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Shaman:
Shaman:


-Dancing Axes: (T) (-15) Does 20-25 Magical damage to an arbitrary enemy. All allied organic troops recover Health by 50% of the damage dealt. The healing increases by a net 10% for each 10 Adrenaline this troop has, up to a maximum of 80%. '''Usage of this Talent spikes its cost to 25 Adrenaline, which decreases back by 5 each turn.'''
-Dancing Axes: (T) (-15) Does 20-25 Magical damage to an arbitrary enemy. All allied organic troops recover Health by 50% of the damage dealt. '''Usage of this Talent spikes its cost to 25 Adrenaline, which decreases back by 5 each turn.'''


<nowiki>#</nowiki>No longer ignores modifiers.
<nowiki>#</nowiki>No longer ignores modifiers.


-Totem of Life: (T) (-20) Sets a Totem in an empty tile on the battlefield. Within a 2 tile radius, all allies below level 5 have their Defense increased by 20% and all organic allies have their Health recovered by 7; starting from the turn after it was set. The Totem has 7 Health per member of this troop and 20 Initiative.
-Totem of Life: (T) (-20) Sets a Totem in an empty tile on the battlefield. Within a 2 tile radius, '''all organic allies have their Health increased by 20%'''; starting from the turn after it was set. The Totem has 7 Health per member of this troop and 20 Initiative.


-Totem of Death: (T) (-20) Sets a Totem in an empty tile on the battlefield. Within a 2 tile radius, all enemies below level 5 are dealt 5-8 Physical damage and have their Speed lowered by 1; starting from the turn after it was set. The Totem has 10 Health per member of this troop. '''The base Iniative of 3 the Totem has increases by 1 for each 10 Adrenaline this troop has, up to a maximum of +3.'''
-Totem of Death: (T) (-20) Sets a Totem in an empty tile on the battlefield. Within a 2 tile radius, all enemies below level 5 are dealt 5-8 Physical damage and have their Speed lowered by 1; starting from the turn after it was set. The Totem has 10 Health per member of this troop and 3 Initiative.  


'''-Shamanism: (A) This troop starts the battle with 100 Adrenaline.'''
'''-Shamanism: (A) Each 10 Adrenaline this troop has, up to 30 Adrenaline, increases the potency of this troop’s Talents. Dancing Axes have their healing increased by a net 10%, the Totem of Life has its Health increased by 7 and the Totem of Death has its Initiative increased by 1.'''


'''-Adrenaline Control: (A) For every 10 Adrenaline gained by allies, this troop gains 1 Adrenaline.'''
'''-Adrenaline Control: (A) This troop starts the battle with 100 Adrenaline.'''
 
'''-Adrenaline Chanining: (A) For every 10 Adrenaline gained by allies, this troop gains 1 Adrenaline.'''


-Calm: (A) This troop generates 75% of the normal Adrenaline values for dealing damage. This troop’s morale can never be negative.
-Calm: (A) This troop generates 75% of the normal Adrenaline values for dealing damage. This troop’s morale can never be negative.

Revision as of 10:53, 8 December 2025

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

Orcs get along with the rest of the Dark, are wary of Vikings, hate Lizardmen, and loath the rest of the Light.

-Racial Ability (Greedy):

-Racial Ability (Of the Dark):


Goblin:

-Distant Throw: (T) (-8) The hard range limit is increased to 7.

-Goblin Rage: (T) (-20) There is no effective range limit.

-Giant Killer: (A) Damage is increased by %15 against Level 3, %25 against Level 4 and %30 against Level 5 units. Every 5 Adrenaline past 50 this troop has supplements this increase by a net +2%.

-Axe Thrower: (A)

-Zeroing In: (A) %50 more Adrenaline is provided for each consecutive ranged attack that was aimed at the same tile.

-No Melee Penalty: (A)

-Level 1 – Cost 25 – Lea. 20 – Att. 7 – Def. 4 – Ini. 4 – Speed 2 – Health 14 – Damage 1-3 Physical


Furious Goblin:

-Goblin Insolence: (T) (-15) This troop moves over to attack a targeted enemy for 5-7 Physical damage, with the target unable to retaliate. This troop then returns to the tile it was before initating the attack.

-Irascible: (A) Anytime this troop takes damage, its Speed is increased by 1 for the rest of the battle, to a limit of +3.

-Giant Killer: (A) Damage is increased by %25 against Level 4 and %30 against Level 5 units. Every 5 Adrenaline past 50 this troop has supplements this increase by a net +2%.

-Level 2 – Cost 60 – Lea. 45 – Att. 14 – Def. 14 – Ini. 8 – Speed 3 – Health 40 – Damage 3-7 Physical


Spirit Talker:

-Avenging Spirit: (T) (-0)

-Web of Life: (T) (-25)

-Ancestral Anger: (A) This troop’s strikes act as if the target has a net 10% less Ice resistance. Every 5 Adrenaline past 50 this troop has supplements this reduction by a net -2%.

-No Melee Penalty: (A)

-Magic Protection: (A) This troop has 10% Magical resistance.

-Astral Protection: (A) This troop has 15% Astral resistance.

-Adrenaline Chaining: (A)

-Hyena Cavalry: (A) Allied Hyenas have their morale increased by 4.

