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_Oathkeepers (-5), Elves (-4), Dwarves (-4), Lizardmen (-4), Vikings (-2), Orcs (0), Demons (0), Undead (0), Dark Elves (-1), Zwergs (-1)
_Oathkeepers (-5), Elves (-4), Dwarves (0), Lizardmen (-4), Vikings (-2), Orcs (0), Demons (0), Undead (0), Dark Elves (-1)


Oathbreakers are wary of Dark Elves and Zwergs, dislike Vikings, and hate all of the Light except Oathkeepers; whom they loath. They also get along with Orcs, Demons and Undead.
Oathbreakers get along with dwarves, are wary of dark elves, dislike vikings, and hate all of the Light except oathkeepers; whom they loath. They also get along with orcs, demons and undead.


-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'''.
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Farmer:


-Weed Killer: (A)
Farmer
 
-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


-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)




Sword Master:
Sword Master


-Smashing Blow: (T) (R.2)
-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.
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<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




'''Sharpshooter''':


-Flaming Arrow: (T) (R.3) Performs a ranged attack, which does 3-4 Physical damage and Burns to the target.
'''Sharpshooter'''
 
-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.
-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 %50, 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 2 – Cost 100 – Lea. '''44''' – Att. 16 – Def. 10 – Ini. 4 – Speed 2 – Health 34 – Damage 3-4 Physical


-Level 2 – Cost '''95''' – Lea. '''45''' – Att. 16 – Def. 10 – Ini. 4 – Speed 2 – Health 34 – Damage 3-4 Physical




Heretic:
Heretic


-Healing: (T) (C.2) Does X '''Magical''' damage to troops “of the 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)
-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)
-'''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)
-Divine Defense: (A) This troop cannot be affected by necromancy or vampiric conversion.


-No Melee Penalty: (A)
-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.
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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 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
 




'''Enforcer''':
'''Enforcer'''


-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) to the target 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 Night 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 Night 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) Does %50 more damage against mages and summons.


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


<nowiki>#</nowiki>They will have the Messenger of the Dark icon embedded to their chest?
<nowiki>#</nowiki>They will have the Messenger of the Dark icon embedded to their chest?
<nowiki>#</nowiki>Used to be named Faith Killers and then Warmongers.




'''Sentinel''':
'''Sentinel'''


-Smashing Blow: (T) (R.1)
-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.
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<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 Sword Masters and Sharpshooters have the reload duration of their Talents decreased by 1.'''
-Commander: (A) '''Allied Sword Masters never lose their Fighting Spirit. Allied Sharpshooters have the reload duration of Flaming Arrow decreased by 1.'''
 
<nowiki>#</nowiki>This Ability used to be named Instructor.


-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


<s>-Commander: (A) Allied Sword Masters and Sharpshooters have their morale increased by 2.</s>




Heresiarch:
Heresiarch


-Resurrection: (T) (C.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.


-Anger: (T) (R.2)
-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)
-'''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)
-Divine Defense: (A) This troop cannot be affected by necromancy or vampiric conversion.


-No Melee Penalty: (A)
-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.
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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 3 – Cost 300 – Lea. 100 – Att. 16 – Def. 16 – Ini. 5 – Speed 2 – Health 70 – Damage 5-7 Magical (Smiting Strike: ???)
-Level 3 – Cost 300 – Lea. 100 – Att. 16 – Def. 16 – Ini. 5 – Speed 2 – Health 70 – Damage 5-7 Magical
 
 
 


Dark Knight


'''Equestrian''':  
-Circle Attack: (T) (R.2) All surrounding enemies are dealt 15-20 Physical damage, with only the targeted enemy retaliating.


-'''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.  
-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.


-Battle Cry: (T) (R.3)
-Valor: (A) This troop has +1 morale by default.


-'''Ramming''': (A)
-'''Armored''': (A) This troop has %30 Physical resistance.


-Armored: (A) This troop has %20 Physical and %20 Fire 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'''.
-Fighting Spirit: (A) If this troop’s numbers are equal to or above %40, morale is increased by '''2'''.
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Dark Knight:


-Circle Attack: (T) (R.2)
'''Equestrian'''


-Second Wind: (T) (R.2)
-'''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.


