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  Click here to go to the first staff post in this thread.   Thread: Your Guide to Units

  1. #1
    Creative Director Alex's Avatar
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    RAIDERS



    • The Raider is a team player. He’s good at damaging armor, has decent strength, a fair amount of willpower and is the most mobile unit on the board.
    • PASSIVE ABILITY: SHIELD WALL. By standing next to an ally, both the Raider and the ally gain 1 armor. This lasts as long as the Raider is adjacent to the ally. This effect multiplies when standing next to multiple allies, and creating defensive formations can be hugely important in battle. An ally can gain multiple bonuses if standing next to multiple Raiders.
    • Shield Wall can cause an ally to have higher than their usual maximum armor.


    THRASHER



    • The Thrasher is an all-purpose Raider whose ability gives them a couple unique strategies in combat.
    • ACTIVE ABILITY: BLOODY FLAIL. The Thrasher strikes multiple times, randomly hitting his opponent for 1 strength or 1 armor damage. On the last hit, Bloody Flail does damage equal to 1 plus 1 for each ally standing adjacent to him. This last hit will randomly damage strength, armor, or miss completely!
    • Bloody Flail always does direct damage on every hit, bypassing the enemy’s armor. This allows the Thrasher (if lucky) to do up to 4 str damage or more even on an enemy with high armor, potentially letting them knock out an enemy you would otherwise have to waste turns to knock down his armor.
    • Due to the way Bloody Flail works, Thrashers can be a menace even when close to death. Make sure to keep a couple Willpower around to make sure you can always use his ability.
    • It really behooves a Thrasher to keep his allies close. Due to his passive, he gains armor by standing next to allies AND does extra damage based on how much allies are adjacent when using his active ability.
    • Be careful when using Bloody Flail on a Shieldbanger. You’ll lose armor for each hit you make!


    BACKBITER



    The Backbiter's primary role is as an archer-killer. He uses "Run Through" to pass through enemies, lowering their armor by 2 points before doing a normal strength attack. With naturally high movement and the extra mobility of the Run Through ability they're the most maneuverable unit on the board.

    • The Backbiter does 2 armor damage to each unit he runs through before the normal strength attack.
    • The Backbiter can run through two tiles - a single varl or two humans lined up in a row. At higher ranks, they'll be able to run through even more tiles!
    • Backbiters can ruin your opponent's day when they suddenly strike someone who they believed was safe. However, getting ahead of their team puts them in enemy territory with no friends for protection. They're best used when surprising your opponent.
    • Though they will damage their armor, backbiters CAN run through friends. Use this knowledge to trick your opponent into thinking he's out of danger.
    • The Backbiter can be hit by Rain of Arrows before finishing his ability. If he lands on a trapped tile he'll be stopped in his tracks.
    • While very strong and highly mobile backbiters tend to have average strength at best. Keep them safe early in combat to retain their advantage later in combat.


    RAIDMASTER



    The Raidmaster, a master fighter with numerous battles under his belt, leads the charge. With his ability: Stonewall, the Raidmaster deftly deflects and repels enemy blows. He resists up to 3 armor or strength damage from any attack while the ability is in effect (1 willpower). The damage resist increases at higher ranks

    • Units that attack him must in a single strike do more than 3 damage of any type to affect the raidmaster. Example: A Backbiter must break the raidmaster for a total of 4 break (3 with 1 willpower boost), to do 1 armor damage to the raidmaster
    • Remember that incoming damage is reduced first by armor (including any armor bonuses from the Shieldwall passive!) and then by the Raider's Stonewall ability - stack both abilities to minimize the damage taken.
    • A raidmaster must use up his turn to defend, so be careful when deciding whether to attack or defend. Timing is of importance. Attack too soon and the raidmaster will be retaliated upon without achieving his objective, attack too late and his allies will be much weaker and the tide of battle will have turned.
    Last edited by raven2134; 04-08-2013 at 07:07 AM.

