Dark Elves: Difference between revisions
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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''': | '''Sylph''': | ||
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-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''': | ||
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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: | Satyr: | ||
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-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 '''35''' – Damage 3-5 Magical (Melee: '''2'''-'''4''' Physical) | ||
'''Dire Werewolf''': | '''Dire Werewolf''': | ||
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-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''': | '''Dire Wolf''': | ||
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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: | Dark Elf: | ||
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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: | ||
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-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 | ||
Eclipse Unicorn | Eclipse Unicorn | ||
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-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) | -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''': | '''Poacher''': | ||
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<nowiki>#</nowiki>Poachers don’t respect the old Laws of the Forest and hunt everything they deem a worthy prey. | <nowiki>#</nowiki>Poachers don’t respect the old Laws of the Forest and hunt everything they deem a worthy prey. | ||
'''Darkwood Ent''': | '''Darkwood Ent''': | ||
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-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''': | '''Ancient Darkwood Ent''': | ||
Revision as of 16:19, 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 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) 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)
-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)
-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