I've decided to post unit abilities. In no particular order:
A.) Veteran Orc
Talents:
1.) Potion of Rage: The Veteran quaffs the potion of Rage. His speed increases by 2, his action points increase by 2, and his commanding hero recieves 5 Rage. Cancels the effects of 'Slow', but the effect of is not doubled if the talent is reused. Available at 1 level of Adrenaline. Decreases Adrenaline by 10! Charges 1
2.) Scold: Yells at his allies in anger. Having vented in this way, the Veteran calms down, but his orcs, on the contrary, receive from him a carge of adrenaline. For one turn, the Damage of these orcs id doubled. Availalbe at 2 level of Adrenaline. Reduces Adrenaline to 0! Charges 2.
3.) Savage Attack: Delivers a fierce attack across three cells, causing 13-16 damage to each target. Available at 3 level of Adrenaline. Decreases Adrenaline by 20! Reload: 3. *This attack does not trigger a counter attack.
Abilites:
1.) CounterAttack: If the enemy counters an attack, the troop delivers yet another blow to the enemy. Does not work against enemies with passive attack, or against FUrious enemies.
2.) Veteran Mastery: The orc grows furious and recieves a (5 + 5 * adrenaline leve)% chance of evading an enemy attack. Available at Adrenaline level 1.
3.) Cunning: If the orc's Speed is greater than the Speed of the enemy, the enemy does not get a chance to counter-attack. Available at Adrenaline level 3.
B.) Blood Shaman
Talents:
1.) Spirit Rage: Powerful spirits attack an enemy troop. The higher the level of the skill, the more damage will be inflicted. At level 1, the damage inflicted is 7-15 Astral damage. If the squad is destroyed, it leaves in its place Evlin. If Evlin is attacked, it will explod, causing half damage to all surrounding troops. Available at 1 level of Adrenaline. Decreases Adrenaline by 5! Reload: 3.
2.) Goblin Blood: Each golbin troop sacrifices one unit. On the battlefield there appears the same number of Rage clusters 5-10, and the Shaman is fully healed. Troops which sacrificed their units receive 10 Adrenaline (but not above the maximum), and 1 Action Point each (providing a second turn in the current round). Available at 2 level of Adrenaline. Decreases Adrenaline by 10! Reload 2.
3.) Power of the Horde: Inflicts upon enemy creatures Magic damage equal to the number of orcs, goblins, and ogres in the hero's army, multiplied by the level of the creatures. The initiative of each is reduced to 1 for one turn. Available at 3 level of Adrenaline. Decreases Adrenaline by 15! Charges: 2.
Abilities:
1.) Enraged: Troop begins with 10-15 Adrenaline at the beginning of battle.
2.) Thirst for Glory: Always receives +1 Adrenaline whenever an ally increases in Adrenaline.
3.) Spirituality: Having long communicated with the spirits, the shaman begins to tolerate the undead. The morale of the troop is not reduced when undead are present in the army.
C.) Orc Chieftan
Talents:
1.) Sneer: Provokes any level 1-4 enemy, unless the target is immune to Mind attacks. Available at 1 level of Adrenaline. Decreases Adrenaline by 5! Charges: 1.
2.) Predator: Consumes a few units from neighboring goblin or orc troop, restoring health. Troop receives the maximum adrenaline, and retakes the current turn. THe power depends on the level of adrenaline. Available at 2 level of Adrenaline. Decreases Adrenaline by 10! Charges: 3.
3.) Spirit Strike: Calls upon the spirits to lash out at surrounding enemies. Deals 35-45 physical damage. If the army has any shamans, the effect increase in porportion to the number of shaman units. The angered spirits attack friend and foe alike! Available at 3 level of Adrenaline. Decreases Adrenaline by 20! Reload:4. *Yes, if you have both Blood Shamans and Shamans in your party you get double boosted. Edit: Looks like Goblin Shamans contribute to this as well. Visual effect is pretty cool!
Abilities:
1.) Smash: Damages any enemy troop that is standing behind the target.
2.) Orc Commander: Orcs and goblins in the hero's army gain +1 Morale.
3.) Thick Skin: Thick skin affords a 20% resistance to Physical damage. Any enemy engaging this unit in melee combat can suffer a reduction in their Attack. The probability depends on the level of the enemy.
4.) Recruiter: After the battle, the army is joined by 1-2 orcs of whichever type is present in the army. *Can't seem to get this to work.
D.) Goblin Shaman:
Talents:
1.) Web of Life: Selects a detachment of goblins, which will absorb 50% of all damage received by the Shaman troop. Lasts 3 turns. Available at 1 level of Adrenaline. Decreases Adrenaline by 5! Charges: 1.
2.) Astral Attack: A goblin Shaman sacrifices himself, turning into a spirit and attacking the enemy. THe attack deals 20-25 Astral damage. The number of attacks per turn is equal to the level of Adrenaline. Available at 2 level of Adrenaline. Decreases Adrenaline by 10! Charges: 3 These do SOooooo much damage and takes out High defense units like a chainsaw through wet cardboard. Awesome with Time Back spell.
3.) Instruction: A selected neighboring troop of goblins loses 5 units, and the Shaman troop receives one unit. Available at 3 level of Adrenaline. Decreases Adrenaline by 15! Charges: 3 *Not so good IMO. Affect doesn't appear to increase in stacks thank god.
Abilities:
1.) Goblin Commander: Goblins in your hero's army gain +1 morale.
2.) No Melee Penalty:
3.) Ghost Axes: The axes swirl and blur, reducing all types of the target's Resistance by 2% (plus an additional 1% for each level of Adrenaline). (Not sure if this stacks).
4.) Recruiter: After the battle, the army is jopined by 3-5 goblins of whicever type is already present in the army. *This always works and always gives me catapults. Even if you are full leadership!
E.) Orc Tracker
Talents:
1.) Animal Companion: The hunter calls uponhis pets, which absorb a part of the orc's damage. The higher the level of Adrenaline, the more powerful creatures are called. Available at 1 level of Adrenaline. Decreases Adrenaline by 5! Charges: 1. *Summons a rather high ratio of animals to it's own leadership, very good. Additionally the animal companion appears to absorb half of the damage that it's summoning tracker would have taken. Very nice.
2.) Snare: Snares any nearby enemy of level 1-4. Target cannot move for 2 turns. Available at Adrenaline level 2. Decreases Adrenaline by 10! Reload: 2.
3.) Healer: The hunter heals and revives nearby friendly animals of level 1-4, up to 44 units of health. Decreases Adrenaline by 20! Reload 3. *Bears, the new guard droid!
Abilities:
1.) Tracker: All the animals in the hero's army receive +1 Speed.
2.) Hunter: Inflicts 150% damage against beasts.
3.) Loner: If ther eare no allies within a radius of 2 cells, the troop receives +5 attack and +5 defense.
Last edited by JQueue; 09-17-2010 at 07:33 AM.
|