Full compilation of suggested units for indiepub games comp.

Started by diesbudt, August 27, 2010, 07:17:39 PM MT

diesbudt

This will be a forum thread that I will have locked, and will keep updated until all unit inputs are over. (Total so far   36 Guardians, 13 Mages)

As a reminder these are EXACTLY as you players have added them (maybe English cleaned up a bit). Ross will still have to balance them before allowing people to vote for some of the better ideas, so if you see yours has change if/when voting happens, don't complain, its all for the balance of units.

I will also put a rating number (1-5) which will mean how balanced i THINK the unit is already. Where the 1= least balanced and needs work and 5 = very balanced.

GUARDIANS

Ranger | Guardian  
[STR: 1, DEF: 15, LIFE: 6]
Ability 1: Crossbow (Passive) - The Ranger can attack any visible unit.
Ability 2: Hail of Bolts (Passive) - If the Ranger's attack hits, you may attack again.
Entry: Alderon
***(Rating 3/5) - Has too much potential into killing every visible unit when buffed with augmentations and paired with a bard, as it can be infinite attacks.

Gladiator | Guardian  
[STR: 3, DEF: 15, LIFE: 6]
Ability 1: Trident Reach (Passive) - This unit may attack a unit 2 spaces away (Along with hitting a unit inbetween it its so)
Ability 2: Giant Fishnet (1 Card) -  If any adjacent enemy unit takes damage this turn after the Gladiator uses this ability, he/she is immobilized.  This ability cannot be used if the Gladiator has sprinted already this turn.
Entry: diesbudt
***(Rating 3/5) - With the passive, and high defense, it can make it too hard for an opponent to kill, especially if a warrior sits in front.

Jester | Guardian  
[STR: 2, DEF: 16, LIFE: 4]
Ability 1: Mimic (1 card + 1 life) - Copies an ability of any unit on the field or spell card. The ability can be replaced by paying the cost again.
Ability 2: Mimic Attack (X cards/mana) -  Cast the mimic'ed ability if you do not have a passive ability mimic'ed. The cost is the same as the original cost of the mimic'ed ability.
Ability 3: Imprision Wall (2 cards) - Cast a magic wall (imprision) on target visible unit, until start of your next turn.
Entry: noobzilla
***(Rating 1.5/5) - Just too weak. 4 life? easily killed. and the abilities are nothing that  would offset its stats in any way. Plus copying a mages ability and spell makes the mage less unique. Also an imprision on demand for no mana is too powerful.

Avenger | Guardian  
[STR: 3, DEF: 15, LIFE: 5]
Ability 1: Fury (2 cards) - The Avenger gets +2 strength until the start of your next turn.
Ability 2: Vengeance (Passive) -  Whenever your opponent kills one of your units, the Avenger gains +2 to his attack dice until the start of your opponent's next turn. Multiple Vengeance's from the same opponent cannot stack.
Entry: Kin
***(Rating 4/5) - Decently balanced, though gaining up to 5 strength wit h2 discards at only 5 life, would be less efficient playing more other units.

Phantom Assassin | Guardian  
[STR: 3, DEF: 14, LIFE: 6]
Ability 1: Etheral (Passive) - The Phantom Assassin can move through other units, but may not end a move ontop of a unit.
Ability 2: Spectral Dagger (1 card) -  Attack a target visible unit with 2 attack dice.
Entry: Kin
***(Rating 4.5/5) - Well balanced, as it has no over the top strength, or weakness. And can help a bit on a clutch range attack.

Magical Adept | Guardian  
[STR: 1, DEF: 12, LIFE: 5]
Ability 1: Magical Conduit (Passive) - Spells cast by the mage can use this unit's LoS instead of the mage's.
Ability 2: Magical Interference (2 cards) -  Target enemy mage will receive 1 less mana at the start of their next turn.
Entry: Aritheall
***(Rating 2/5) - Too weak. The abilities don't offset the stats well enough. only 5 life at 12 def... all this unit would be good for is another spot to use LoS keeping your mage safe. But thats all 1 or 2 turns as it has no offense itself and will die quite fast unshielded.

Demonologist | Guardian  
[STR: 2, DEF: 16, LIFE: 6]
Ability 1: Demolish (2 cards) - Destroy target adjacent wall tile. It will stay destroyed until the end of the game.
Ability 2: Jury rig grenade (1 card) -  Target unit and all adjacent units to target take a 2 STR strength attack, and all units hit are stunned until the start of your next turn.
Entry: Aritheall
***(Rating 1.5/5) - Giving a guardian the ability to stun, especially a multi-range stun is way too overpowered. Not to mention able to break walls at will means making too easy quick kills.