  2. #2
    Creative Director Alex's Avatar
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    ARCHERS



    • Archers are glass cannons - they can dish out more damage than anyone else on the board in the right circumstances, but they are also the most frail units.
    • Archers cannot target enemies standing next to them.
    • Archers have a range of 5 tiles away but they can move and shoot on the same turn. Their movement of 3 essentially gives them a range of 8.
    • PASSIVE ABILITY: PUNCTURE. The Archer’s strength increases 1 point for every 2 points of armor that her target is missing. This ONLY triggers if the Archer has not moved on her turn. Example: An Archer with a str of 7 attacks a Warrior with an armor of 6, but his armor started out at 14. Usually 7 str vs 6 arm would only do 1 damage. However, Puncture calculates that the Warrior has lost 8 armor, which adds 4 strength to the Archer’s attack. With Puncture she will do 5 damage instead of 1.
    • Make sure to keep your archer behind a well-armored ally to protect them while keeping them in range, getting the most out of their Puncture ability.
    • Due to their ranged attacks, Archers are the only units who don’t suffer armor damage when attacking a Shieldbanger.


    SKY STRIKER



    • Sky Strikers control movement on the board with their active ability. They can prevent an entire team from moving, protect an ally from getting attacked and play mind games with your opponent causing them to second guess their options.
    • ACTIVE ABILITY: RAIN OF ARROWS. Select one tile on the board. The Sky Striker will fire into the air. Any enemy who walks over the trapped tile will get hit by the arrow, doing normal strength damage and stopping them in their tracks, making them lose the rest of their turn. It gains the Puncture bonus if the Sky Striker does not move beforehand.
    • In the hands of an expert, Rain of Arrows can be one of the most devastating abilities in the game. Not only can it stun an enemy, causing him to lose his turn, but by forcing the opponent to consider a wide area, they may be unwilling to move any of their characters. They’ve essentially lost several turns.
    • If nobody walks into your trap, Rain of Arrows will trigger at the start of your Archer's next turn. Both players will be able to see where you placed it.
    • Rain of Arrows won't hit allies who walk through them. However, an ally who ends his turn on a trapped tile will be hit when the arrow comes down on her next turn. Keep allies out of the way!
    • Rain of Arrows will trigger immediately if the Sky Striker dies with an arrow in the air.


    SIEGE ARCHER



    The Siege Archer attempts to direct movement more subtly on the board and discourage turtling tactics. She uses "Slag and Burn" to lay down a 5-tile cross of flammable slag on the ground, and lands a flaming arrow in the center. This causes the slag to catch on fire and leave burning coals behind. Units caught in the brief outburst suffer damage (area of effect), while a unit standing on the center tile and hit with the arrow suffers the Siege Archer's break as well as the 1 strength damage.

    • Units standing in the center of the area take 1 str + arm damage immediately from the initial shot.
    • The burning coals left behind damage units that pass over them for 1 str damage.
    • Slag and burn hits all units in the area, friend or foe.
    • Unlike Rain of Arrows, it can be applied even to tiles that are already occupied.
    • The ability leaves burning coals in relation to the level's ability. Rank 1 leaves 2 coals, rank 2 leaves 3, rank 4 leaves 4 burning coals (thereby surrounding a human target that the ability is used on)
    • Varls are especially enticing targets because even at rank 1, a Varl may be unable to avoid the 2 burning coals, especially if the Varl is in formation. However, Varl do not take multiple hits from the ability, only the 2/1 damage.
    • When multiple siege archers are on the board, things really heat up (sorry about the pun). More siege archers means more coals, leaving a fiery path to trod through before reaching your team.
    • Even if you don't hit them for damage, use Slag and Burn to herd your enemies. By discouraging them to move to certain area, you may trick them into stepping into Rain of Arrows or cause Raiders to separate and lose their Shield Wall bonuses.


    BOWMASTER



    The Bowmaster, with keen eyes, steady aim, and honed technique, lets loose arrows farther which always find their mark. With her ability, Bird of Prey, she can extend her range farther than other archers (up to 7 tiles, whereas normal archers have a range of 5). This allows the Bowmaster to stay further away from the skirmish and in greater safety, or conversely, stay where an normal archer would, but able and waiting to pick off more potential target with puncture.

