (Melee: '''2'''-'''4''' Physical)  
-Level 2 – Cost 80 – Lea. 60 – Att. 16 – Def. 16 – Ini. 3 – Speed 4 – Health '''35''' – Damage 3-5 Magical (Melee: '''2'''-'''4''' Physical)  




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'''Elf'''
'''Elf'''


'''-Double Shot: (T) (R.2)'''
'''-Double Shot: (T) (R.2) Deals 8-10 Physical damage to a target.'''


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


-Sniper: (A)
-Sniper: (A) There is no range limit.


-'''Pristine''': (A) Hits performed against troops that are Frozen or under a Snow Storm '''increase Battle Harmony's percentage to 50%'''. '''Additionally, this troop has its base Ice resistance increased by a net %10.'''
-'''Pristine''': (A) Hits performed against troops that are Frozen and/or under a Snow Storm '''increase Battle Harmony’s percentage to 50%'''. '''Additionally, this troop has its base Ice resistance increased by a net %10.'''


'''-Battle Harmony: (A) This troop receives 25% of the target’s Attack for 2 turns after performing a hit, up to +16.'''
'''-Battle Harmony: (A) This troop receives 25% of the target’s Attack for 2 turns after performing a hit, up to +16.'''


-Level 3 – Cost 320 – Lea. 90 – Att. 22 – Def. 16 – Ini. 5 – Speed 2 – Health 60 – Damage 4-5 Physical
-Level 3 – Cost '''305''' – Lea. '''85''' – Att. 22 – Def. 16 – Ini. 5 – Speed 2 – Health 60 – Damage 4-5 Physical






White Werewolf  
White Werewolf


-Transform: (T) (R.2)
-Transform: (T) (R.2)


-'''Enshroud''': (T) (R.3)
-'''Enshroud''': (T) (R.3) An arbitrary ally below Level 4 is rendered invisible for 2 turns.


-Blades: (A)  
-Blades: (A) Base attacks inflict Bleeding.


-Night Vision: (A)
-Night Vision: (A) Attack increases by 50% at night and/or in underground.


'''-Tolerance: (A) This troop suffers no morale penalty from racial relations.'''
'''-Tolerance: (A) This troop suffers no morale penalty from racial relations.'''


-Regeneration: (A)
-Regeneration: (A) HP is fully recovered at the beginning of this troop’s turn.


-'''Pristine''': (A) No Retaliation attacks are performed against troops that are Frozen or under a Snow Storm. '''Additionally, this troop has its base Ice resistance increased by a net %10.'''
-'''Pristine''': (A) No Retaliation attacks are performed against troops that are Frozen and/or under a Snow Storm. '''Additionally, this troop has its base Ice resistance increased by a net %10.'''


'''-Battle Harmony: (A) This troop receives 25% of the target’s resistances, up to a net +%10 for any damage type.'''
'''-Battle Harmony: (A) This troop receives 25% of the target’s resistances, up to a net +%10 for any damage type.'''
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White Wolf
White Wolf


-Secret Paths: (T) (R.3)
-Secret Paths: (T) (R.3) This troop emerges in an arbitrary empty tile within 3 tiles, ignoring intervening obstacles. Does not end this troop’s turn.


-Transform: (T) (R.2)
-Transform: (T) (R.2)
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-Beast: (A) This troop has 10% Ice resistance and 10% Fire vulnerability.  
-Beast: (A) This troop has 10% Ice resistance and 10% Fire vulnerability.  


-Night Vision: (A)
-Night Vision: (A) Attack increases by 50% at night and/or in underground.


'''-Tolerance: (A) This troop suffers no morale penalty from racial relations.'''
'''-Tolerance: (A) This troop suffers no morale penalty from racial relations.'''


-Ice Devil: (A) '''If there is an Ice Spike within 2 tiles''', this troop always retaliates.
-Ice Devil: (A) '''This troop can retaliate two times.'''


-'''Pristine''': (A) This troop saps life away at a rate of %50 when attacking enemies that are Frozen or under a Snow Storm. '''Additionally, this troop has its base Ice resistance increased by a net %10.'''
-'''Pristine''': (A) This troop saps life away at a rate of %50 when attacking enemies that are Frozen and/or under a Snow Storm. '''Additionally, this troop has its base Ice resistance increased by a net %10.'''
 
