Thursday, April 11, 2019

Orc Elite





Orc Elite: Level 35
HP: 15,000 (45,000)
Attack: 70
1M Martial: 40
5M Sword: 80
5M Spear: 80
5M Hammer: 80
5M Bow: 80
5M Whip: 80
Orc Curved Blade: 90 (160) (240) (480) (720) (3,600) (5,400) (16,200)
Orc Long Spear: 90 (160) (240) (480) (720) (3,600) (5,400) (16,200)
Orc Greathammer: 150 (220) (300) (600) (900) (4,500) (6,750) (20,250)
Orc Longbow: 100 (170) (250) (500) (750) (3,750) (5,625) (16,875)
Orc Spiked Whip: 100 (170) (250) (500) (750) (3,750) (5,625) (16,875)
Orc Shield: 100 (170) (250) (500) (750) (3,750) (5,625) (16,875)
Defense: 70
5M Armor: 80
Orc Elite Armor: 100 (170) (250)
5M Shield: 80
Orc Elite Combat Shield: 100 (180) (430)
Speed: 88 (93) (78)
Skill: 95
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.

Orc Curved Blade: +5 speed. A savage cutting weapon. Base 90 blade type might. +Mordor Forged (grants the blade 50% more damage when fighting for the will of a Dark Lord).

Orc Long Spear: This long spear deals double damage to mounts. However, it is easily broken by bludgeon and axe type attacks. Base 90 pierce type might. +Mordor Forged (grants the blade 50% more damage when fighting for the will of a Dark Lord).

Orc Greathammer: -10 speed. This huge hammer is deadly in the hands of anyone strong enough to lift it. Deals heavy damage to shields and barriers. Base 150 bludgeon type damage. +Mordor Forged (grants the blade 50% more damage when fighting for the will of a Dark Lord).

Orc Longbow: -15 speed at 1 range. This bow is precise and well balanced. Base 100 pierce type damage. +Mordor Forged (grants the blade 50% more damage when fighting for the will of a Dark Lord).

Orc Spiked Whip: An unusual weapon, but deadly on the battlefield. This whip hits behind shields and has 1-2 range. It does extremely little wear to armor, and is easily cut and damaged. Base 80 whip type damage. +Mordor Forged (grants the blade 50% more damage when fighting for the will of a Dark Lord).

Orc Elite Armor: The best an orc can ever hope to be given. Though it is crudely made, this amor does offer 100 extra defense. It is still somewhat susceptible to wear.

Orc Elite Combat Shield: This shield can be used to attack. If it is, it has 100 base blade/bludgeon type damage... making it one of the deadlier weapons in an orc's arsenal. +Mordor Forged (grants the blade 50% more damage when fighting for the will of a Dark Lord).

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.

Razor Stone+Needle Stone+Heavy Stone

Abilties:

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. 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

Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3 x damage to it. Costs: 5 pg

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

War Cry: Instead of attacking, this unit may rally their 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

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

Shove: Humanoid ability. This character may take their turn to push an adjacent ally one or two spaces forward in a straight line. The character must be the same size class or smaller. Inhuman strength will allow the character to shove a character who is one size class larger than them. Costs: 1 pg 

Character type: Melee, Monster

Weakness: Light and fear type moves. Resist dark. This unit cannot fight well in daylight.

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