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Dark Elves are fond of Animals, wary of Oathbreakers, dislike Zwergs, feud with Vikings, hate Oathkeepers and Lizardmen, and loath the rest of the Light. They also get along with Orcs, Demons and Undead.
Dark Elves are fond of Animals, wary of Oathbreakers, dislike Zwergs, feud with Vikings, hate Oathkeepers and Lizardmen, and loath the rest of the Light. They also get along with Orcs, Demons and Undead.


-Racial Ability (Pursuit of Perfection): No middle phase is needed during the ever greater heights of combat. The troop’s Attack increases by 40% if they strike without waiting, and the troop’s Defense increases by 20% if they defend without waiting.
-Racial Ability ():


-Racial Ability (Of the Dark):
-Racial Ability (Of the Dark):
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'''-Hunter’s Mark: (T) (R.4) All enemies are put under the effect of the Hunter’s Mark for 2 turns. Archers that fire on such a troop will regain the charge for their used Talent, if it’s not a Dragon Arrow, and have the Critical Chance of their base attacks increased by a net 30%.'''
'''-Hunter’s Mark: (T) (R.4) All enemies are put under the effect of the Hunter’s Mark for 2 turns. Archers that fire on such a troop will regain the charge for their used Talent, if it’s not a Dragon Arrow, and have the Critical Chance of their base attacks increased by a net 30%.'''
<nowiki>#</nowiki>Units that count: Skeleton archer, bowman, sharpshooter, elf, dark elf, ranger, poacher, amazon


-Soaring: (A)
-Soaring: (A)
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-Susceptible to '''Heat''': (A) This troop has %50 Fire vulnerability.
-Susceptible to '''Heat''': (A) This troop has %50 Fire vulnerability.
<nowiki>#</nowiki>Units that count: Skeleton archer, bowman, sharpshooter, elf, dark elf, ranger, poacher, amazon


-Level 1 – Cost 20 – Lea. 9 – Att. 4 – Def. 2 – Ini. 5 – Speed 4 – Health 9 – Damage 1-3 Magical
-Level 1 – Cost 20 – Lea. 9 – Att. 4 – Def. 2 – Ini. 5 – Speed 4 – Health 9 – Damage 1-3 Magical
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'''-Magic Protection: This troop has 10% Magical resistance.'''
'''-Magic Protection: This troop has 10% Magical resistance.'''


'''-Susceptable to Fire: This troop has 10% Fire vulnerability.'''
<nowiki>#</nowiki>Added the Ability to showcase the Magical resistance.
 
'''-Susceptable to Heat: This troop has 10% Fire vulnerability.'''
 
<nowiki>#</nowiki>Added the Ability to showcase the Fire vulnerability.


-Spirit of the Wood: (A) Allied Darkwood Dryads and plants have their Initiative increased by 2. Damage against enemy plants is doubled. '''Morale is increased by 1 in forest battlegrounds.'''
-Spirit of the Wood: (A) Allied Darkwood Dryads and plants have their Initiative increased by 2. Damage against enemy plants is doubled. '''Morale is increased by 1 in forest battlegrounds.'''

Latest revision as of 00:38, 22 November 2025

_Oathkeepers (-4), Elves (-5), Dwarves (-5), Lizardmen (-4), Animals (+1), Vikings (-3), Orcs (0), Demons (0), Undead (0), Oathbreakers (-1), Zwergs (-2)

Dark Elves are fond of Animals, wary of Oathbreakers, dislike Zwergs, feud with Vikings, hate Oathkeepers and Lizardmen, and loath the rest of the Light. They also get along with Orcs, Demons and Undead.

-Racial Ability ():

-Racial Ability (Of the Dark):


Undine:

-Dispel: (T) (C.1)

-Soaring: (A)

-No Retaliation: (A)

-Oblivion: (A)

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

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


Sylph:

-Hunter’s Mark: (T) (R.4) All enemies are put under the effect of the Hunter’s Mark for 2 turns. Archers that fire on such a troop will regain the charge for their used Talent, if it’s not a Dragon Arrow, and have the Critical Chance of their base attacks increased by a net 30%.

#Units that count: Skeleton archer, bowman, sharpshooter, elf, dark elf, ranger, poacher, amazon

-Soaring: (A)

-No Retaliation: (A)

-Fairy Dust: (A)

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

-Susceptible to Heat: (A) This troop has %50 Fire vulnerability.

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


Darkwood Dryad:

-Summon Thorns: (T) (R.2)

-Elven Song: (T) (C.1)

-Lullaby: (T) (R.3)

-Soaring: (A)

-No Retaliation: (A)

-Beauty: (A)

-Charm: (A)

-Tree Fairy: (A)

-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.


Satyr:

-Forest Magic: (T) (C.2) This troop can heal an adjacent Plant for 10 Health per member of this troop, potentially reviving them.

-Fatigue: (T) (R.3) An enemy troop that has no APs remaining, whose level is below 5 and whose Leadership is less than 90 per member of this troop, is put to Sleep for 2 turns.

-Nightmare: (T) (R.1) A targeted enemy under the effect of Sleep takes 5-12 Magic damage, and immediately awakens.

-Shooter: (A) Range limit is 4.

-Bond of Vitality: (A) This troop can bond with an ally within 2 tiles. The ally with the highest possible base Health is chosen for this bond. Once bonded, this troop increases their base Health by 10% of the other troop’s base Health, up to a maximum of +22.

