New, additional Sovereign Only Traits and Abilities

hopes and dreams :3

Sovereign Specials-> both traits and attacks

Traits

Godhand-> Fists count as a 5 attack weapon (4atk?) **requires 14 strength and 10 dexterity

Zen Master-> +1 (or 2) combat speed when using Fist or Katana  **requires 15 Dexterity and 12 Wisdom

Massive Strength-> Large melee weapons attack enemies in a 3 tile row in front of wielder **requires 15 strength

Keen Sighted-> doubles range of Bow weapons **requires 15 dexterity and 12 intelligence

Atronarch -> +50% magic resistance, -1 mana regen  **requires 10 constitution (perhaps more penalties, like can't gain X level of Int)

Thick Skinned-> 20% physical damage resistance ... makes Heavily Scarred 25-(30)% cheaper  **requires 15 constitution

Heavily Scarred-> reduces chance to have children, +5 starting constitution

Cold Hearted-> NPCs more likely to be hostile, NPCs much cheaper, (slightly reduces enemy morale in combat?)

Fascinated with Blood-> +2 attack, friendly and hostile units have lower morale

Harlot-> random diplomacy bonuses and penalties

Charmer-> diplomacy bonus, units that attack you and units that you attack have a 50% chance to get charmed for 1 turn **requires 15 charisma

Inspirational Leadership-> units in army gain +50% experience **requires 13 charisma

Monastic-> reduced chance to have children, +1 mana regeneration (increased chance for diplo malus vs harlot) ... makes Shaolin Monk 50% cheaper **requires 10 wisdom

Horsemaster-> +1 (extra) combat speed while mounted **requires 12 Dex and 12 Strength

Fencing Master-> +2 attack, +2 defense with daggers, shortswords, and Rapier  *requires 14 dexterity

Samurai-> +2 attack, +2 defense with katana and/ or wakizashi ... makes Zen Master 25-(30)% cheaper  *requires 13 dexterity and 10 strength

Shaolin Monk-> +4 defense with fists ... makes Zen Master 50% cheaper, makes Godhand 25-(30)% cheaper  *requires 15 dexterity and 10 wisdom

Aristocrat-> NPCs less hostile/more friendly and more expensive (slightly), makes Fencing Master 50% cheaper and Samurai 25-(30)% cheaper. makes Equestrian 10% cheaper  *requires 12 charisma

Troubled Childhood-> NPCs more hostile and more expensive, makes "Fascinated with Blood" 60-(75)% cheaper, makes Cold Hearted 50% cheaper, makes Harlot 50% cheaper

Equestrian-> +1 movement and no terrain penalties while mounted, makes Horsemaster 50% cheaper  *requires 12 charisma

Shapeshifter-> may transform into a turtle-form (+5 defense, -5 attack), may learn other form abilities

 

 

 

Special Abilities

Dragon Fist (requires Godhand trait) -> attacks single soldier/target with double attack (roll). If attack connects, target flies back 3-5 tiles, if it doesn't connect, target flies back 1-2 tiles.

Shear in Half (requires Massive Strength + large melee weapon) -> attacks single target, vs double the target's defense. If successful, 50% chance to instantly kill target, Else does 5x normal damage. Add +1 attack for every 10 strength to the attack after the roll.

Decapitate (requires Zen Master or Fascinated with Blood and equipped Katana) -> attacks single target, vs triple target's defense. If successful, instantly kills target. add +1 attack for every 10 Wisdom and +1 attack for every 15 dexterity to your attack after the roll.

Pierce Eye (requires Keen Sighted) -> single target, attacks vs double the target's defense. 4x damage.

Mana Burn (requires Atronarch) -> uses half your max mana, fully heals caster and makes caster invincible to magic for 2 turns.

Brawl (requires Godhand or Thickskinned) -> attacks with fist, single target. If successful, opponent is Disarmed (re-arming uses full combat turn)

"Un"Mercy Kill (requires Cold Hearted or Fascinated with Blood)-> kills an ally that has less than half max HP, reduces enemy morale

Bloodletter (requires Fascinated with Blood)-> single target, enemy defense roll +50%, if sucessful target gains "bleeding" promotion of -10% HP per turn

Fun with Torture (requires Fascinated with Blood)-> single target, half attack vs full defense, if connects halves target morale, lowers all enemy morale, and double damage

Axe Murderer (requires Fascinated with Blood, killing 3 neutral NPCs with an Axe, an equipped Axe, Passive Skill)->50% attack, +1 damage on successful attack (only active when an Axe is equipped)

Mother Harlot (requires Harlot)-> single target, half attack, if connects double damage and restores 50% user's max HP.