<s>#The Cure has interacted with the lycanthropy disease. White wolves can’t transport it via their strikes anymore.</s>


'''-Battle Harmony: (A) This troop receives 25% of the target’s resistances, up to a net +%10 for any damage type.'''
'''-Battle Harmony: (A) This troop receives 25% of the target’s resistances, up to a net +%10 for any damage type.'''
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-Magic '''Protection''': (A) This troop has %25 Magical resistance.
-Magic '''Protection''': (A) This troop has %25 Magical resistance.


-Horn of Light: (A)
-Horn of Light: (A) This troop deals an additional 3-6 Magical damage against those of the Dark.


'''-Pristine: (A) Allied Lake Fairies, Snowflake Fairies and Dryads have their morale and Initiative increased by 1. Additionally, this troop has its base Ice resistance increased by a net %10.'''
-'''Pristine''': (A) Allied Lake Fairies, Snowflake Fairies and Dryads have their morale increased by '''4'''. '''Additionally, this troop has its base Ice resistance increased by a net %10.'''


'''-Battle Harmony: (A) This troop receives 25% of the target’s Attack and Defense for 2 turns after performing a hit, up to +10.'''
'''-Battle Harmony: (A) This troop receives 25% of the target’s Attack and Defense for 2 turns after performing a hit, up to +10.'''
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Ranger
Ranger


-Poisoned Arrows: (T) (C.1) Performs a ranged attack, which deals 8-12 Physical damage and Poisons the target.  
-Poisoned Arrows: (T) (C.1) Deals 8-12 Physical damage to a target and inflicts Poisoning to it.


-Arrow Shower: (T) (R.2)
-Arrow Shower: (T) (R.2) Deals 3-4 Physical damage to all enemies within an arbitrary 7-tile cluster.


-Hunter: (A)
-Hunter: (A) Deals 50% more damage against animals and/or beasts.


-Sniper: (A)
-Sniper: (A) There is no range limit.


'''-Pristine: (A) This troop can perform its Talents even with an adjacent enemy.'''
'''-Pristine: (A) This troop can perform its Talents even with an adjacent enemy.'''
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-Level 4 – Cost 700 – Lea. 150 – Att. 27 – Def. 28 – Ini. 6 – Speed 2 – Health 110 – Damage 8-12 Physical
-Level 4 – Cost 700 – Lea. 150 – Att. 27 – Def. 28 – Ini. 6 – Speed 2 – Health 110 – Damage 8-12 Physical


<nowiki>#</nowiki>Rangers are the only major group of elves who didn’t travel to Whitehill (and consequently don’t have the Ice protection). They accepted the Cure, though. They protected the wildlife here and waged guerilla wars against the dark elves?




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-Hardening: (T) (C.2) A targeted Ice Spike is destroyed, recovering 20 Health of adjacent allied troops. Troops below Level 5 can have units revived by this effect, but the effectiveness is halved.
-Hardening: (T) (C.2) A targeted Ice Spike is destroyed, recovering 20 Health of adjacent allied troops. Troops below Level 5 can have units revived by this effect, but the effectiveness is halved.


'''-Natural Healing: (T) (C.1) For 3 turns, three targeted allies recover 10% of their maximum Health at the beginning of their turn. Recovery is increased by a net 1% for every 10 units in this troop, up to a maximum of 20%. Additionally, any affliction of Plague or Shadow Plague is removed. Cannot be cast on undead or troops immune to magic.'''
'''-Natural Healing: (T) (C.1) For 3 turns, three targeted allies recover 10% of their maximum Health at the beginning of their turn. The healing is increased by a net 1% for every 10 units in this troop, up to a maximum of 20%. Additionally, any affliction of Plague or Deteroation 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.
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-Persistence of Mind: (A) This troop is immune to mental effects.
-Persistence of Mind: (A) This troop is immune to mental effects.