    • Bird of Prey never misses, it will always do at least 1 strength damage.
    • The ability uses the bowmaster's strength attack, and this can be added on to by puncture, if the bowmaster has not moved.
    • She has as much break as a Siege Archer, making her normal attacks, whether strength or break, highly flexible. However, she gives up any ability to control space or territory unlike her peers.
    • Higher ranks provide more range to Bird of Prey, rank 2 8 tiles, rank 3 9 tiles! This gives her attack almost unparalleled reach (save for the swift backbiter's rank 3 run through)

    Last edited by raven2134; 04-08-2013 at 07:15 AM.

  3. #3
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    WARRIORS



    • The Warrior is the heavy damager of the group. Varl have higher strength and armor than other classes but lack in willpower. Keep him in good health and he’ll clean up in the last half of the match.
    • PASSIVE ABILITY: HEAVY IMPACT. When hitting an enemy for strength damage, the Warrior creates a shockwave that does 1 strength damage to enemies standing next to his target. Because enemy Varl can have 8 adjacent tiles, this can sweep across the enemy team when used smartly.
    • Despite (or maybe because of) their intimidating appearance, Warriors are often the first ones to go down in battle, because the opponent will make a concentrated effort to take them out of the equation. Keep your Warriors well defended - taking hits is what the Shieldbangers are for.


    WARHAWK



    • The Warhawk is a devastating fighter who can cause more damage output than any other class on the board when used correctly, but also loses effectiveness quickly as his strength diminishes.
    • ACTIVE ABILITY: TEMPEST. The Warhawk does a spin attack with his sword, causing normal strength damage to multiple adjacent targets.
    • When using Tempest, damage will be dealt to the targeted unit and the next clockwise unit, regardless of whether it’s a friend or enemy. If standing next to multiple enemies, use this to decide which two should take the hits.
    • The Warhawk’s passive will take effect when using Tempest. By hitting two units who are standing next to allies of their own you can cause a chain reaction of destruction across the entire enemy team. Watch the damage numbers fly!


    WARLEADER



    The Warleader is a grizzled veteran of the battlefield with an emphasis on strategic decision making. The Warleader uses Forge Ahead! to move an ally up in initiative and grant them willpower. This class is probably the most nuanced unit in the game, changing the dynamic of the entire team in ways that can sometimes be unpredictable but extremely powerful in the right hands.

    Forge Ahead!: Move the selected ally up to next in initiative (after the opponent's turn, of course).

    • Forge Ahead! only works on adjacent allies, and ends the Warleader's turn immediately after using it. At higher ranks, he'll be able to shout commands from a distance
    • The selected ally moves to next in line and all other allies slide down one space.
    • The change to initiative is permanent, so be careful about changing the strategy of your team as a whole.
    • The Warleader isn't the strongest or most armored warrior, but his experience in combat and his high break options make him highly useful late in a match or even when maimed.
    • Forge Ahead! has a ton of potential uses. Move allies out of harm's way, slingshot powerful allies like Warhawks quickly to the back lines, or give your archers guerrilla tactics.


    WARMASTER



    The Warmaster, with brute force crushes his opposition. Having up to 17 strength, the warmaster is a hard, hard hitter, able to fell a raider in a single strike. Be forewarned, to wield this monstrous strength the warmaster must give up the armor which both protects and burdens other fighters. Yet even when hurt, the warmaster still wields his axe with such skill that his enemies always come out scarred. His ability: Sundering Impact, does strength damage and an additional 1 armor break and 1 strength damage to the target and to enemy units adjacent to the target.

    • Sundering Impact is like an improved Heavy Impact, dealing 1 armor break and 1 strength damage to enemies adjacent to the target, as opposed to 1 strength damage only. This effect improves as the ability ranks up.
    • Sundering Impact never misses, and will always hit the target for at least 1 armor damage and 2 strength damage (1 from the warmaster's strength, and the +1/1 from the ability). This will happen even if the warmaster is at 1 strength versus whatever armored adversary.
    • With 17 strength, a warmaster can hit for up to 19 strength damage with 2 willpower.
    • Warmasters can be built to be break units, with up to 3 break stat that can be invested into, unlike the warhawk's 2
    Last edited by raven2134; 04-08-2013 at 07:17 AM.