-Level 3 – Cost 250 – Lea. 50 – Att. 8 – Def. 8 – Ini. 4 – Speed 2 – Health 25 – Damage 3-6 Ice (Melee: 3 Physical)

#Use the Charger graphics for the ranged attack? The OotM Goblin Shaman attack?


Orc:

-Onslaught: (T) (-15)

-Potion of Rage: (T) (-20)

-Armored: (A) This troop has %10 Physical resistance.

-Thirst for Fight: (A) Retaliations always crit, and every 5 Adrenaline raises Critical Chance by a net 2%, to a maximum of +20%.

-Level 3 – Cost 190 – Lea. 75 – Att. 16 – Def. 17 – Ini. 4 – Speed 2 – Health 70 – Damage 7-10 Physical


Goblin With Catapult:

-Fiery Shot: (T) (-8) Deals 8-13 Fire damage to the target. The targeted enemy and adjacent tiles are covered with an Oil Mist that lingers for 2 turns. The Oil Mist has a 50% chance to Burn all affected troops during its formation, and it causes a 20% ranged damage reduction as long as it is intact.

-Explosives: (T) (-12)

-Second Wind: (T) (-20)

-Shooter: (A) Effective range limit is 5.

-Siege Weapon: (A) Ranged damage is reduced only by %20 beyond effective range.

-Pyromancer: (A)

-Reckless Commander: (A) Allied Goblins, Furious Goblins and Spirit Talkers gain 3 additional Adrenaline when fighting.

-Level 3 – Cost 300 – Lea. 130 – Att. 23 – Def. 15 – Ini. 4 – Speed 2 – Health 80 – Damage 6-11 Physical (Siege Weapon: 12-22 Physical) (Melee: 7 Physical)


Veteran Orc:

-Running: (T) (-8) The Adrenaline cost starts at 8 each turn, which is doubled per trigger.

-Fury Attack: (T) (-12)

-Potion of Rage: (T) (-20)

-Counterattack: (A) This troop performs a counterattack against retaliations.

-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. Additionally, each 5 Adrenaline past 50 increases these odds by a net %2.

#Make the Ability display what the current percentage is?

-Armored: (A) This troop has %10 Physical resistance.

-Level 4 – Cost 380 – Lea. 140 – Att. 26 – Def. 26 – Ini. 6 – Speed 3 – Health 130 – Damage 13-16 Physical


Shaman:

-Dancing Axes: (T) (-15) Does 20-25 Magical damage to an arbitrary enemy. All allied organic troops recover Health by 50% of the damage dealt. Usage of this Talent spikes its cost to 25 Adrenaline, which decreases back by 5 each turn.

#No longer ignores modifiers.

-Totem of Life: (T) (-20) Sets a Totem in an empty tile on the battlefield. Within a 2 tile radius, all organic allies have their Health increased by 20%; starting from the turn after it was set. The Totem has 7 Health per member of this troop and 20 Initiative.

-Totem of Death: (T) (-20) Sets a Totem in an empty tile on the battlefield. Within a 2 tile radius, all enemies below level 5 are dealt 5-8 Physical damage and have their Speed lowered by 1; starting from the turn after it was set. The Totem has 10 Health per member of this troop and 3 Initiative.

-Shamanism: (A) Each 10 Adrenaline this troop has, up to 30 Adrenaline, increases the potency of this troop’s Talents. Dancing Axes have their healing increased by a net 10%, the Totem of Life has its Health increased by 7 and the Totem of Death has its Initiative increased by 1.

-Adrenaline Control: (A) This troop starts the battle with 100 Adrenaline.

-Adrenaline Chanining: (A) For every 10 Adrenaline gained by allies, this troop gains 1 Adrenaline.

-Calm: (A) This troop generates 75% of the normal Adrenaline values for dealing damage. This troop’s morale can never be negative.

-Level 4 – Cost 600 – Lea. 200 – Att. 24 – Def. 32 – Ini. 5 – Speed 3 – Health 180 – Damage 15-18 Physical

#Removed Persistence of Mind.


Ogre:

-Ogre’s Rage: (T) (-12) Attack is doubled for 2 turns. An Action Point is received.

-Forceful Strike: (T) (-20)

-Indomitable: (A) Any effect that decreases this troop’s damage, Speed or number of Action Points is removed at the beginning of its turn.

-Thick Skin: (A) This troop has 10% Physical, Magical, Fire, Poison and Ice resistance. Every 5 Adrenaline increases these resistances by 1%, to a maximum of 10%.

-Heavy Hand: (A)

-Level 5 – Cost 3000 – Lea. 1000 – Att. 37 – Def. 47 – Ini. 4 – Speed 2 – Health 680 – Damage 50-60 Physical


Orc Chieftain:

-Sneer: (T) (-8)

-Drain: (T) (-12) Saps all Action Points of a targeted enemy away without ending this troop's turn. The Adrenaline cost starts at 12 each turn, which is doubled per trigger.

-Power of the Horde: (T) (-25) A targeted enemy takes 20% of this troop's total Health as Magical damage.

#No longer ignores modifiers.

-Armored: (A) This troop has %10 Physical and Fire resistance.

-Devastate: (A)

-Reckless Commander: (A) Allied Orcs, Veteran Orcs and Ogres gain 3 additional Adrenaline when fighting.

-Level 5 – Cost 4000 – Lea. 1200 – Att. 40 – Def. 35 – Ini. 4 – Speed 2 – Health 740 – Damage 50-70 Physical

#Removed Heavy Hand.