Showing posts with label heroes. Show all posts
Showing posts with label heroes. Show all posts

Thursday, April 25, 2013

Skills and Attributes

Every hero -- like the units he commands -- has a series of statistics that govern his effectiveness during battle or exploration. Attributes are the numbers that determine outcomes of probability and skills are the numbers that determine effectiveness of actions.

Hero-specific Attributes

  • Health
    Health is more complex than you think. It improves three universal attributes for the hero: hit points, stamina, morale. All classes need to make sure they occasionally upgrade this skill to keep from being overwhelmed later in the game. However, if you play your hero as a tank, then this is probably the only attribute you need to level up.
  • Magic
    How many spells the hero can learn. This stat is critical for mages.
  • Command
    How many units a hero can have with him on the battlefield. This stat is particularly important for commanders.

Universal Attributes

  • Hit Points
    Total damage a unit can absorb before dying; <50%, unit attack is weakened; =0, unit dies. Regenerate 10% per turn when out of combat; more with certain buildings.
  • Attack
    Damage dealt by a unit to an enemy during an attack by said unit.
  • Counterattack
    Damage returned to an enemy by the unit after it is attacked by said enemy.
  • Defense
    Reduces damage the unit takes from melee.
  • Ranged Defense
    Reduces damage the unit takes from arrows and missiles.
  • Resistance
    Reduces damage the unit takes from magic attacks and all counterattacks.
  • Speed
    Total action points for attack or movement during each turn; altered by certain types of terrain.
  • Attack Range
    Ranged-only damage dealt by a cast projectile.
  • Range
    Ranged-only maximum distance of attack with projectile or healing actions.
  • Ammo
    Ranged-only, =0, ranged attacks cease until more ammo is found. Ammunition is restored instantly after combat.
  • Stamina
    Unit energy reserve spent on attacking, special skills, and movement; <5, attack and speed decrease; =0, the unit must rest (skips a turn). Energy is instantly restored after combat.
  • Morale
    Increases when a unit kills an enemy or an enemy dies on a neighboring hex; decreases when the unit is heavily wounded or an ally dies on a neighboring hex; if morale >15, boosts attack; <5, weakens attack; =0, the unit panics and retreats. When out of combat, this attribute gradually returns to its base level.

Battlefield Travel Skills

Some units fair better in adverse terrain conditions than others.

  • Hovering
    unit immune to terrain consequences; unit can share a hex with friendly troops and can be trampled.
  • Flying
    unit immune to terrain consequences and trampling; unit cannot share a hex with friendly troops.
  • Forest Knowledge
    travel through forest hexes only costs 1 movement point and no stamina; unit obtains additional defense.
  • Hills Knowledge
    travel through hill hexes only costs 1 movement point and no stamina; unit obtains additional defense.
  • Swamp Knowledge
    travel through swamp hexes only costs 1 movement point and no stamina; unit obtains additional defense.

Ranged Attack/Defense Skills

These are skills that are specific to ranged class fighting units.

  • Armor-piercing Shot
    ranged, enemy ranged defense -50%
  • Heavy Ammo
    ranged, enemy ranged defense -1. Duration: 3 turns.
  • Petrification
    ranged, unit freezes enemy, preventing movement but increasing defense; duration reduced by enemy resistance skill.
  • Poison Shot
    ranged, unit poisons enemy, reducing hit points; amount depends on skill level. Duration: 3 turns.
  • Precise Shot
    ranged, unit attack ignores some enemy ranged defense; amount depends on skill level.
  • Web
    ranged, unit entangles enemy, preventing movement; duration reduced by enemy attack skill.

Melee Attack/Defense Skills

These are skills that are specific to melee class fighting units.