-'''Pristine''': (A) If it has been performed against troops that are Frozen or under a Snow Storm, ranged hits '''surround the target’s front''' with Ice Spikes. '''Additionally, this troop has its base Ice resistance increased by a net %10.'''
-'''Pristine''': (A) If it has been performed against troops that are Frozen and/or under a Snow Storm, ranged hits '''surround the target’s front''' with Ice Spikes. '''Additionally, this troop has its base Ice resistance increased by a net %10.'''


<nowiki>#</nowiki>50% chance to 100% and only the front.
<nowiki>#</nowiki>50% chance to 100%.


'''-Battle Harmony: (A) This troop receives 25% of the target’s minimum and maximum damage (as Magical) for 2 turns after performing a hit, up to +4.'''
'''-Battle Harmony: (A) This troop receives 25% of the target’s minimum and maximum damage (as Magical) for 2 turns after performing a hit, up to +4.'''
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Ent
Ent


-Running: (T) (C.1)
-Running: (T) (C.1) This troop receives 2 APs.


-Swarm: (T) (R.1)
-Swarm: (T) (R.1) Deals 12-15 Physical damage and 12-15 Poison damage to a target, with a range limit of 4.


-Entangle: (A) Enemies hit in melee have a 30% chance to have their AP reduced to 1 for 2 turns.
-Entangle: (A) Enemies hit in melee have a 50% chance to have their AP reduced to 1 for 2 turns.


'''-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. The odds for entangling are reduced by a net 20%.'''


-Plant: (A) This troop has 50% Poison resistance and 100% Fire vulnerability. This troop is immune to mental effects.
-Plant: (A) This troop has 50% Poison resistance and 100% Fire vulnerability. This troop is immune to mental effects.


-Wooden: (A)
-Wooden: (A) This troop has 10% Physical resistance.


'''-Battle Harmony: (A) This troop receives 33% of the target’s Speed for 2 turns, up to +2.'''
'''-Battle Harmony: (A) This troop receives 33% of the target’s Speed for 2 turns, up to +2.'''
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Ancient Ent
Ancient Ent


-Running: (T) (C.1)
-Running: (T) (C.1) This troop receives 2 APs.


-Swarm: (T) (C.1)
-Swarm: (T) (C.1) Deals 50-90 Physical damage and 50-90 Poison damage to a target, with a range limit of 4.


-Summon Swarm: (T) (R.1)
-Summon Swarm: (T) (R.1) Allows this troop to use Swarm an additional time.


-Entangle: (A) Enemies hit in melee have a 50% chance to have their AP reduced to 1 for 2 turns.
-Entangle: (A) Enemies hit in melee have a 50% chance to have their AP reduced to 1 for 2 turns.
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-Plant: (A) This troop has 50% Poison resistance and 100% Fire vulnerability. This troop is immune to mental effects.
-Plant: (A) This troop has 50% Poison resistance and 100% Fire vulnerability. This troop is immune to mental effects.


-Wooden: (A)
-Wooden: (A) This troop has 10% Physical resistance.


'''-Battle Harmony: (A) This troop receives 50% of the target’s Initiative for 2 turns after performing a hit, up to +3.'''
'''-Battle Harmony: (A) This troop receives 50% of the target’s Initiative for 2 turns after performing a hit, up to +3.'''
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Snow Falcon
Snow Falcon


-Cold Stream: (T) (R.2)
-Cold Stream: (T) (R.2) Deals 50-85 Ice damage to all troops in a straight line, with a 50% chance to inflict Freezing. All empty tiles in the line have an Ice Spike grow on them.


-Ice Explosion: (T) (R.3)
-Ice Explosion: (T) (R.3) All Ice Spikes on the battlefield explode, dealing 40-55 Physical damage to enemies adjacent to them with a 30% chance to inflict Bleeding.


-Flight: (A)
-Flight: (A)

Latest revision as of 21:02, 15 February 2026

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

Elves are wary of the rest of the Light and vikings, dislike dwarves, hate oathbreakers, and loath the rest of the Dark.

-Racial Ability (Battle Harmony):

-Racial Ability (Of the Light):


Lake Fairy

-Dispel: (T) (C.1) Removes all effects and stasues from an arbitrary target.

-Soaring: (A)

-No Retaliation: (A) Targeted enemies don’t retaliate.