  4. #4
    Creative Director Alex's Avatar
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    SHIELDBANGERS



    • The Shieldbanger’s primary goal is protect his allies. Between his high armor rating and preventative passive ability, he should be your frontline defender.
    • PASSIVE ABILITY: RETURN THE FAVOR. On any adjacent hit, the shieldbanger will counter attack, doing 1 armor damage for each hit that he takes. This can trigger multiple times in a single turn if the enemy does multiple hits.
    • Shieldbangers know how to use armor... and abuse armor. They can have the high Break (armor damage) stat and contribute break damage by damaging units that attack them. Team them up with Raiders to make them nearly untouchable against low-strength foes.


    PROVOKER



    • The Provoker’s role is prevention and crowd control. By harassing enemies, the Provoker is able to keep his allies safe and mess with the opponent’s plans. With his incredibly high armor, this usually turns a devastating attacking into little or no damage at all.
    • ACTIVE ABILITY: MALICE. The Provoker causes an adjacent enemy to attack him on the next turn, preventing the targeted unit from taking any other action. When used well this can nullify a dangerous enemy or disrupt an opponent’s entire strategy!
    • Malice causes Return the Favor to trigger, guaranteeing some armor damage in return.
    • Malice can be one of the hardest abilities to figure out. It’s often very tempting to do a lot of armor damage instead, and when used incorrectly it can severely damage your Provoker. However, in the right circumstances it can also be the most powerful ability in the game. Keep practicing and you’ll learn when it does and doesn’t make sense to use it!
    • Higher ranks allow the Provoker to Malice from a tile (rank 2) or 2 (rank 3) away from the target. When this happens, the Maliced unit takes the shortest path to the Provoker. Use this to draw enemies out into the open or onto traps!
    • Archers who are Maliced take a step away if possible to take a shot at the Provoker.


    STRONGARM



    The Strongarm is the brute of the Shieldbangers. He gives up some armor for higher strength, and uses his massive shield to bash into an enemy, doing armor damage and knocking targets back, even through other characters on the board. He can use this ability not just to move enemies around the board, but also to propel allies forward and knock characters into and out of traps.

    Battering ram: Do 1 armor break to the target and knock them away 4 spaces, through any units standing in the way. He cannot use the ability if the target destination is already occupied.

    • The Strongarm can use Battering Ram on enemies or allies, doing 1 armor break to either.
    • The target gets pushed through anyone standing in the way, dealing 1 armor damage to the target for each unit he passes through. The unit being passed through takes no damage.
    • Battering Ram makes the Strongarm very versatile. Use it to push an ally like a Warhawk forward 3 spaces, setting him up for a quick blitz, or through a protective wall. Or use it to push an enemy Provoker (for example) behind his own allies, taking him out of the frontlines and forcing him to make his way back into the battle.
    • The Strongarm is great at breaking up formations and knocking enemies away so that they stay out of range to reach your weaker allies.
    • Battering Ram can also help you move allies out of harm's way, for example pushing an archer out of an incoming raider's way.
    • Pushing a character through an area that has been trapped by something like Rain of Arrows will cause the effect to trigger, as long as the target could normally stop on that location.
    • As a high-strength shieldbanger, the Strongarm benefits from his passive, punishing opponents more often than before as they try to whittle down both strength and armor. Raiders have a hard time using their abilities against the Strongarm.
    • Battering Ram will push as far as it can, when the landing area for the target unit is occupied. Ramming to push a unit back like this can still be useful if it keeps the enemy away from something behind the Strongarm.


    SHIELDMASTER



    The Shieldmaster takes retaliation to another level. His shield, armor and technique have been so crafted and developed to make his attackers suffer for every strike they attempt. As other shieldbangers do, he not only Return(s) the Favor, he pays it back with interest. His ability, Bring the Pain, causes his melee assailants to suffer 2 armor break after the shieldmaster strikes a foe using his break. Woe to the thrasher who flails desperately against the shieldmaster...and finds his own armor instead in tatters.

    • The ability activates like an attack, the shieldmaster must first strike a target for the buff to take effect.
    • With high armor and high break, the shieldmaster can be a major pain for opponents to fight against, having to choose between being broken with the shieldmaster's attacks, or attack the shieldmaster and be broken anyway.
    • Be cautious of archers, they will be the natural enemies of shieldmasters, raining arrows from afar, where the effects of the shieldmaster's ability cannot reach.


