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Elves

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

Elves are fond of Animals, wary of Lizardmen and Oathkeepers, dislike Dwarves, feud with Vikings, hate Oathbreakers, and loath the rest of the Dark.

-Racial Ability ():

-Racial Ability (Of the Light):


Lake Fairy:

-Dispel: (T) (C.1)

-Soaring: (A)

-No Retaliation: (A)

-Oblivion: (A)

-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


Forest Fairy:

-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%.

-Soaring: (A)

-No Retaliation: (A)

-Fairy Dust: (A)

-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


Dryad:

-Summon Thorns: (T) (R.2)

-Elven Song: (T) (C.1)

-Lullaby: (T) (R.3)

-Soaring: (A)

-No Retaliation: (A)

-Beauty: (A)

-Charm: (A)

-Tree Fairy: (A)

-Level 2 – Cost 50 – Lea. 20 – Att. 6 – Def. 12 – Ini. 4 – Speed 3 – Health 25 – Damage 1-3 Magical


Faun:

-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.

-Nightmare: (T) (R.1) A targeted enemy under the effect of Sleep takes 5-12 Magic damage, and immediately awakens.

-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.

#Make the Ability display what the current boost is?

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

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

-Spirit of the Wood: (A) Allied 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 23 – Damage 3-5 Magical (Melee: 2-4 Physical)

#Reduced Sting of the Forest into Force of Nature and decreased melee damage.


Elf:

-Ice Arrow: (T) (C.1) Performs a ranged attack, which does 3-4 Ice damage and Freezes the target.

-Enchanted Arrow: (T) (R.3)

-Sniper: (A)

-Pristine: (A) Hits performed against troops that are Frozen or under a Snow Storm have their Critical Chance increased by %25. Additionally, this troop has its base Ice resistance increased by a net %10.

-Level 3 – Cost 320 – Lea. 90 – Att. 22 – Def. 16 – Ini. 5 – Speed 2 – Health 60 – Damage 4-5 Physical


White Werewolf:

-Transform: (T) (R.2)

-Blades: (A)

-Night Vision: (A)

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

-Regeneration: (A)

-Battle Marks: (A) Allied elves that harbor the Cure have their Initiative increased by 1.

#The “that harbor the Cure” bit wasn’t included.

-Pristine: (A) No Retaliation attacks are performed against troops that are Frozen or under a Snow Storm. Additionally, this troop has its base Ice resistance increased by a net %10.

-Level 3 – Cost 370 – Lea. 100 – Att. 20 – Def. 20 – Ini. 5 – Speed 2 – Health 90 – Damage 9-12 Physical


White Wolf:

-Secret Paths: (T) (R.3)

-Transform: (T) (R.2)

-Beast: (A)

-Night Vision: (A)

-Regeneration: (A)

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

-Ice Devil: (A) If there is an Ice Spike within 2 tiles, this troop always retaliates.

-Pristine: (A) This troop saps life away at a rate of %50 when attacking enemies that are Frozen or under a Snow Storm. Additionally, this troop has its base Ice resistance increased by a net %10.

-Level 3 – Cost 370 [Redundant] – Lea 100 – Att. 22 – Def. 16 – Ini. 5 – Speed 4 – Health 90 – Damage 8-11 Physical


Unicorn

-Winter Breath: (T) (C.1) This troop or a targeted ally is granted a 5-round-long buff, which causes hostile melee attackers to be Frozen for 2 rounds. Each trigger lowers the buff's duration by 1.

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

-Horn of Light: (A)

-Pristine: (A) Defense is increased by 5 for each enemy troop within two tiles, to a maximum of 20. Additionally, this troop has its base Ice resistance increased by a net %10.

-Level 4 – Cost 650 – Lea. 140 – Att. 23 – Def. 20 – Ini. 7 – Speed 5 - Health 120 – Damage 9-15 Physical (+Horn of Light: 3-6 Magical)


Ranger:

-Poisoned Arrows: (T) (C.1) Does 8 to 12 Physical damage and inflict Poisoning to the target.

