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


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 wary of oathbreakers and vikings, dislike dwarves, and hate all of the Light except elves; whom they loath. 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 30% if they strike without waiting, and the troop’s Defense increases by 30% if they defend without waiting.
-Racial Ability (Known Enemy):


-Racial Ability (Of the Dark):
-Racial Ability (Of the Dark):


Undine:


-Dispel: (T) (C.1)
 
'''Undine'''
 
-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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-Level 1 – Cost 16 – Lea. 7 – Att. 3 – Def. 3 – Ini. 7 – Speed 5 – Health 8 – Damage 1-2 Magical
-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%.'''
 
'''Sylph'''
 
'''-Sylph’s Sigil: (T) (R.4) All enemies are put under the effect of the Sylph’s Sigil for 2 turns. Archers that fire on such a troop regain the charge of a used Talent, unless it’s a Dragon Arrow, and have their base attacks’ Critical Chance increased by a net 30%. Dark Elves and Poachers have their reloading Talents benefit from the Critical Chance increase as well.'''
 
<nowiki>#</nowiki>Units that count: Skeleton archer, bowman, sharpshooter, elf, dark elf, ranger, poacher, amazon


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


-No Retaliation: (A)
-No Retaliation: (A) Targeted enemies don’t retaliate.
 
-Fairy Dust: (A) This troop’s attacks '''inflict''' Weakness, which lasts for 1 turn.


-Fairy Dust: (A)
<nowiki>#</nowiki>From 30% chance to 100%.


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




Darkwood Dryad:
'''Darkwood 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 '''dark 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.


-Beauty: (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 Satyrs increase their morale by '''2'''.


-Level 2 – Cost 50 – Lea. 20 – Att. '''6''' – Def. 12 – Ini. 4 – Speed 3 – Health 25 – Damage 1-3 Magical
-Level 2 – Cost 50 – Lea. 20 – Att. '''6''' – Def. 12 – Ini. 4 – Speed 3 – Health 25 – Damage 1-3 Magical
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<nowiki>#</nowiki>Had its Attack uplifted to make up for the lack of Oblivion.
<nowiki>#</nowiki>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.
Satyr
 
-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 5-12 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.


-'''Shooter''': (A) Range limit is 4.
-'''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 the 10% of the other troop’s base Health, up to a maximum of +22.'''
<nowiki>#</nowiki>Reduced Sting of the Forest into Shooter.
 
'''-Magic Protection: This troop has 10% Magical resistance.'''
 
<nowiki>#</nowiki>Added the Ability to showcase the Magical resistance.


<nowiki>#</nowiki>Make the Ability display what the current boost is?
'''-Susceptable to Heat: This troop has 10% Fire vulnerability.'''


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


'''-Susceptable to Fire: This troop has 10% 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.'''


-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 2 in forest battlegrounds.'''
-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 23 – Damage 3-5 Magical (Melee: 2-4 Physical)


<nowiki>#</nowiki>Reduced Sting of the Forest into Shooter and decreased melee damage.


Dire Werewolf:
'''Dire Werewolf'''


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


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


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


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


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


<nowiki>#</nowiki>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
 


-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.
'''Dire Wolf'''


<nowiki>#</nowiki>No longer has a 50% chance of making them skip their turn.
-'''Lycanthrope’s Howl''': (T) (C.1) All living enemies of Level 1-2 are hit with Fear. '''Enemy humanoids of Level 1-2 additionally have their APs reduced to 0.'''


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


-Beast: (A)
-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.


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


-Tolerance: (A) This troop '''suffers no morale penalty''' from racial relations.
-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 20% 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.


-'''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.
<nowiki>#</nowiki>Make the attack display the Frenzy odds?


-Level 3 – Cost 160 [Redundant] – Lea. 60 – Att. 16 – Def. 10 – Ini. 5 – Speed 4 – Health 55 – Damage '''6'''-8 Physical
-Level 3 – Cost 160 [Redundant] – Lea. 60 – Att. 16 – Def. 10 – Ini. 5 – Speed 4 – Health 55 – Damage '''6'''-8 Physical
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<nowiki>#</nowiki>Lycanthrope could cover for some of the losses, so the increase in minimum damage is reasonable?
<nowiki>#</nowiki>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)
Dark Elf


-Sniper: (A)
-Double Shot: (T) (R.2) Deals 8-10 Physical damage to a target.
 
'''-Enchanted Arrow: (T) (R.3) Deals 3-4 Magical damage to a target. If it is below Level 5, a random pair of its base attributes are reduced by 20% for 2 turns. Damage can’t be reduced and an attribute is reduced by 1 at minimum.'''
 
-Sniper: (A) There is no range limit.


-'''Tainted Rage''': (A) This troop’s retaliation warrants no penalty to damage.
-'''Tainted Rage''': (A) This troop’s retaliation warrants no penalty to damage.
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-Level 3 – Cost 270 – Lea. 80 – Att. 21 – Def. 15 – Ini. 5 – Speed 2 – Health 60 – Damage 4-5 Physical
-Level 3 – Cost 270 – Lea. 80 – Att. 21 – Def. 15 – Ini. 5 – Speed 2 – Health 60 – Damage 4-5 Physical


Renegade Druid:
 
 
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.
-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.
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-Training: (T) (C.1)
-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: (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.