-Oblivion: (A) Base attacks have a 50% chance of restricting the target's access to Talents.

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

-Battle Harmony: (A) This troop receives 25% of the target’s Attack for 2 turns after performing a hit, up to +12.

-Level 1 – Cost 16 – Lea. 7 – Att. 3 – Def. 3 – Ini. 7 – Speed 5 – Health 8 – Damage 1-2 Magical


Snowflake Fairy

-Soaring: (A)

-No Retaliation: (A) Targeted enemies don’t retaliate.

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

-Inspiration: (A) Allied male humoanids, if they are non-demonic and below level 4, have a 15% chance to receive an AP once they finish their turn with an attack.

-Refreshing Breeze: (A) Breaking an Ice Spike restores the current batch of APs.

-Pristine: (A) Enemies that were finished off by this troop have an Ice Spike grow over them. Additionally, this troop has its base Ice resistance increased by a net %10.

-Battle Harmony: (A) This troop receives 25% of the target’s Attack and Defense for 2 turns after performing a hit, up to +8.

-Level 1 – Cost 20 – Lea. 9 – Att. 4 – Def. 2 – Ini. 5 – Speed 4 – Health 9 – Damage 1-3 Ice


Dryad

-Summon Thorns: (T) (R.2) Generates a Thorn Hunter or Thorn Warrior troop in an arbitrary adjacent tile, with a total Leadership of 8-10 per member of this troop.

-Elven Song: (T) (C.1) Allied elves increase their Initiative by 3 for 5 turns.

-Lullaby: (T) (R.3) All enemies below Level 4 that are not immune to Mind effects fall asleep for 1 turn.

-Soaring: (A)

-No Retaliation: (A) Targeted enemies don’t retaliate.

-Beautiful: (A) Male humanoids have a 30% chance to Miss when attacking this troop.

-Charm: (A) Base attacks have a 20% chance to temporarily convert enemy male humanoids into allies, if they're below Level 4 and their Leadership is not greater than this troop’s value.

-Tree Fairy: (A) Allied plants and Fauns increase their morale by 2.

-Battle Harmony: (A) This troop receives 50% of the target’s Initiative for 2 turns after performing a hit, up to +2.

-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.


Faun

-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.

#Reduced Sting of the Forest into Shooter.

-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. Allied plants have their Initiative increased by 2. Morale is increased by 2 in forest battlegrounds.

-Battle Harmony: (A) This troop receives 25% of the target’s Defense for 2 turns after performing a hit, up to +12.

-Level 2 – Cost 80 – Lea. 60 – Att. 16 – Def. 16 – Ini. 3 – Speed 4 – Health 35 – Damage 3-5 Magical (Melee: 2-4 Physical)


Elf

-Double Shot: (T) (R.2) Deals 8-10 Physical damage to a target.

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

-Sniper: (A) There is no range limit.

-Pristine: (A) Hits performed against troops that are Frozen and/or under a Snow Storm increase Battle Harmony’s percentage to 50%. Additionally, this troop has its base Ice resistance increased by a net %10.

-Battle Harmony: (A) This troop receives 25% of the target’s Attack for 2 turns after performing a hit, up to +16.

-Level 3 – Cost 305 – Lea. 85 – Att. 22 – Def. 16 – Ini. 5 – Speed 2 – Health 60 – Damage 4-5 Physical


White Werewolf

-Transform: (T) (R.2)

-Enshroud: (T) (R.3) An arbitrary ally below Level 4 is rendered invisible for 2 turns.

-Blades: (A) Base attacks inflict Bleeding.

-Night Vision: (A) Attack increases by 50% at night and/or in underground.

-Tolerance: (A) This troop suffers no morale penalty from racial relations.

-Regeneration: (A) HP is fully recovered at the beginning of this troop’s turn.

-Pristine: (A) No Retaliation attacks are performed against troops that are Frozen and/or under a Snow Storm. Additionally, this troop has its base Ice resistance increased by a net %10.

-Battle Harmony: (A) This troop receives 25% of the target’s resistances, up to a net +%10 for any damage type.