Martial Artist | Guardian  
[STR: 3, DEF: 17, LIFE: 5]
Ability 1: Mobility (Passive) - This unit may move 7 spaces instead of 5 each turn. The Martial Artist may also sprint every turn.
Ability 2: Flurry (1 card) - The Martial Artist may make an attack on all adjacent units for his/her STR. This ability may not be used if you attacked or sprinted this turn. You may not attack the same turn after you use this ability.
Entry: Aritheall
***(Rating 3/5) - A unit that can move more than 5 for free is a tad on the powerful side, because he can sit out of range until ready to attack, especially at such a high defense, Flurry is decent as it replaces the attack and not giving him a second attack.

Blade Master | Guardian  
[STR: 2, DEF: 16, LIFE: 6]
Ability 1: Opportunist (Passive) - When this unit moves makes a 2 STR attack against every unit that is adjacent to it along the way.
Ability 2: Parry (1 card) - The first regular melee attack against this unit automatically does no damage. Any effect of the attack still happens. Lasts until the start of your next turn.
Entry: Aritheall
***(Rating 2.5/5) - Stats are nice, parry however is too powerful, as late game with only 1 guardian left he will be invincible from all but 1 guardian unit. Also I am not sure how easy it would be to program the passive ability.

Lizardman Warrior | Guardian  
[STR: 2, DEF: 14, LIFE: 6]
Ability 1: Scaly Skin (Passive) - The Lizardman warrior ignores the first point of damage it takes each turn.
Ability 2: Savage (2 cards) - All damage inflicted by the Lizardman warrior is doubled this turn.
Entry: JormiBoced
***(Rating 2.5/5) - The passive ability and stats are nicely balanced, but the doubling damage ability is quite too powerful. Through a bard + bloodlust and welcome easy 1 shot kills.

Spy | Guardian  
[STR: 2, DEF: 15, LIFE: 6]
Ability 1: Stealth (2 cards) - The spy is turned invisible to all enemy players for 2 turns. If this unit would take damage, attack or be moved into, it is revealed.
Ability 2: Backstab (3 cards) - This ability can only be used by standing behind their target. The spy rolls 8 dice. If 4 of the dice hits, the target dies. If 3 or less hits, the target takes that much damage. If 5 or more dice hit, the target takes no damage.
Entry: Andodel
***(Rating 2.5/5) - The backstab ability is too possible to be game breaking. Sure it is luck, but it is over 10% chance of an auto kill, making it a bit over the top, only its cost makes it not too bad. Passive and stats are good.

Ninja | Guardian  
[STR: 5, DEF: 10, LIFE: 5]
Ability 1: Cloak (2 cards) - The ninja cannot be the target of spells or attacked until the start of your next turn. The ninja may not move while under this effect.
Ability 2: Kappa Waza (Passive) - Whenever an adjacent unit melee attacks the ninja, the attacker is stunned until the end of its next turn.
Entry: Dimir26
***(Rating 1/5) - The cloak ability along with such a high defense makes this unit impossible to kill, and he is a super killing machine. Plus if he somehow does get hit, the unit is stunned?  Way overpowered.

Scorpion | Guardian  
[STR: 2, DEF: 16, LIFE: 6]
Ability 1: Teleport (1 card) - The Scorpion can teleport up to 2 spaces in any direction in an up, down, left or right direction.
Ability 2: "Get Over Here" (2 cards) - Scorpion attacks a target LoS unit within 4 spaces in a left, right, up or down direction with his STR. If the ability hits, the unit is moved to the closest spot adjacent to Scorpion, unless the path is blocked.
Entry: Uberdoggie
***(Rating 3/5) - with such high defense and manipulative abilities it is a bit on the strong side, however the abilities themselves are nicely done. (Remember this name however is trademarked/patented/copyrighted)

Sub-Zero | Guardian  
[STR: 4, DEF: 15, LIFE: 5]
Ability 1: Frozen Armor (Passive) - When Sub-Zero is hit with a melee attack, there is a chance the attacker is stunned until the end of its next turn.
Ability 2: Frozen Fury (2 cards) - All units adjacent to Sub-zero take a 2 STR attack. Any unit that takes damage from this ability is stunned until the start of your next turn.
Entry: Uberdoggie
***(Rating 1.5/5) - Again, a guardian unit that can stun 1 or more units is too powerful.