-Aura of Harmony: (A) Allied dark elves have their morale increased by '''2'''.
-'''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.'''
-'''Sting of the Forest''': (A) Range limit is 6. '''Damaged enemies have their Attack and Defense reduced by 1, to a minimum of -5.'''
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-Magic '''Protection''': (A) This troop has %25 Magical resistance.
-Magic '''Protection''': (A) This troop has %25 Magical resistance.


-'''Tainted Rage''': (A) Ranged attacks splash to adjacent enemies with 50% of the base damage.  
-'''Tainted Rage''': (A) This troop’s base (ranged) attacks splash to adjacent troops 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
-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)
'''Eclipse Unicorn'''
 
-Magic '''Protection''': (A) This troop has %25 Magical resistance.
 
-Horn of Shadow: (A) This troop deals an additional 3-6 Magical damage against those of the Light.


-Hunter: (A)
'''-Sense of Danger: (A) This troop increases its Defense by 5 for each enemy within 2 tiles, up to a maximum of +30.'''


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


'''-Tainted Rage: (A) This troop can perform an Arrow Shower even in contact with an enemy troop.'''
-Level 4 – Cost 750 – Lea. 150 – Att. 27 – Def. '''19''' – Ini. 5 – Speed 4 - Health 140 – Damage 10-17 Physical (+Horn of Shadow: '''4'''-'''7''' Magical)


<nowiki>#</nowiki>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:
'''Poacher'''
 
-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.


-Magic '''Protection''': (A) This troop has %25 Magical resistance.
-Hunter: (A) Deals 50% more damage against animals and/or beasts.


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


'''-Tricksters’ Radiance: (A) This troop is accompanied by will o' wisps, sapient sparkles of light that turned over to the Dark. They emerge when this troop attacks, or is attacked by, a type of creature four times. They cast an illusion that causes the same type of creature to miss their next strike against this troop. Once the illusion kicks in, will o’ wisps go back to inactivity. Eyeless units are unaffected.'''
'''-Tainted Rage: (A) Critical Hits of this troop always inflict Bleeding.'''


-'''Tainted Rage''': (A) Retaliatory strikes always make a Critical Hit against troops that aren't dark elves.
-Level 4 – Cost 700 – Lea. 150 – Att. 27 – Def. 18 – Ini. 6 – Speed 2 – Health 110 – Damage 8-12 Physical


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


-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:
'''Darkwood 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)
-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)
-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.


-Level 4 – Cost 800 – Lea. 260 – Att. 30 – Def. 36 – Ini. 2 – Speed 2 – Health 260 – Damage 25-30 Physical
-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)
'''Ancient Darkwood Ent'''
 
-Running: (T) (C.1) This troop receives 2 APs.


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


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


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


-Plant: (A)
-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.


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

Latest revision as of 21:01, 15 February 2026

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

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

-Racial Ability (Known Enemy):

-Racial Ability (Of the Dark):


Undine

-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.

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


Sylph

-Sylph’s Sigil: (T) (R.4) All enemies are put under the effect of the Sylph’s Sigil for 2 turns. Archers that fire on such a troop regain the charge of a used Talent, unless it’s a Dragon Arrow, and have their base attacks’ Critical Chance increased by a net 30%. Dark Elves and Poachers have their reloading Talents benefit from the Critical Chance increase as well.

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

-Soaring: (A)

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

-Fairy Dust: (A) This troop’s attacks inflict Weakness, which lasts for 1 turn.

#From 30% chance to 100%.

-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) 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 dark 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 Satyrs increase their morale by 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.


Satyr

-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.

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


Dire Werewolf

-Transform: (T) (R.2)

-Blades: (A) Base attacks inflict Bleeding.

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

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

-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.

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


Dire Wolf

-Lycanthrope’s Howl: (T) (C.1) All living enemies of Level 1-2 are hit with Fear. Enemy humanoids of Level 1-2 additionally have their APs reduced to 0.

-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.

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

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

-Tainted Rage: (A) Base attacks have a 20% 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.

#Make the attack display the Frenzy odds?

-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) Deals 8-10 Physical damage to a target.

-Enchanted Arrow: (T) (R.3) Deals 3-4 Magical damage to a target. If it is below Level 5, a random pair of its base attributes are reduced by 20% for 2 turns. Damage can’t be reduced and an attribute is reduced by 1 at minimum.

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

-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.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.

-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) This troop’s base (ranged) attacks splash to adjacent troops 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


Eclipse Unicorn

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

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

-Sense of Danger: (A) This troop increases its Defense by 5 for each enemy within 2 tiles, up to a maximum of +30.

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

-Level 4 – Cost 750 – Lea. 150 – Att. 27 – Def. 19 – Ini. 5 – Speed 4 - Health 140 – Damage 10-17 Physical (+Horn of Shadow: 4-7 Magical)


Poacher

-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.

-Tainted Rage: (A) Critical Hits of this troop always inflict Bleeding.

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

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


Darkwood 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.

-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) 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.

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