-Level 3 – Cost 370 – Lea. 100 – Att. 20 – Def. 20 – Ini. 5 – Speed 2 – Health 90 – Damage 9-12 Physical


White Wolf

-Secret Paths: (T) (R.3) This troop emerges in an arbitrary empty tile within 3 tiles, ignoring intervening obstacles. Does not end this troop’s turn.

-Transform: (T) (R.2)

-Beast: (A) This troop has 10% Ice resistance and 10% Fire vulnerability.

-Night Vision: (A) Attack increases by 50% at night and/or in underground.

-Tolerance: (A) This troop suffers no morale penalty from racial relations.

-Ice Devil: (A) This troop can retaliate two times.

-Pristine: (A) This troop saps life away at a rate of %50 when attacking enemies that are Frozen and/or under a Snow Storm. Additionally, this troop has its base Ice resistance increased by a net %10.

#The Cure has interacted with the lycanthropy disease. White wolves can’t transport it via their strikes anymore.

-Battle Harmony: (A) This troop receives 25% of the target’s resistances, up to a net +%10 for any damage type.

-Level 3 – Cost 370 [Redundant] – Lea 100 – Att. 22 – Def. 16 – Ini. 5 – Speed 4 – Health 90 – Damage 8-11 Physical


Unicorn

-Winter Breath: (T) (C.1) This troop or a targeted ally is granted a 5-round-long buff, which Freezes hostile melee attackers for 2 rounds. Each trigger lowers the buff's duration by 1.

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

-Horn of Light: (A) This troop deals an additional 3-6 Magical damage against those of the Dark.

-Pristine: (A) Allied Lake Fairies, Snowflake Fairies and Dryads have their morale increased by 4. Additionally, this troop has its base Ice resistance increased by a net %10.

-Battle Harmony: (A) This troop receives 25% of the target’s Attack and Defense for 2 turns after performing a hit, up to +10.

-Level 4 – Cost 575 – Lea. 135 – Att. 23 – Def. 20 – Ini. 7 – Speed 5 - Health 120 – Damage 9-15 Physical (+Horn of Light: 3-6 Magical)

#Based on the Unicorn from IaF.


Ranger

-Poisoned Arrows: (T) (C.1) Deals 8-12 Physical damage to a target and inflicts Poisoning to it.

-Arrow Shower: (T) (R.2) Deals 3-4 Physical damage to all enemies within an arbitrary 7-tile cluster.

-Hunter: (A) Deals 50% more damage against animals and/or beasts.

-Sniper: (A) There is no range limit.

-Pristine: (A) This troop can perform its Talents even with an adjacent enemy.

-Battle Harmony: (A) This troop receives 25% of the target’s minimum and maximum damage (as Physical) for 2 turns after performing a hit, up to +3.

-Level 4 – Cost 700 – Lea. 150 – Att. 27 – Def. 28 – Ini. 6 – Speed 2 – Health 110 – Damage 8-12 Physical


Druid

-White Haze: (T) (R.4) Deals 8-12 Ice damage in a 7-tile cluster centered at a targeted tile, leaving Ice Spikes intact. A Snow Storm lingers in this tile for 2 turns. Troops inside enjoy +1 Defense for each net 10% Fire vulnerability and each net 10% Ice resistance they have, or suffer from -1 Defense for each net 10% Fire resistance and each net 10% Ice vulnerability they have.

#No longer increases Ice resistance and interacts with Attack. Now each 10% difference directly amounts to a Defense change.

-Hardening: (T) (C.2) A targeted Ice Spike is destroyed, recovering 20 Health of adjacent allied troops. Troops below Level 5 can have units revived by this effect, but the effectiveness is halved.

-Natural Healing: (T) (C.1) For 3 turns, three targeted allies recover 10% of their maximum Health at the beginning of their turn. The healing is increased by a net 1% for every 10 units in this troop, up to a maximum of 20%. Additionally, any affliction of Plague or Deteroation is removed. Cannot be cast on undead or troops immune to magic.

#Natural Healing is now applicable to plants.

-Druidic Staff: (A) Range limit is 6.

-Ice Protection: (A) This troop has %15 Ice resistance.