#Make the Ability display what the current boost is?

-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) Allied Darkwood Dryads and plants have their Initiative increased by 2. Damage against enemy plants is doubled. Morale is increased by 1 in forest battlegrounds.

-Level 2 – Cost 80 – Lea. 60 – Att. 16 – Def. 16 – Ini. 3 – Speed 4 – Health 23 – Damage 3-5 Magical (Melee: 2-4 Physical)

#Reduced Sting of the Forest into Shooter and decreased melee damage.


Dire Werewolf:

-Transform: (T) (R.2)

-Blades: (A)

-Night Vision: (A)

-Regeneration: (A)

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

-Tainted Rage: (A) Each 30 units in this troop causes an increase in Attack by 1, up to a maximum of +16. This bonus drops in relation to the percentage of units lost.

#Like animals, the Dire Werewolves find strength in numbers.

-Level 3 – Cost 160 – Lea. 60 – Att. 16 – Def. 16 – Ini. 5 – Speed 2 – Health 55 – Damage 7-9 Physical


Dire Wolf:

-Howl: (T) (C.1) All living enemies of Level 1-2 are hit with Fear.

#No longer has a 50% chance of making them skip their turn.

-Transform: (T) (R.2)

-Beast: (A)

-Night Vision: (A)

-Regeneration: (A)

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

-Lycanthrope’s Cry: (A) Enemy humanoids of Level 1-2 have their APs reduced to 0 when this troop uses its Talent.

-Tainted Rage: (A) Base attacks have a 10% chance to inflict the effect of Frenzy for 1 turn, which causes the target to be hostile to all troops. This effect ends after the first time the target attacks a troop.

-Level 3 – Cost 160 [Redundant] – Lea. 60 – Att. 16 – Def. 10 – Ini. 5 – Speed 4 – Health 55 – Damage 6-8 Physical

#Lycanthrope could cover for some of the losses, so the increase in minimum damage is reasonable?


Dark Elf:

-Double Shot: (T) (R.2)

-Enchanted Arrow: (T) (R.3)

-Sniper: (A)

-Tainted Rage: (A) This troop’s retaliation warrants no penalty to damage.

-Level 3 – Cost 270 – Lea. 80 – Att. 21 – Def. 15 – Ini. 5 – Speed 2 – Health 60 – Damage 4-5 Physical


Renegade Druid:

-Summon Bears: (T) (R.2) Summons a troop of Bears or Ancient Bears, whose size is determined by having their Health be 20-25 per unit in the casting troop.

-Training: (T) (C.1)

-Natural Healing: (T) (C.2) For 3 turns, a targeted ally is healed at the beginning of its turn for 10% of its maximum Health. The healing is increased by a net 1% for every 10 units in the casting 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 is now applicable to plants.

-Aura of Stillness: (A) Allied dark elves have their morale increased by 2.

-Sting of the Forest: (A) Range limit is 6. Damaged enemies have their Attack and Defense reduced by 1, to a minimum of -5.

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

-Tainted Rage: (A) Ranged attacks splash to adjacent enemies with 50% of the base damage.

-Level 3 – Cost 240 – Lea. 100 – Att. 16 – Def. 22 – Ini. 2 – Speed 2 – Health 100 – Damage 4-8 Magical


Poacher:

-Poisoned Arrows: (T) (C.1) Does 8 to 12 Physical damage and inflicts Poisoning the target.

-Arrow Shower: (T) (R.2)

-Hunter: (A)

-Sniper: (A)

-Tainted Rage: (A) This troop can perform an Arrow Shower even in contact with an enemy troop.

#Poachers don’t respect the old Laws of the Forest and hunt everything they deem a worthy prey.

-Level 4 – Cost 700 – Lea. 150 – Att. 27 – Def. 18 – Ini. 6 – Speed 2 – Health 110 – Damage 8-12 Physical


Black Unicorn:

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

-Horn of Shadow: (A)

-Tricksters’ Radiance: (A) This troop is accompanied by will o' wisps. They emerge when this troop attacks, or is attacked by, a type of creature four times. Due to them casting illusions, creatures of the same type miss their first strike against this troop. Eyeless units are unaffected.

-Tainted Rage: (A) Retaliatory strikes always make a Critical Hit against troops that aren't dark elves.

#The Tainted Rage used to include the ability that “All enemies within two tiles have their Magic Resistance decreased by 10.” And facing known enemies were decided to increase Critical Chance by %40 instead of the standard %20, so that Known Enemy wouldn’t be largely redundant; but it turns out (from what I understand) retaliations aren’t affected by the Critical Chance increase.

-Level 4 – Cost 750 – Lea. 150 – Att. 27 – Def. 24 – Ini. 5 – Speed 4 – Health 140 – Damage 11-20 Physical (+Horn of Shadow: 4-7 Magical)


Darkwood Ent:

-Running: (T) (C.1)

-Swarm: (T) (R.1)

-Entangle: (A)

-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.

-Plant: (A)

-Wooden: (A)

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


Ancient Darkwood Ent:

-Running: (T) (C.1)

-Swarm: (T) (C.1)

-Summon Swarm: (T) (R.1)

-Entangle: (A)

-Supporting Roots: (A) A root network follows wherever this troop goes. Besides improving the odds for entangling enemies, it grants this troop a constant supply of nutritients and restores the top member’s Health by 140 every turn.

-Plant: (A)

-Wooden: (A)

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