-Dragonslayer: (A)
-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.


-Valor: (A) This troop has +1 morale by default.
-'''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 %30 Physical resistance.
-Armored: (A) This troop has %20 Physical and %20 Fire resistance.
 
-Mastery: (A)


-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'''.
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Wizard:


-Fighting Trance: (T) (R.2)
Wizard
 
-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)
-Magic Shield: (T) (R.1) An arbitrary ally takes halved damage for 3 turns.


-Telekinesis: (T) (C.1)
-Telekinesis: (T) (C.1) Moves an arbitrary troop into an unoccupied tile, adjacent to their current position.


-Lightning: (A)
-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'''.
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Dark Paladin:


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


-'''Unholy 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 or reanimated. Troops of the opposing alignment, even allied ones, take 14-16 Magical damage and flee 1 tile away.


-Divine Defense: (A)
-'''Unholy 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) Up to %10 of this troop’s numbers can be resurrected by the remaining members once victory is achieved.'''
-Divine Defense: (A) This troop cannot be affected by necromancy or vampiric conversion.


-Armored: (A)
'''-Hymn to Victory: (A) Revival effects from spells and troops, unless they are from the opposing alignment, recover 35% more Health.'''
 
-Armored: (A) This troop has 30% Physical '''and 10% Fire''' resistance.
 
<nowiki>#</nowiki>Added in the Fire resistance.


-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'''.
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Rune Mage:
 
Rune Mage


-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.'''
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-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.'''
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'''-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) '''Heretics, Heresiarches and Renegade Druids have their morale increased by 2. Soothsayers, Demonologists, Shamans, Necromancers and Wizards 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) '''Heretics, Heresiarches and Renegade Druids have their morale increased by 2. Soothsayers, Demonologists, Shamans, Necromancers and Wizards 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 receives '''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'''.   


-Level 5 – Cost 17000 – Lea. '''1700''' – Att. '''41''' – Def. '''42''' – Ini. 5 – Speed 3 – Health '''550''' – Damage 50-65 Magical – Damage (Melee) 35 Physical
-Level 5 – Cost 17000 – Lea. '''1700''' – Att. '''41''' – Def. '''42''' – Ini. 5 – Speed 3 – Health '''550''' – Damage 50-65 Magical – Damage (Melee) 35 Physical

Latest revision as of 16:36, 23 February 2026

_Oathkeepers (-5), Elves (-4), Dwarves (0), Lizardmen (-4), Vikings (-2), Orcs (0), Demons (0), Undead (0), Dark Elves (-1)

Oathbreakers get along with dwarves, are wary of dark elves, dislike vikings, and hate all of the Light except oathkeepers; whom they loath. They also get along with orcs, demons and undead.

-Racial Ability (Fighting Spirit): If the troops’ numbers are not below a certain percentage, morale is increased by 2.

-Racial Ability (Of the Dark):


Farmer

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

-Tenacity: (A) %30 of the target’s Defense is ignored.

-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


Sword Master

-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


Sharpshooter

-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


Heretic

-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


Enforcer

-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) to the target anytime it uses a Talent.

-Magical Aid: (T) (R.3) This troop receives an effect from the pool of [Avenging Angel, Haste, Power of Night 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.

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

#They will have the Messenger of the Dark icon embedded to their chest?


Sentinel

-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 Sword Masters never lose their Fighting Spirit. Allied Sharpshooters 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


Heresiarch

-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



Dark 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


Equestrian

-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


Wizard

-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


Dark 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 or reanimated. Troops of the opposing alignment, even allied ones, take 14-16 Magical damage and flee 1 tile away.

-Unholy Warrior: (A) This troop has 30% Magical resistance. Additionally, it deals 24-30 Physical damage against enemies of the opposing alignment.

-Divine Defense: (A) This troop cannot be affected by necromancy or vampiric conversion.

-Hymn to Victory: (A) Revival effects from spells and troops, unless they are from the opposing alignment, recover 35% more Health.

-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 (Unholy Warrior: 24-30 Physical)


Rune Mage

-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 reloaded.

#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) Heretics, Heresiarches and Renegade Druids have their morale increased by 2. Soothsayers, Demonologists, Shamans, Necromancers and Wizards 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 receives 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