    FOR MORE, CHECK OUT: navik659's Video Guide for Units!
    Last edited by raven2134; 04-08-2013 at 07:23 AM.

  5. #5
    Backer Slimsy Platypus's Avatar
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    This is great info. It would be nice to get this provided in some way in-game for players that may never come to the forums. Possibly a pdf style document formatted exactly like this accessible through the options menu (similar to how the marketplace window pops up)? Perhabs via a "looking for work" board of sorts in the mead hall.

    This was exactly the type of information I was looking for ingame when I started playing but just wasn't there (i.e. the hard numbers for movement ranges, attack ranges, and an accurate and clear description of abilities). Thanks for getting this together!
    Last edited by Slimsy Platypus; 02-24-2013 at 10:27 AM.

  6. #6
    Senior Member Jorgensager's Avatar
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    Very nice. Will you update the first post's images to display the base class of Thrasher and Backbiter as "Raider" instead of "Axeman"? I assume you had a name change in there during the beta ;o

  7. #7
    Developer raven2134's Avatar
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    Ahhh, nice of you to notice that...not sure if we can still update that, the images are from stoic and they've been pretty busy . Pretty sure we can let that one slide

  8. #8
    Senior Member Jorgensager's Avatar
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    Well, since the background is a single colour, all you need is to know the font, and it could be done with any basic image editor.

  9. #9
    Senior Member Jorgensager's Avatar
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    Actually, consider it done:


    Last edited by Jorgensager; 02-24-2013 at 02:00 PM.

  10. #10
    Developer raven2134's Avatar
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    HA! thanks !

  11. #11
    Senior Member Jorgensager's Avatar
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    Hehe no problem! Since I'm on a Mac I unfortunately can't brag about having mad Paint skillz... but mad Preview skillz did the job just fine!

  12. #12
    Developer raven2134's Avatar
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    Check up top

  13. #13
    Senior Member Jorgensager's Avatar
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    Quote Originally Posted by raven2134 View Post
    Check up top
    Will a simple "+1" to this be considered spam? Thanks!

  14. #14
    There seems to be a contradiction above; the backbiter is said to do 1 armor damage in the general description, and 2 armor damage in the text describing run-through. Might be worth fixing.

  15. #15
    Great post/thread.
    Other than Robert's catch, I'd add that the raidmaster description implies stonewall gains power through shield wall. Is this actually the case? reading the later text and knowing the game a bit I think the implication is that stonewall + shield wall makes it much harder to do strength damage but it doesn't increase the resist threshold. Just a little unclear.

    And that is it, I honestly thought I'd catch something else but no, looks good.

  16. #16
    Senior Member sweetjer's Avatar
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    @tnankie, afaik, shieldwall will add the normal buff based off adjacent units to the base armor value of RM and then the calculation for dmg is made, the stonewall resist effect is incorporated at the end. I think the vagueness in the description is because shieldwall effect varies based off how many units are adjacent. I'll try to reword it when I have my full brain available.

    @Robert, fixed the run thru description.

    thanks for the callouts. we want this to be bullet-proof for launch.
    Last edited by sweetjer; 02-24-2013 at 09:46 PM.

  17. #17
    Developer raven2134's Avatar
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    Regarding the Stonewall description...

    The idea is under the scenario:

    10/10 Raidmaster if attacked by a Warhawk with 16 str while under the effect of stonewall, will only take 3 str damage (16-10=6, then reduced by 3 resist for 3).

    10/10 Raidmaster, if buffed with another raider providing shieldwall to 12/10, and then attacked by a Warhawk with 16 str, will take only 1 point of damage (16-12=4, then reduced by 3 resist for 1).

  18. #18
    Something like:

    "Remember that incoming damage is reduced first by armor (including any armor bonuses from the Shieldwall passive!) and then by the Raider's Stonewall ability - stack both abilities to minimize the damage taken."

  19. #19
    Developer raven2134's Avatar
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    Nice one erom. We'll put it in!

  20. #20
    Erom's phrasing is good.
    I think Slimey makes a good point about it would be nice if min/max stats + movement were available outside the game.

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