Necromancer | Guardian  
[STR: 3, DEF: 12, LIFE: 6]
Ability 1: Dark Magic Blast (Passive) - The Necromancer may attack any visible unit up to 4 spaces away.
Ability 2: Life Drain Shield (Passive) - Any unit that hits this unit with a melee attack takes 1 damage.
Entry: MagicalBurn
***(Rating 4/5) - The unit is nicely balanced, though maybe a small change to Dark Magic Blast would be better.

Pikeman | Guardian  
[STR: 3, DEF: 15, LIFE: 6]
Ability 1: Pike (Passive) - This unit may attack any unit up to 3 spaces away. Any enemy unit that moves adjacent to the Pikeman takes an attack of 1 STR.
Ability 2: Impale (1 card) - Make an attack against an unit within range. It the attack hits the unit is immobilized. If this unit has attacked this turn already, it may not use this ability. If this unit uses this ability, it cannot attack this turn.
Entry: Kastenessen
***(Rating 3.5/5) - Just a mediocre-high defense that can immobilize and never get in a melee range, because of its passive, of a unit can be too much against an opponent.

Negation-Mage | Guardian  
[STR: 1, DEF: 12, LIFE: 5]
Ability 1: Dispell Magic (2 cards) - Dispell a target unit of all magic effects.
Ability 2: Anti-magic (Passive) - Whenever the Negation-Mage deals damage to a unit, the controller of that unit discards a card for each point of damage delt.
Entry: Kastenessen
***(Rating 4/5) - A dispell on a guardian is something i am not sure about as it can be too clutch of a card, but making it cost 2 cards make its a well balanced ability. The stats also offset the powerful abilities it has. Just maybe 1 more STR or life would make it "almost" perfect.

Shield-Bearer | Guardian  
[STR: 2, DEF: 17, LIFE: 6]
Ability 1: Grant Cover (Passive) - Friendly units surrounding the Shield-Bearer have +1 to their defense, as long as they are surrounding him/her.
Ability 2: Shield-Bash (2 card) - Roll 1 die on an adjacent unit. An 8 or above stuns the target unit, until the start of your next turn.
Entry: Kastenessen
***(Rating 3/5) -  The only too powerful part on this guardian, is the fact that a guardian can stun more than half the time. Even at 2 cards, it can be game breaking. Especially on a unit that could be expected to survive walking up to an opponents mage without dying half the time.

Thief | Guardian  
[STR: 2, DEF: 13, LIFE: 5]
Ability 1: Theft (Passive) - If this unit deals damage to an opposing unit, the controller of the Thief, may look at the controller of the target's hand and exchange 1 card with them.
Ability 2: Sneak (2 cards) - Roll 1 die, on a result of 5 or higher, the Thief cannot be targeted by attacks.
Entry: Kastenessen
***(Rating 3/5) - The ability still makes a unit unattackable, which is what most of the damage comes from in games, still making this unit too protected..

Druid | Guardian  
[STR: 2, DEF: 14, LIFE: 5]
Ability 1: Turtle form (1 card) - This unit gets +3 defense, and takes half damage from any source of damage rounded up. This ability may not be used if Panther form was already used this turn.
Ability 2: Panther form (1 card) - This unit gains +3 strength. Whenever this unit deals damage with Panther form active, it deals an extra damage. This ability may not be used if  turtle form was already used this turn.
Entry: Kastenessen
***(Rating 4.5/5) - [1 of my favorite ideas] This unit is very nicely balanced.

Apprentice Wizard | Guardian  
[STR: 2, DEF: 11, LIFE: 5]
Ability 1: Teleport (2 cards) - Same as the spell Teleport.
Ability 2: Lightning bolt (0 cards) - Same as the spell Lightning bolt.
Entry: Kastenessen
***(Rating 4/5) - Well balance, maybe just a bit low on the defensive stats, and maybe a teleport on a guardian isnt a good idea.

Duelist | Guardian  
[STR: 3, DEF: 15, LIFE: 5]
Ability 1: Crippling Blow (3 cards) - Roll 2 attack dice against a surrounding enemy unit. If this attack hits, that unit is immobilized until the start of your next turn.
Ability 2: Poison (Passive) - If the duelist deals damage to a unit, it becomes poisoned. Poisoned units lose 1 hp at the start of their turn until dispelled or the target of a healing spell or ability.
Entry: Kastenessen
***(Rating 2/5) - Poison type abilities can be too powerful, as only 1/5 the deck is restoration cards, and that means 1 less hp you need to do as they wont get a chance to heal that 1 hp as they will die at start of turn.

