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282 lines (167 loc) · 3.41 KB
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Design Key:
TYPE_OF_COST_TO_RECRUIT
[is_done] unit_name cost
attack/life/move
armor
additional_abilities_and_information
---
HONOR
Duelist of Tenser 4
1/3/4
When Duelist of Tenser attacks, if it has no other units adjacent to it, and the unit it is attacking has no units adjacent to it, it does +1 damage.
When Duelist of Tenser is attacked, if it has no other units adjacent to it, and the attacking unit has no units adjacent to it, it gets +1 defense.
--
✔ Anselm High Guard 6
2/6/3
defense: 2
counterstrike
--
✔ High Elf Archer 5
2/4/3
range 2
On Guard: 1 -- when this ability is activated, High Elf Archer does 2 damage to the next enemy unit that moves within 2 spaces of High Elf Archer this turn
--
✔ Elvish Archer 3
2/2/3
range 2
--
✔ Ilia Shield Maiden 4
0/3/3
defense: 1
friendly units adjacent to Ilia Shield Maiden get +1 defense
--
Mage of Anselm 4
1/3/3
Casts honor spells
heal: heal two damage from adjacent unit.
--
GOLD
Archer 3
1/3/3
range 2
--
✔ Warrior 4
2/4/3
--
Soldier 3
1/3/3
Soldier gets +1 damage and +1 defense if it has two or more friendly units adjacent to it.
--
Rogue 3
1/1/4
Rogue cannot be the target of opponent's spells.
Dodge: T -- The next time Rogue is attacked this turn, it will take no damage.
--
Tenser Sell-Sword 2
2/4/3
Tenser Sell-Sword's attack costs 1 gold to activate
--
Stone Wall 1
0/5/0
--
Dwarvish Engineers 4
1/4/3
Build Wall: 1 (end turn) summon a Stone Wall unit adjacent to Dwarvish Engineers
Repair Wall: 0 (end turn) heal an adjacent Stone Wall unit.
--
Siege Catapult 6
3/5/1
Range: 3
--
Dwarf Stalwart 5
3/5/2
--
Dwarf Guardsman 3
1/5/2
Defensive Stance: (ends turn) Guardsman gets retaliation until end of turn. (any time it is damaged it will attack the unit that damaged it, if able).
--
Battle Mage 6
3/4/3
Attack has range 2, and ignores defense.
--
BLOOD
✔ Blood Hound 3
1/3/3
+1 damage for each damage on target
--
✔ Dark Adept 3
2/2/3
casts Blood
attack range 2, costs B
--
✔ Dark Summoner 3
0/3/3
summons Blood
--
✔ Death Knight 6
3/5/3
--
✔ Skeleton 2
1/2/3
--
✔ Vampire Bat 5
1/2/5
Flying, Scout, Volunteer
--
✔ Vampire 3
1/3/3
+B for every damage vampire inflicts
--
✔ Vampire Lord 4
2/4/3
Drains
When an enemy unit is destroyed by Vampire Lord, replace it with a Vampire
--
✔ Wraith 7
2/3/4
Flying
When Wraith does damage it deals it as loss of life, and gains life equal to damage it does.
--
✔ Flesh Wound 1
range 2
Deals 1 damage to target
--
Terror 2
range 2
Target unit gets -2 defense for the rest of the turn.
FOOD
✔ Dire Wolf 4
2/3/4
F: +1 movement
--
Bloodthirsty Goblin 2
1/2/3
Hasty (can move on the turn it is summoned)
--
✔ Goblin Rogue 3
1/2/3
Refresh: FF
--
✔ Orcish Grunt 4
3/3/3
--
Orcish Archer 3
2/1/3
Range 2
--
Orcish Crusher 5
3/4/3
F: +1 damage until end of turn
--
Minotaur 6
3/5/3
When Minotaur attacks, if the opposite tile from where it is attacking is a location it could move to, it moves there. Then, it may attack again, any unit which is now adjacent to it and which it hasn't attacked this turn.
--
Rampaging Ogre 8
4/8/3
At the beginning of each round, each unit adjacent to Ogre takes 2 damage.
--
Rampage 1
Range 2
Target unit deals +1 damage when it attacks until end of turn.
--
Replenishing Feast 1
Range 1
Target unit heals 2 damage
NOTES:
To see functions available, grep '^FUNCTION_DEF' src/game_formula_functions.cpp