8. The Mercenary Tribe
Unlike most vagabonds and outlaws cast away from the ordered lands of the Guilds, the men of the Gwairoos tribe adhere to a short but strict code, and foster an internal culture that creates loyalty. After settling in a harsh land to escape cavalry raids aimed at ending their banditry, the tribe encountered unlikely allies which now enable it to take on cavalry charges, and worse.
Heroes:
Mercenary
Primary Attribute: Strength
Range: Melee
Description:
Versatile fighter with some midrange capabilities, dealing physical damage and adapting to his enemy’s weakness.
Hero Abilities | |
Q: Javelin | Throw a javelin at target enemy, dealing slow poison and direct damage. |
W: Spinning Attack | Swing your sword around, dealing [75xAbilLevel +Strength +Agility] damage to nearby enemies. |
E: Ambush | Summons four ambushers around the target enemy to attack it, two in melee and two at range with ensnare. Hero strength affects their hit points, strength and agility affect damage. |
R: Leaping Slash | Perform a short range (max 270[-480]) jumping attack, hitting all enemies where you land for your swing damage and stunning them. |
D: Uprising (limit break) | Call waves of mercenary units to your aid and give all allies in [900-1100] area improved attack and movement speed. |
Assassin
Primary Attribute: Agility
Range: Melee
Description:
Unmatched mage hunter hero with excellent escape and single target damage skills.
Hero Abilities | |
Q: Javelin | Throw a javelin at target enemy, dealing slow poison and direct damage. |
W: Eviscerate | Active use: Lock onto target and gain attack speed briefly. If target dies while Eviscerate is on, it extends. Passive: Every 4th attack to the same target, deal [48% x ability level] extra damage. |
E: Enchanted Daggers | Send three enchanted daggers to attack your target. Daggers have 21[-189] hp, 66% evasion and deal 16[-144] piercing damage. HP improves with hero intelligence, damage with agility. |
R: Running Charge | Charge and tackle an enemy ground unit at high speed, dealing [75-675] direct damage and stunning it for [1-5 / 0.45-1.75] seconds. Warning: Costs an additional 15 mana for the speed boost. |
D: Deadly Inspiration (limit break) | Gain the ability to walk through other units, as well as +[50-150]% attack speed and [30-90]% Evasion for 18 seconds. |
Heretic Cultist
Primary Attribute: Intelligence
Range: Ranged
Description:
Unpredictable and unreliable midrange caster with versatile attack, heal and defense. The Heretic Cultists worship whatever entities are willing to teach them magic, and reap a diverse set of boons.
Hero Abilities | |
Q: Chaotic Blessings | Bestow a random benefit to target ally. Some blessings affect nearby units as well. Duration: 30 seconds for heroes and T7+, 45s for lower. |
W: Chaotic Convergence | Create a vortex of chaos magic at the target point, randomly bombarding it with damaging effects soon after. |
E: Chaotic Summon | Summons the spirit of a monster or creature touched by chaos. Skills, attack types and armor types vary. |
R: Summon Trickster | Summon a magical trickster with a ranged attack and spells to cast. Has a small chance to repeat spells you cast. |
D: False God’s Voice (limit break) | Summons a powerful monster to fight for you at range. |
All heroes have additional skills which will appear during play.
Spawn units:
Tier 1:
Brigand
Description: Basic melee unit of the mercenary faction.
Armor type: Heavy
Damage type: Cutting
Range: Melee
Movement type: Foot
Special: none
Tier 2:
Mercenary Soldier
Description: Basic ranged unit of the mercenary faction.
Armor type: Unarmored
Damage type: Piercing
Range: Midrange
Movement type: Foot
Special: none
Tier 3:
Heretic Dabbler
Description: Midrange DPS.
Armor type: Light
Damage type: Magic
Range: Long range
Movement type: Foot
Special: Minor Chaos Magic: 11% chance to randomly cause a damaging effect, cast a curse, heal an ally or boost an ally’s damage.
Tier 4:
Bandit Marauder
Description: Melee DPS
Armor type: Unarmored
Damage type: Piercing
Range: Melee
Movement type: Cavalry
Special: Ensnare: Cast a net to trap a nearby enemy for a short while.
Tier 5:
Bandit Harrier
Description: Long range DPS
Armor type: Heavy
Damage type: Piercing
Range: Long range
Movement type: Cavalry
Special: Critical strike: 10% for 1.5x damage.
Tier 6:
Cyclope Half Giant
Description: Melee Tank / DPS
Armor type: Heavy
Damage type: Cutting
Range: Melee
Movement type: Foot
Special: Slashing area effect attack, 10% chance to block 25 damage.
Tier 7:
Ogre Gladiator
Description: Tank
Armor type: Heavy
Damage type: Blunt
Range: Long melee
Movement type: Foot
Special: Area effect attack. When below 60% life, has a 20% chance to critical strike for x2, below 45% a 10% chance to block 500 damage, and below 30% a +20 armor boost.
Tier 7: Spell shield, damage reduction, resistant skin.
Tier 8:
Heretic Scion
Description: Ranged antimass DPS
Armor type: Unarmored
Damage type: Magic / Spells
Range: Long range
Movement type: Cavalry
Special: Area effect spell attacks.
Tier 9:
Cyclops Warlord
Description: Giant Tank / antimass
Armor type: Heavy
Damage type: Cutting
Range: Melee
Movement type: Foot
Special: 1. Splash attack, 2. Cruelty: Gain damage per nearby enemy below half health, 3. Elevated Attack
Tier 9: Spell shield, damage reduction, resistant skin.