Kage | Guardian  
[STR: 2, DEF: 14, LIFE: 5]
Ability 1: Ambush (1 card) - The controller of Kage selects 1 tile around him. If an enemy unit while moving enters the title, Kage automatically attacks the unit and stops his movement if he had any more. If this attack hits, the enemy unit is stunned. The tile is only affected until the start of your next turn. The title is not shown to any enemy players.
Ability 2: Poison (Passive) - If any of the Kage's attack dice hits, he does 1 exact damage and the opponent is poisoned.While poisoned the opponent will lose 1 life every round for 2 rounds.
Entry: Tampit
***(Rating 2.5/5) - Stats and the ambush ability is a bit underpowered, as it is practically a wasted card as peopel can control what space they land on. The Poison ability... again has too much potential to be game breaking, especially if you spread it around.

Windrunner | Guardian  
[STR: 1, DEF: 18, LIFE: 4]
Ability 1: Gust (3 cards) - Until the end of the turn Windrunner may move 1 extra space on normal movement and a successful attack on a target unit will move it 1 space in any direction
Ability 2: Whirlwind (Passive) - If Windrunner sprints up to the most spaces it can on its turn, a target friendly unit gets +1 def until the start of your next turn.
Entry: the stoat
***(Rating 2/5) - Too weak offensively, and an ability that costs 3 cards that doesnt do much makes this unit too underpowered.

Dark Knight | Guardian  
[STR: 3, DEF: 16, LIFE: 4]
Ability 1: Unholy Might (1 card) - For this turn, on attack rolls, all natural 18-20 dice results does an extra damage to the target
Ability 2: Drain (Passive) - On attack rolls, all natural 16-20 dice results will heal the Dark Knight 1 hp.
Entry: Finns
***(Rating 3.5/5) - Just a bit low on life, no unit should ever get below 5 starting life, as it makes it super easy to kill them. Also, this unit has too much potential to be unstoppable.. though that requires luck, and lots of it.

diesbudt

MAGES

Shaman | Mage  
[STR: 3, DEF: 13, LIFE: 6]
Ability 1: [0 valor] Second Chance (Passive) -  If the Shaman's melee attack misses, he may attack once again this turn.
Ability 2: [5 valor] Chain Lightning (1 Card) -  Perform a 3 STR attack on a visible opposing unit. The attack than bounces and attacks the closest visible opposing unit of your target for 1 STR (if there is such a target).
Ability 3: [10 valor] Spirit Defense (Passive) -  Whenever the shaman uses a restoration spell, he gains +1 defense until the start of your next turn.
Ability 4: [15 valor] Second Chance (2 cards) -  Summon 2 Ancestral spirit monsters on spaces surrounding the shaman.

Ancestral Spirit | Summon
[STR: 2, DEF: 8, LIFE: 1]
Ability 1: Spirit Absorption (Passive) -  At the start of your turn, this unit dies. When the Ancestral Spirit dies in this manner, its controller's mage heals for 1 life.
Ability 2: Limited Mobility (Passive) -  This unit may only move 3 spaces, and cannot sprint.
Entry: diesbudt
***(Rating 4/5) - A mage that is some melee, and caster, and healer, yet not over the top in either area makes this a decently balanced mage.

Time Cleric | Mage  
[STR: 2, DEF: 13, LIFE: 6]
Ability 1: [0 valor] Self Recovery (Passive) -  The time cleric heals him/herself 1 point of damage every time he/she casts a Restoration spell.
Ability 2: [5 valor] Time Warp (1 Card) -  Target visible unit gains 1 movement space this turn if friendly, or loses 1 movement space next turn if opposing.
Ability 3: [10 valor] Future Sight (Passive) -  Player has the ability to see another player's cards if his or her mage is visible to Time Cleric.
Ability 4: [15 valor] Rewind (1 card) -  Undo the most recent effect that affected the target unit's life. Rewind cannot be used if the effect is over two.
Entry: Kin
***(Rating 4/5) - The effects are nicely balance, the only unbalanced part is, this mage is a bit weak, as it cannot help him/herself very well in an offensive manner.