  • Armor-piercing Strike
    melee, enemy defense -50%
  • Bloodsucker
    melee, unit restores hit points based on damage dealt; amount depends on skill level.
  • Cause Disease
    melee, causing damage adds poison effect
  • Charge
    melee, if attacking on the move; bonus damage based on distance traveled.
  • Crippling Strike
    melee, enemy speed -1. Duration: 2 turns.
  • Crushing Blow
    melee, special strike, +50% damage at the cost of some stamina.
  • Damage Armor
    melee, enemy defense -1. Duration: 3 turns.
  • Damage Weapon
    melee, enemy attack -1. Duration: 3 turns.
  • Does Not Fight
    melee, unit can’t attack or counterattack
  • Intimidation
    melee, unit decreases the enemy morale; amount depends on skill level.
  • Mass Attack
    melee, unit attacks all enemies in neighboring hexes.
  • Parry
    melee, for the first time in a turn, its defense is increased; amount depends on skill level.
  • Poison Attack
    melee, unit poisons enemy, reducing hit points; amount depends on skill level. Duration: 3 turns.
  • Poison Flesh
    melee, poisons attacker when damaged
  • Precise Strike
    melee, unit attack ignores some enemy defense; amount depends on skill level.
  • Roots
    melee, unit entangles enemy, preventing movement. Duration: 3 turns.
  • Round Attack
    melee, unit attacks all enemies in neighboring hexes at the cost of some stamina.
  • Soul Stealing
    melee, on enemy death, unit steals its soul to restore hit points; amount depends on skill level.
  • Steal Ammo
    melee, unit decreases enemy ammunition reserve by several units; amount depends on skill level.
  • Stunning Blow
    melee, unit attacks reduce enemy stamina; amount depends on skill level.
  • Trample
    melee, unit can trample enemy if enemy hit points remaining after the attack are equal to or less than the level of the ability; on death, unit moves to enemy hex. Flying enemies are immune.

Magic Skills

Some units have a small amount of natural magical affinity.

  • Cause Vulnerability
    melee magic, the unit bestows "Vulnerability" spell on the enemy.
  • Energy Control
    ranged magic, ignore some enemy resistance; amount depends on skill level.
  • Fire Arrows
    ranged magic, normal and bonus magic damage; amount depends on skill level.
  • Magic Shot
    ranged magic, ranged damgage instead counts as magic damage; countered by enemy resistance.
  • Magic Strike
    melee magic, melee damgage instead counts as magic damage; countered by enemy resistance.

Activated Action Skills

Some units have bonus actions they can activate during battle.

  • Collect Ammo
    activated, unit will scavenge for ammo. Duration: 1 turn.
  • Extra Shot
    activated, spend stamina to use ranged attack twice per turn
  • Forced March
    activated, unit’s speed +1, cost: stamina. Duration: 1 turn.
  • Healing
    activated, heal a unit within shooting range; effectiveness depends on level of ability; collectively, all units possessing this ability boost the healing rate of the entire army when not in combat.
  • Master of the Undead
    activated, unit raises dead enemies as skeletons.

Buffs

Boosts to friendly unit stats and attributes.

  • Agility
    buff, unit immune to counterattacks
  • Berserker
    buff, unit immune to fear; when activated by heavy damage, attack increases by level of ability and wounds do not reduce these effects
  • Feels No Pain
    buff, wounds have no impact on unit’s attack.
  • First Aid
    buff, hit points while resting; buff to out-of-combat HP regeneration rate
  • First Strike
    buff, unit counterattacks before enemy attack; negated if both units have first strike.
  • Forager
    buff, reduction in unit upkeep cost; amount depends on skill level.
  • Intrepid
    buff, unit morale always remains unchanged.
  • Mediation
    buff, unit recharges several units of magic while at rest; amount depends on skill level.
  • Poison Immunity
    buff, unit immune to poison.
  • Recuperation
    buff, unit recovers more stamina when resting; amount depends on skill level.
  • Regeneration
    buff, unit recovers some hit points per turn; amount depends on skill level; hit point restoration boost when not in combat.
  • Reincarnation
    buff, upon death, unit rises with full health once per battle
  • Necrophagy
    buff, unit recovers some hit points by eating a corpse; amount depends on skill level.
  • Smite Evil
    buff, unit inflicts extra damage on enemies with tainted souls.
  • Spell Immunity
    buff, unit immune to spells.
  • Tireless
    buff, unit immune to fatigue caused by travel or combat.
  • Tolerance
    buff, unit immune to morale decrease caused by conflicting alignments with hero or fellow soldiers.