-Arrow Shower: (T) (R.2)

-Hunter: (A)

-Sniper: (A)

-Pristine: (A) When attacking, this troop does the equilivant of Pain Mirror to the target at a rate of 10%, in addition to normal damage.

-Level 4 – Cost 700 – Lea. 150 – Att. 27 – Def. 28 – Ini. 6 – Speed 2 – Health 110 – Damage 8-12 Physical

#Rangers are the only major group of elves who didn’t travel to Whitehill (and consequently don’t have the Ice protection). They accepted the Cure, though. They protected the wildlife here and waged guerilla wars against the dark elves?


Druid:

-Snow Storm: (T) (R.4) Deals 8-12 Ice damage in a 7-tile cluster centered at a targeted tile, leaving Ice Spikes intact. A Snow Storm lingers in this tile for 1 turn. Troops inside enjoy +1 Defense for each net 10% Fire vulnerability and each net 10% Ice resistance they have, or suffer from -1 Defense for each net 10% Fire resistance and each net 10% Ice vulnerability they have.

#No longer increases Ice resistance and interacts with Attack. Now each 10% difference directly amounts to a Defense change.

-Hardening: (T) (C.2) A targeted Ice Spike is destroyed, healing adjacent allied troops for 20 Health per the casting unit. Troops below Level 5 can have casualties undone by this effect, but the effectiveness is halved.

-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 is now applicable to plants.

-Host of the Winter: (A) Range limit is 6. For every Ice Spike on the battlefield, this troop has its Attack and Defense increased by 2, up to a limit of +30.

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

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

-Pristine: (A) If it has been performed against troops that are Frozen or under a Snow Storm, ranged hits surround the target with Ice Spikes that spontenously dissolve after 2 turns. Additionally, this troop has its base Ice resistance increased by a net %10.

-Level 4 – Cost 1650 – Lea. 250 – Att. 26 – Def. 28 – Ini. 4 – Speed 2 – Health 170 – Damage 13-19 Magical

#They will now have the default penalty of 50% for going past the range limit, instead of 40%.

#Relevant to the concept of thaumaturgy?

#The fact that they left their forests and went to Whitehill will be a big deal?


Ent:

-Running: (T) (C.1)

-Swarm: (T) (R.1)

-Entangle: (A)

-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.

-Plant: (A)

-Wooden: (A)

-Level 4 – Cost 800 – Lea. 260 – Att. 30 – Def. 36 – Ini. 2 – Speed 2 – Health 260 – Damage 25-30 Physical


Ancient Ent:

-Running: (T) (C.1)

-Swarm: (T) (C.1)

-Summon Swarm: (T) (R.1)

-Entangle: (A)

-Supporting Roots: (A) A root network follows wherever this troop goes. Besides improving the odds for entangling enemies, it grants a constant supply of nutritients and restores 140 Health every turn.

-Plant: (A)

-Wooden: (A)

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


Snow Falcon:

-Cold Stream: (T) (R.2)

-Ice Explosion: (T) (R.3)

-Flight: (A)

-Magic Protection: (A) This troop has 35% Magical resistance.

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

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

-Symbol of Hope: (A) All elves have their morale increased by 2. Elves that harbor the Cure additionally have their Attack and Defense increased by 2.

-Persistence of Mind: (A) This troop is immune to mental effects.

-Tempest: (A) Attacks both tiles to the 'side' of the target in addition to the target, with a 50% chance to Freeze or Burn each victim.

-Conflicting Nature: (A) This troop is immune to the Frozen and Burning effects.

-Level 5 – Cost 22000 – Lea. 2100 – Att. 60 – Def. 64 – Ini. 6 – Speed 7 – Health 800 – Damage 25-45 Ice/Fire

#Magical resistance is related to a quite silly pattern: The best Ice resistance Snow Elves could offer was 25%, with an additional 50% for Magical. Phoenixes have 80% Fire and 80% Magical resistances, followed by a -100% Ice vulnerability. Combined; this makes 80%, 130% and -%75. Since I also decided that the Fire and Ice resistances should stay as is, 30% was cut off from Fire. To get that -45% to 50%, 95% was cut off from Magical, and the results are shown above.