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


-Running: (T) (C.1)
-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.
-Swarm: (T) (R.1) Deals 12-15 Physical damage and 12-15 Poison damage to a target, with a range limit of 4.
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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) Deals 50-90 Physical damage and 50-90 Poison damage to a target, with a range limit of 4.
-Swarm: (T) (C.1) Deals 50-90 Physical damage and 50-90 Poison damage to a target, with a range limit of 4.

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.