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

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

-Pristine: (A) If it has been performed against troops that are Frozen and/or under a Snow Storm, ranged hits surround the target’s front with Ice Spikes. Additionally, this troop has its base Ice resistance increased by a net %10.

#50% chance to 100%.

-Battle Harmony: (A) This troop receives 25% of the target’s minimum and maximum damage (as Magical) for 2 turns after performing a hit, up to +4.

-Level 4 – Cost 1650 – Lea. 250 – Att. 26 – Def. 28 – Ini. 4 – Speed 2 – Health 170 – Damage 13-19 Magical

#They will now have the default penalty of 50% for going past the range limit, instead of 40%.

#Removed “For every Ice Spike on the battlefield, this troop has its Attack and Defense increased by 2, up to a limit of +30.”.


Ent

-Running: (T) (C.1) This troop receives 2 APs.

-Swarm: (T) (R.1) Deals 12-15 Physical damage and 12-15 Poison damage to a target, with a range limit of 4.

-Entangle: (A) Enemies hit in melee have a 50% chance to have their AP reduced to 1 for 2 turns.

-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. The odds for entangling are reduced by a net 20%.

-Plant: (A) This troop has 50% Poison resistance and 100% Fire vulnerability. This troop is immune to mental effects.

-Wooden: (A) This troop has 10% Physical resistance.

-Battle Harmony: (A) This troop receives 33% of the target’s Speed for 2 turns, up to +2.

-Level 4 – Cost 800 – Lea. 260 – Att. 30 – Def. 36 – Ini. 2 – Speed 2 – Health 260 – Damage 25-30 Physical


Ancient Ent

-Running: (T) (C.1) This troop receives 2 APs.

-Swarm: (T) (C.1) Deals 50-90 Physical damage and 50-90 Poison damage to a target, with a range limit of 4.

-Summon Swarm: (T) (R.1) Allows this troop to use Swarm an additional time.

-Entangle: (A) Enemies hit in melee have a 50% chance to have their AP reduced to 1 for 2 turns.

-Plant: (A) This troop has 50% Poison resistance and 100% Fire vulnerability. This troop is immune to mental effects.

-Wooden: (A) This troop has 10% Physical resistance.

-Battle Harmony: (A) This troop receives 50% of the target’s Initiative for 2 turns after performing a hit, up to +3.

-Level 5 – Cost 3600 – Lea. 1200 – Att. 50 – Def. 60 – Ini. 1 – Speed 1 – Health 1400 – Damage 100-140 Physical


Snow Falcon

-Cold Stream: (T) (R.2) Deals 50-85 Ice damage to all troops in a straight line, with a 50% chance to inflict Freezing. All empty tiles in the line have an Ice Spike grow on them.

-Ice Explosion: (T) (R.3) All Ice Spikes on the battlefield explode, dealing 40-55 Physical damage to enemies adjacent to them with a 30% chance to inflict Bleeding.

-Flight: (A)

-Magic Protection: (A) This troop has 35% Magical resistance.

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

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

-Symbol of Hope: (A) Allied elves have their morale increased by 2. Elves that harbor the Cure additionally have their Attack and Defense increased by 3.

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

-Tempest: (A) Attacks both tiles to the 'side' of the target in addition to the target, with a 50% chance to Freeze or Burn each victim.

-Conflicting Nature: (A) This troop cannot be Burned or Frozen.

-Battle Harmony: (A) This troop receives 33% of the target’s minimum and maximum damage (as Ice and Fire) for 2 turns after performing a hit, up to +5.

-Level 5 – Cost 22000 – Lea. 2100 – Att. 60 – Def. 64 – Ini. 5 – Speed 7 – Health 800 – Damage 25-45 Ice/Fire

#Magical resistance is related to a quite silly pattern: The best Ice resistance Snow Elves could offer was 25%, with an additional 50% for Magical. Phoenixes have 80% Fire and 80% Magical resistances, followed by a -100% Ice vulnerability. Combined; this makes 80%, 130% and -%75. Since I also decided that the Fire and Ice resistances should stay as is, 30% was cut off from Fire. To get that -45% to 50%, 95% was cut off from Magical, and the results are shown above.