Wind Lord | Mage  
[STR: 3, DEF: 13, LIFE: 5]
Ability 1: [0 valor] Quickening Wind (Passive) -  All visible friendly units, including the Wind Lord may move 1 extra space when moving.
Ability 2: [5 valor] Gust (1 Card) -  Target unit is blown 3 spaces away in a straight line. This cannot be used on the Wind Lord.
Ability 3: [10 valor] Tornado (2 cards) -  Move all units adjacent to Wind Lord 2 spaces away in a straight line and deal 2 STR of damage to them. If a unit hits a wall before moving the 2 spaces, the attack does an additional damage to that unit.
Ability 4: [15 valor] Mobility Master (Passive) -  This unit may move twice per turn.
Entry: Aritheall
***(Rating 3/5)***

Priest | Mage  
[STR: 1, DEF: 12, LIFE: 6]
Ability 1: [0 valor] Pure Healer (Passive) -  The Priest pays 1 less mana to play Restoration spells, but must pay 1 more mana to a maximum of 3, for other spells.
Ability 2: [5 valor] Life Fountain (2 Cards) -  The Priest summons a static statue on adjacent tile, that heals all friendly adjacent units 1 hp at the beginning of their turn. If a Life Fountain is already on the field when a new one is casted, the old one is destroyed.
Ability 3: [10 valor] Wise (Passive) -  The Priest draws a card every time he/she casts a Restoration spell.
Ability 4: [15 valor] Superior (Passive) -  The Priests Life Fountain and Restoration spells heal 1 extra life.
Entry: Amorphis
***(Rating 2.5/5)***

Sheng Tsung | Mage  
[STR: 3, DEF: 13, LIFE: 5]
Ability 1: [0 valor] Soul Syphon (2 cards) -  Target adjacent unit loses 2 life, and Sheng Tsung gains 2 life. This ability can only be used on a target that has 2 life.
Ability 2: [5 valor] Mimic Flash (1 Card) -  Relocate Sheng Tsung up to 4 spaces away to a space adjacent to an enemy.
Ability 3: [10 valor] Mimic Fireball (2 cards) -  Roll 4 attack dice against target unit and each unit surrounding it.
Ability 4: [15 valor] Mimic Meditation (1 card) -  Generate 2 mana.
Entry: Uberdoggie
***(Rating 2.5/5) - A mage at 5 life, is like holding a sign "Kill me now please" Also a 2 card ability that is too situational is problematic.  However the 5/10/15 valor idea is amazing, and not unbalanced.

Alalulu | Mage  
[STR: 1, DEF: 12, LIFE: 6]
Ability 1: [0 valor] Foggy Mind (Passive) -  At the beginning of each other turn, one random school of magic is chosen. Alalulu, may cast spells from that school for 1 less mana. This effect lasts until the end of your 2nd turn.
Ability 2: [5 valor] Madness (2 Cards) -  Target enemy unit may attack any unit of your choosing, that is a legal attack. (You do not get to move this unit)
Ability 3: [10 valor] Mindless (1 card) -  Alalulu  moves at random 2 spaces while ignoring blocks. If Alalulu selects a space to move where a unit is located both units get stunned.
Ability 4: [15 valor] RIP (6 cards) -  Do an attack on all visible units, including yourself, that has a STR of the hp remaining of each unit.
Entry: Tampit
***(Rating 3/5) - This hero is weak in the fact that one cannot correctly strategize with it as it has random aspects to it. Sure may be fun for some laughs, but it keeps him/her weak.

Djinn | Mage  
[STR: 2, DEF: 14, LIFE: 5]
Ability 1: [0 valor] Blood Lamp (0 cards) -  The Djinn deals him/herself 2 damage to gain 2 mana. If this ability was used last turn, it cannot be used this turn.
Ability 2: [5 valor] Life Lamp (Passive) -  If Djinn kills a guardian or mage, he/she heals themself 2 life.
Ability 3: [10 valor] Wishes (3 cards) -  Cast 3 random augmentation spells on any visible non-mage target.
Ability 4: [15 valor] Wishes Granted (3 cards) -  Give a target visible unit 3 defense until the start of your next turn.
Entry: the stoat
***(Rating 1.5/5) - As much as I love the concept of this mage idea, its abilities just cost too much and do too little, plus a hero at 5 life is already asking for trouble.

