Level: 25
HP: 5,100 (15,300)
Attack: 50
1M Sword: 80
Uruk Blade: 25 (75) (155) (310) (465) (1,395)
1M Spear: 80
Uruk Lance: 20 (70) (150) (300) (450) (1,350)
1M Bow: 80
Uruk Crossbow: 25 (75) (155) (310) (465) (1,395)
Defense: 50
1M Armor: 80
Uruk Armor: 15 (65) (145)
1M Shield: 80
Uruk Shield: 20 (100) (245)
Speed: 63 (60 w/ shield equipped)
Skill: 63
Move: 5
Items:
Vile Daught: A horrible tonic. Once drunk, this will prevent the character from using any other health-boosting items. However, it will triple the HP of a monster unit.
Uruk Blade: A heavy, sturdy weapon. Causes notable armor wear and is surprisingly strong. Might 25.+Mordor Forged (grants the blade 50% more damage when fighting for the will of a Dark Lord).
Uruk Lance: A long lance. Fairly sturdy, but is easy to break with heavy weapons like axes, clubs, and hammers. +15 avoid if this unit is fighting an enemy with short range attacks (martial, claw, bite, knife). Might: 15.+Mordor Forged (grants the blade 50% more damage when fighting for the will of a Dark Lord).
Uruk Crossbow: A bowerful bow that is equally strong and fast at 1 or 2 range. However, it may only attack once, and it is easily broken. Might 25.+Mordor Forged (grants the blade 50% more damage when fighting for the will of a Dark Lord).
Uruk Armor: Heavy metal armor. Although it does not down this character's speed under normal circumstances, it does drastically hinder their movement through snow, water, rain, or sand. Defense 15.
Uruk Shield: Speed -3. These heavy shields are extremely resistant to wear. They add 20 to the character's defense when defending but not when attacking.
Cracked Shadow Pure Stone: A poor replica of a gleaming Pure Stone. This item will double the damage of pure type weapon attacks but will crumble to dust if the character holding it falls in battle.
Abilities:
Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg
Character Type: Melee, Monster
Weaknesses: Light attacks
Abilities:
Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg
Morale of Fear: This vile creature is driven before great powers of darkness as a pawn. If a Dark Lord or captain of these monsters is present on the map, this unit will gain resistance to fear and pain. It will also always survive a single lethal blow. If the dark lord leading these monsters falls in battle (and no dark lord remains), this character will lose 50% of its defense and will immediately try to flee the battle. Costs: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
War Cry: Instead of attacking, this unit may rally its allies with a war cry. This will boost all ally units within three spaces, granting them a 30% bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs: 3 pg
Character Type: Melee, Monster
Weaknesses: Light attacks

No comments:
Post a Comment