Jump to content

Oathkeepers: Difference between revisions

From Projects
mNo edit summary
Changed content.
 
(36 intermediate revisions by the same user not shown)
Line 1: Line 1:
_Elves (-1), Dwarves (-1), Lizardmen (-1), Vikings (-2), Orcs (-5), Demons (-5), Undead (-5), Oathbreakers (-5), Dark Elves (-4), Zwergs (-4)
_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 Vikings, hate Dark Elves and Zwergs, and loath the rest of the Dark.
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'''.
Line 8: Line 8:




Peasant:


-Weed Killer: (A)
Peasant
 
-Weed Killer: (A) Deals 2-4 Physical damage against plants.


'''-Tenacity: (A) %30 of the target’s Defense is ignored.'''  
'''-Tenacity: (A) %30 of the target’s Defense is ignored.'''  
<nowiki>#</nowiki>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'''.
-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)
-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)
 
Swordsman
 
-Smashing Blow: (T) (R.2) Deals '''7'''-'''11''' Physical damage.


-Armored: (A) This troop has %20 Physical resistance.
-Armored: (A) This troop has %20 Physical resistance.
Line 29: Line 34:
<nowiki>#</nowiki>Make the Ability display what the current percentage is?
<nowiki>#</nowiki>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'''.
-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
-Level 2 – Cost 70 – Lea. 35 – Att. 10 – Def. 16 – 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.
Line 40: Line 47:
-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.


-Archer: (A)
-Archer: (A) Range limit is 6.


-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 %50, 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
-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) Does X '''Magical''' damage to troops “of the Dark”.
Priest of Light


-Bless: (T) (R.1)
-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.


-'''Smiting Strike''': (A)
-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.


-Divine Defense: (A)
-'''Smiting Strike''': (A) Range limit is 6. This troop deals 50% more damage to enemies of the opposing alignment through base attacks and Talents.


-No Melee Penalty: (A)
-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.
-Magic '''Protection''': (A) This troop has %10 Magical resistance.
Line 63: Line 71:
-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 100 – Lea. 50 – Att. 10 – Def. 10 – Ini. 4 – Speed 2 – Health 32 – Damage 2-4 Magical (Smiting Strike: ???)
-Level 2 – Cost 100 – Lea. 50 – Att. 10 – Def. 10 – Ini. 4 – Speed 2 – Health 32 – Damage 2-4 Magical
 
 




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.


<nowiki>#</nowiki>Uses the Dispel icon.
<nowiki>#</nowiki>Uses the Dispel icon.


-Magic Box: (T) (C.1)
-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 [Stone Skin, Divine Armor, Haste, Power of Light and Titan Slayer]. The effect acts as if cast by the hero at level 2.'''
'''-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.
-Mageslayer: (A) This troop does 6-9 Physical damage against mages and summons.


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


-Restoration: (A)
-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.
-Persistence of Mind: (A) This troop is immune to mental effects.
Line 86: Line 96:
-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 150 – Lea. '''60''' – Att. 14 – Def. 12 – Ini. 5 – Speed 3 – Health '''60''' – Damage 4-6 Physical (Mageslayer: 6-9 Physical)
-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)
Guardsman
 
-Smashing Blow: (T) (R.1) Deals 10-15 Physical damage.


-Armored: (A) This troop has %20 Physical and %10 Fire resistance.
-Armored: (A) This troop has %20 Physical and %10 Fire resistance.
Line 99: Line 110:
<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 and Bowmen have the reload duration of their Talents decreased by 1.'''
-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 %40, 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 3 – Cost 120 – Lea. 60 – Att. 17 – Def. 21 – Ini. 4 – Speed 3 – Health 58 – Damage 7-10 Physical
-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)
Inquisitor of Light


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


-Smiting Strike: (A)
-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.


-Divine Defense: (A)
-'''Smiting Strike''': (A) Range limit is 7. This troop deals 50% more damage to enemies of the opposing alignment through base attacks and Talents.


-No Melee Penalty: (A)
-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.
-Magic '''Protection''': (A) This troop has %10 Magical resistance.
Line 125: Line 137:




Knight:


-Circle Attack: (T) (R.2)
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)
-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)
-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.
Line 137: Line 150:
-'''Armored''': (A) This troop has %30 Physical resistance.
-'''Armored''': (A) This troop has %30 Physical resistance.


-Mastery: (A)
-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'''.
-Fighting Spirit: (A) If this troop’s numbers are equal to or above %40, morale is increased by '''2'''.
Line 144: Line 157:




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.


-Battle Cry: (T) (R.3)
-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)
-'''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.
-Armored: (A) This troop has %20 Physical and %20 Fire resistance.
Line 159: Line 173:




Archmage:


-Fighting Trance: (T) (R.2)
Archmage


-Magic Shield: (T) (R.1)
-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.


-Telekinesis: (T) (C.1)
-Magic Shield: (T) (R.1) An arbitrary ally takes halved damage for 3 turns.


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


-Aura of Antimagic: (A)
-Aura of Antimagic: (A) Adjacent allies who lack this Ability increase their Magical resistance by a net 10%.


-Persistance of Mind: (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'''.
-Fighting Spirit: (A) If this troop’s numbers are equal to or above %50, morale is increased by '''2'''.
Line 180: Line 195:




Paladin:


-Prayer: (T) (C.1) This troop and adjacent organic allies who are both of the same alignment and below Level 5 recover 24 HP, restoring units when applicable. Troops of the opposing alignment, even allied ones, take 14-16 Magical damage and flee 1 tile away.
Paladin


-Holy Warrior: (A)
-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.


'''-Hymn to Victory: (A) Up to %10 of this troop’s numbers can be resurrected by the remaining members once victory is achieved.'''
-Holy Warrior: (A) This troop has 30% Magical resistance. Additionally, it deals 24-30 Physical damage against enemies of the opposing alignment.


-Divine Defense: (A)
'''-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.
-Armored: (A) This troop has 30% Physical '''and 10% Fire''' resistance.
Line 196: Line 212:
-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 4 – Cost 1500 – Lea. 220 – Att. 36 – Def. 36 – Ini. 3 – Speed 2 – Health 200 – Damage 16-20 Physical (Holy Warrior: 24-30 Physical)
-Level 4 – Cost 1500 – Lea. 220 – Att. 36 – Def. 36 – Ini. 3 – Speed 2 – Health 200 – Damage 16-20 Physical




'''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.'''
Line 209: Line 225:
-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.'''
-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.'''
'''-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.'''
'''-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.'''
Line 215: Line 231:
'''-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.'''
'''-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.'''


-Persistance of Mind: (A)
-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.'''
-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)
-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'''.  
-Fighting Spirit: (A) If this troop’s numbers are equal to or above %50, morale is increased by '''2'''.  

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.