Battle Cry (requires Inspirational Leadership)-> all friendlies within 5 tile radius gain full morale and +1 combat speed for 5 turns

Rally (requires Inspirational Leadership)-> all Panic-ing friendlies on map restored to (at least) low morale

Cobra Strike (requires Godhand (w/fists) or Zen Master)-> double attack vs single target, if successful paralyzes unit (50% chance to wear off per turn)

Frenzy Ride (requires Horsemaster) -> attacks all enemies in 5-tile radius (counter attacked by all victims with a spear? at half their attack roll?)

Prayer (requires Monastic) -> +10% HP and +10% mana to all allies within 5-tile radius

Sutra (requires monastic)-> uses half max mana, all allies immune to magic and morale penalties for 3 turns

Riposte! (requires Fencing master + equipped rapier, Passive Skill)-> 50% chance to (automatically) counter any melee attack. **takes place immediately after the opposing melee attack if activated

Disarm (requires Fencing Master + equipped rapier)-> attack with a halved attack roll (and add +1 for every 10 dexterity), if successful disarms opponent. If opponent tries to re-arm while still adjacent to fencing master, recieves double attack + double damage attack of opportunity from fencing master. (re-arming uses full combat turn)

Iaido  (requires Samurai + equipped Katana or wakizashi, passive skill)-> double first attack of the battle; counter the first melee attack you recieve *before* they attack (if attacker dies in the counter, attack halts/does no damage)

Ichi-No-Tachi (requires Samurai + equipped Sword)-> uses 2 combat speed, single target, double attack (w/ katana triple attack) and if successful 50% chance deals double damage (triple w/ Katana)

*Equipable skill* Shinkage-Ryu (requires Samurai to learn, requires Light Armor or less + Sword(s) to equip, Passive)-> all Attack rolls targeting user are halved. User gains +1 to all attack rolls for every 10 dexterity. May only use single target physical attacks.

Tight Grip (requires Massive Strength + large melee weapon equiped, passive skill)-> immune to disarmament, receives double damage from otherwise successful disarms.

En Guarde (requires Fencing Master + equipped Rapier, Passive skill)-> + 2(Dexterity)% chance of parrying melee attacks, +(Dexterity)/4% chance of blocking ranged attacks

*Equipable skill* Duel Master (requires Fencing Master to learn, req Light Armor or Less + Rapier to equip, Passive skill)-> double's parry chance, always riposte's after a parry, +10% base parry chance

Duel Wielding (requires 15 dexterity, passive skill)-> may equip 2 melee weapons at once, off-hand must be a small weapon

Giant Wielding (requires Massive Strength, Duel Wielding, 20 strength, passive skill)-> allows large 1 handed weapons to be equipped to the off-hand

Titan's Grip (requires Giant Wielding, 25 strength, passive skill)-> allows wielding a 2 handed melee weapon in one hand

Titan Wielding (requires Titan's Grip, 30 strength passive skill)-> allows 2 handed melee weapons to be equipped to the off-hand // both hands can carry a 2 handed melee weapon

Lightning Speed (requires 20 dexterity, passive skill) -> +1 combat speed

Dash (requires 18 dexterity)-> moves 3 tiles instead of 1.

Flash Step (requires Lightning Speed, 25 dexterity) -> "teleports" to any empty tile within 10 tile radius. may attack in same action.

Shadow Step (requires 20 wisdom, 20 dexterity) -> moves 2 tiles, may pass through walls/ impassable terrain

Shadow Armor (requires Shadow Step, passive) -> doubles defense vs ranged/ projectile attacks

Felis Dominus (requires 20 dexterity) -> doubles strength and dexterity of all allied cats

Canis Dominus (requires 15 dex, 15 strength) -> doubles strength and dexterity of all allied dogs

Neko-mata  (requires Felis Dominus, 20 Wisdom, 20 intelligence) -> morphs allied Champion into a Cat-person, doubling their strength and dexterity

Inu-mata (requires Canis Dominus, 20 Wisdom, 20 Intelligence) -> morphs allied Champion into a Dog-person, doubling their strength and dexterity

Wolf Form (requires Shape-shifter, 15 Wisdom) -> +1 combat speed, +1 attack, -2 HP

Bear Form (requires Shape-shifter, 10 Wisdom, 20 Strength) -> +10 max HP, +2 defense, +1 HP regen, -1 combat speed

Eagle Form (requires Shape-shifter, tome of the Eagle) -> Flying, +5 LOS, -2 strength

Dragon Form (requires Shape-shifter, 20 Wisdom, tome of the Dragon) -> doubles strength and dexterity, blocks mana regen, costs 1 mana per turn, reverts to human at 0 mana

 

Notes

**attacks are bought upon level-up as special abilities, traits are bought on Sovereign creation.

** "makes cheaper" and "makes more expensive" are applied retroactively ... meaning all apply that are possible no matter what order the traits were bought