Debuffs

Reductions to enemy unit stats and attributes.

  • Hex
    debuff, single enemy attack, armor, and resistance skills -1. effected by enemy resistance. Duration: 4 turns.
  • Siege
    debuff, enemy fortification defense reduced; amount depends on skill level.

Toxic Troops

Reductions to friendly unit stats and attributes.

  • Marauder
    reduces income from post-battle loot by a certain percentage.
  • Plunderer
    reduces income from province in which the unit is located by a certain percent.

Wednesday, April 24, 2013

Hero Classes

There are four separate classes of hero in Eador: Masters of the Broken World. Each class has a particular niche, advantages, and disadvantages.

Class: Warrior

This guy is a tank. Armor him up, march him to the front line, and let him soak up the damage while your other units pepper in shots from afar. However, there's no range attacks, so you're going to be taking damage all the way across the board if you're facing a ranged antihero.

As he levels up, the warrior gains significant bonuses to health.

Class: Scout

Scouts can pick off people well before they arrive at the front line. And his utility skills are second to none. However, when against fast-moving enemies or an overwhelming force, you may see trouble as they gain ground faster than you can kill them off.

As he levels up, the scout gains significant bonuses to range and damage.

Class: Commander

First of all, commanders start with a larger army. That's literally a huge bonus. Their area of expertise is in working with soldiers to make them better, faster, cooler, and smarter. However, he will get snow plowed if even touched by the enemy, so protect him at all costs. At the start of the game, he's very difficult to succeed with; by the end of the game, he's a warhorse.

As he levels up, the commander gains more and more soldier slots.

Class: Mage

With a 100% focus on magic, the mage is worthless in hand-to-hand combat. However, the sheer volume of spells he can cast and the damage they inflict make him easiest to win with at the beginning but less productive in the endgame. The key with the mage is to play for necromancy -- constantly raise the dead enemies to attack their former comrades. You're also trading gold spent on soldiers for crystals being spent on undead. This spreads out the infrastructure burden and, again, can be risky yet rewarding at the start of play.

As he levels up, the mage will gain magic slots and buffs.

Heroes

If you don't mind a little spoiler (don't worry, it's a tiny one), it turns out you're a god. Actually, a demigod (read: there's some competition for the crown). As a result, your people pray to you and seek your guidance and support when things are looking grim. They will ask you to protect them, come to you when they find neat things like trees covered in gold and such. But at the end of the day, they can't survive without you -- or one of your competitors if the price is right.

You

As you are the god to whom the little ants pray, you need representatives to do your bidding. At the beginning of the game, you'll have an opportunity to recruit "heroes", who will go forth and attack many people and conquer provinces as you see fit. You will have many heroes and it's important to carefully monitor their progress and change or encourage their decisions as necessary.

Tip #1: Never, ever, ever, let a hero just sit around doing nothing as you hit the end turn button. They should always be in motion -- searching, exploring, conquering. That's their job and you're not paying them to stand around collecting dust.

Experience and Leveling

Just as your troops do, your hero will gain experience as he wipes various enemies from the face of the shard. Upon gaining a new level, you will then be asked to select a buff to one of your stats. However, your choices are randomized, so you probably won't have the option to buff the same stat every level. This bit of randomness adds to the game and challenges you to adapt as necessary.

Mortality

While heroes are powerful, they are at the end of the day mortal. So you need to protect them just as you do all the people in your realm -- except more so. In times of desperation, if you are 100% sure that a hero can take the damage, you should launch them into the teeth of the battle to save your lowly soldiers. But only when absolutely necessary. And if you doubt at all that your hero will survive, sacrifice any little soldier you have to to win the battle -- starting with the soldiers of "0" rank and working your way up to your most seasoned troops.

Predictions

Just prior to entering battle, you will be given scouting reports by your heroes. These reports are invaluable -- unless they're wrong. In which case, they will lead to disaster. I'll cover how to spot the ridiculous reports later. For right now, know that those words aren't exactly gold.

Classes

Your choices of class are warriors, scouts, commanders, and mages. I'm going to cover "Hero Classes" in a unique blog post because the classes have unique features that deserve their own discussion.