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Oathkeepers

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

Oathkeepers are wary of the rest of the Light, dislike Vikings, hate Dark Elves and Zwergs, and loath the rest of the Dark.

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

-Racial Ability (Of the Light):


Peasant:

-Weed Killer: (A)

-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 (Weed Killer: 2-4 Physical)


Swordsman:

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

-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 %40, 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


Bowman:

-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)

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %40, morale is increased by 2.

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


Priest of Light:

-Healing: (T) (C.2) Does X Magical damage to troops “of the Dark”.

-Bless: (T) (R.1)

-Smiting Strike: (A)

-Divine Defense: (A)

-No Melee Penalty: (A)

-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 (Smiting Strike: ???)


Witch Hunter:

-Purge: (T) (R.2) Removes 2 random effects from a targeted troop.

#Uses the Dispel icon.

-Magic Box: (T) (C.1)

-Magical Aid: (T) (R.3) This troop receives an effect from the pool of [Stone Skin, Divine Armor, Haste, Power of Light 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 Magic resistance.

-Restoration: (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.

-Level 2 – Cost 150 – Lea. 60 – Att. 14 – Def. 12 – Ini. 5 – Speed 3 – Health 60 – Damage 4-6 Physical (Mageslayer: 6-9 Physical)


Guardsman:

-Smashing Blow: (T) (R.1)

-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 Swordsmen and Bowmen have the reload duration of their Talents decreased by 1.

-Fighting Spirit: (A) If this troop’s numbers are equal to or above %40, 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


Inquisitor of Light:

-Resurrection: (T) (C.2)

-Anger: (T) (R.2)

-Smiting Strike: (A)

-Divine Defense: (A)

-No Melee Penalty: (A)

-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 (Smiting Strike: ???)


Knight:

-Circle Attack: (T) (R.2)

-Second Wind: (T) (R.2)

-Dragonslayer: (A)

-Valor: (A) This troop has +1 morale by default.

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

-Mastery: (A)

-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


Horseman:

-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)

-Ramming: (A)

-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


Archmage:

-Fighting Trance: (T) (R.2)

-Magic Shield: (T) (R.1)

-Telekinesis: (T) (C.1)

-Lightning: (A) Range limit is infinite. 25% chance to inflict Shock, both at range and in melee. Armored and mechanical troops are dealt 20% more damage.

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

-Aura of Antimagic: (A)

-Persistance of Mind: (A)

-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


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.

-Holy Warrior: (A)

-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)

-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 (Holy Warrior: 24-30 Physical)


Rune Sage:

-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 applicable again.

#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 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.

-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.

-Persistance of Mind: (A)

-High Mage: (A) Priests of Light, Inquisitors of Light and Gorguanas have their morale increased by 2. Archmages, Elders, Druids and Soothsayers 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)

-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

#Attack and Defense were reduced to fit into the Leadership reduction. The reduced Leadership’s Health ratio is similar to the ratio of the original Rune Mages with Spirit Runes maxed.