*** buying Ichi-No-Tachi blocks Iaido and Shinkage

*** buying Neko-mata blocks Inu-mata

*** buying Monastic blocks (Fascinated with Blood, Harlot, Atronarch)

***buying ColdHearted makes Charmer 50% more expensive and makes Inspirational Leadership 25-(30)% more expensive

***buying Heavily Scarred makes Charmer 50% more expensive

*Re-arming or Switching weapons uses full combat turn of non-action

 

Side-Note: possibly Fencing Master, Samurai, and Shaolin Monk should block each other ... not sure

 

Ichi-No-Tachi = "the sword of only one cut" (kill ur opponent in once slice)

Shinkage-Ryu = "Shadow School" -> primarily meant for dueling/ faster more adaptable combat

Iaido -> the art of unsheathing your blade w/ swing, swinging off the blood, and sheathing it. To train lightning reflexes in case of ambush, as well as being the ultimate "quick draw" fighting technique

7,248 views 5 replies
Reply #1 Top

Weapon-based specials ANY Champion can learn

 

Champion examples below

melee specials

Champion moves forward, does a "Tiger's Strike" ability that attacks all enemies in the 3 tiles in front of him, and he ends up in the 4th tile in front of him

Champion does "Whirlwind"-> attacks all enemy units in a Civ-style fat-cross

Champion does "Tornado" -> attacks all enemies in all adjacent tiles twice

Champion attacks with "Eagle Claw" ability -> attacks all enemies in a 4 tile outward triangle, enemies' defensive roll is halved.

Killer Strike -> single attack vs single enemy soldier ... if successful deals 2-5x damage (or 3-4x damage)

 

archer specials

Longshot-> single attack, double range, 50% increased attack

Flurry-> attacks all enemies within 15 tile forward radius, uses half attack value

Slowshot/Pinning Shot-> single attack, if successful enemy loses next turn

Precise Shot-> half range, 50% chance ignores all defense, otherwise ignores half defense

Rapid shot -> 75% range, attacks twice

 

Mounted specials

Trample-> move 10 tiles in any direction, may not have friendly units in path, attack all enemy soldiers in your path ... auto-attacked by all spear/pike/halberd/lance soldiers you attack at a third their attack value (may not target large creatures)

Sky Rider-> target enemy unit within 8 tiles, ignore all non-terrain/building obstacles, attack with 50% higher attack, end round in nearest empty tile to your target.

Tactical Withdrawal-> retreat off the battlefield to nearest friendly city

Hit and Run -> move up to 5 tiles, attack, move up to 5 tiles

 

** Not all Champions will have all available abilities, Not all weapons will have all abilities (some will be weapon specific)

**Some Champions will have limited ability usage, others will not, limits will vary (may depend on level)

*** Some Champions may be able to combine "hit and run" with a weapon special, not all weapon specials can be used (mostly just archery specials)

 

Nation Traits

Horselords -> horses cost less gold to equip (half?)

Reply #3 Top

A new look at old traits

Adventurer-> +1 movement, +50% exp from quests, allied Champions in army receive +50% exp from combat (does not stack)

General (kingdom)-> +2 sentinel units, all Soldiers in army gain +50% experience from combat vs Major and Minor leaders

Warlord (empire)-> +2 sentinel units, all soldiers morale increased, +50% personal combat experience

Meditative -> +1 spell point per turn, gains the "Meditate" ability

Reply #4 Top

More Abilities

Campaigner (requires General or Warlord, passive ability) -> Can command +2 units  *requires 10 Intelligence and 15 Charisma

Horde Leader (requires Warlord, passive ability) -> Army/Commanded units cost 50% less maintanence

Crusader (requires General, passive ability)-> Increased Army morale, Army morale falls at half speed, +2 army movement, Decreased Unit withdrawal chance (less likely to retreat or panic off the battle map)

Meditate (requires Meditative, active ability)-> uses a combat turn, gains 5 mana // can be cast in Strategic map??*

*if used on strategic map, may not be used in combat that turn, may only be used once per strategic turn

Greater Meditation (requires Meditative, passive ability)-> +1 spellpoint per turn

Meditation Guru (requires Greater Meditation, requires 25 Wisdom, passive ability) -> +1 mana regen per turn, +1 spellpoint per turn

Reply #5 Top

Random Thoughts

Man-slayer (requires 20 attack and 20 defense, blocks Slayer, passive skill)-> double damage vs fallen/humans

Slayer (requires 20 attack and 20 defense, blocks Man-slayer, passive skill)-> double damage vs non fallen/humans

*equipable skill* Priorities (requires assassin)-> +50% damage vs Champions, double damage vs Royal Family Members, half damage vs other units

Target Identified (requires assassin) -> limit of once per battle, select a single unit as your target. Double attack vs Target, Half attack vs other units.