Bearer of Truth | Mage  
[STR: 1, DEF: 18, LIFE: 6]
Ability 1: [0 valor] Protection Aura (Passive) -  Any destruction spell targeting a surrounding friendly unit gets 1 less STR.
Ability 2: [5 valor] Healing Aura (Passive) -  Heal all surrounding friendly units 1 hp every time the Bearer of Truth casts a Restoration spell.
Ability 3: [10 valor] Stability (Passive) -  No surrounding space of the Bearer of Truth may be the target of manipulation spells.
Ability 4: [15 valor] Gift of Life (3 cards) -  Revive your most recent killed guardian with half its life on an adjacent space to the Bearer of Truth.
Entry: Kazin
***(Rating 0/5) - This mage was so far beyond overpowered I had to break the limits of the rating system and give it a 0. First off, it is a fortress, making a hero way too hard to kill, secondly it makes it so it can heal all units with ease and protect them from a lot of spells / damage. Also a free revive that actually heals them to half? way too powerful again. Revive is an expensive card for a reason, making it cheaper and better on a mage is wrong. Just plain wrong.

Necromancer | Mage  
[STR: 2, DEF: 12, LIFE: 6]
Ability 1: [0 valor] Legion of the Dead (Passive) -  The Necromancer can have unlimited summon spells on the field at the same time. The Necromancer can only cast skeleton and flesh golem summon cards.
Ability 2: [5 valor] The Walking Dead (2 cards) -  Summons X skeletons to adjacent spaces to the Necromancer. X = 1 + the number of killed skeletons or units before your turn.
Ability 3: [10 valor] Flesh Golem (3 cards) -  Summon a flesh golem on a surrounding space of the Necromancer.
Ability 4: [15 valor] Shambling Hordes (Passive) -  Each summoned unit by the Necromancer gets +1 STR and +1 DEF for each adjacent unit to that summon that is under control of the Necromancer.
Entry: Slightquills
***(Rating 1.5/5)***

Lich | Mage  
[STR: 3, DEF: 13, LIFE: 6]
Ability 1: [0 valor] Undeath (Passive) -  All Restoration spells casted on the Lich deal dice damage to it for the amount it would have healed instead. All opposing slayed units are turned into a skeleton warrior controlled by the Lich. These do not count towards the 1 summon spell per mage rule.
Ability 2: [5 valor] Drain Life (1 card) -  The Lich attacks a surrounding enemy unit for 3 STR, and is healed for the amount of damage the Lich dealt. Units killed this way become skeleton warriors under the Lich's control.
Ability 3: [10 valor] Lifewick (1 card) -  The Lich sacrifices a surrounding friendly guardian to heal 4 life, this life total my exceed the maximum life of the mage for 1 full turn.
Ability 4: [15 valor] Phylactery (2 cards) -  Kill target visible friendly skeleton warrior or flesh golem. The Lich teleports to that position. The Undeath ability does not activate on this kill.
Entry: Slightquills
***(Rating 1.5/5)***

Warlock | Mage  
[STR: 2, DEF: 13, LIFE: 6]
Ability 1: [0 valor] Dark Arts (Passive) -  Whenever the Warlock casts a spell, instead of mana, he/she can discard cards instead. (1 card = 1 mana).
Ability 2: [5 valor] Spirit Link (1 card) -  Visible friendly target will take the damage for the Warlock until the start of your next turn. If the target unit dies, the link is broken.
Ability 3: [10 valor] Mastered Dark Arts (Passive) -  Card discards for the Dark arts now provide 2 mana. Any extra mana not used for the spell will dissapear at the end of the spell.
Ability 4: [15 valor] Energy Refresh (0 cards) - Lose all mana, and draw cards for the number of mana you lost.
Entry: diesbudt
***(Rating 2/5)***

Golem Lord | Mage  
[STR: 2, DEF: 15, LIFE: 5]
Ability 1: [0 valor] ??? (xxxxx) -  ???
Ability 2: [5 valor] ??? (1 Card) -  Heal a visible target friendly summon in play.
Ability 3: [10 valor] ??? (Passive) - The Golem Lord is no longer limited to only 1 summon on the field at a time.
Ability 4: [15 valor] ??? (3 cards) -  Destroy target visible summon in play.
Entry: Maltross
***(Rating 2/5) - a Mage at 5 life is asking to die right away, and to move that to 6 will require def to drop to conter the buff. The abilities are not strong enough to do anything. All summons in the game already only have 2 hp or less (besides flesh golem), so being able to heal them is too limited to be useful. Also 3 cards is too expensive to kill a summon as they are already easy to kill as is.

Druid | Mage  
[STR: 2, DEF: 12, LIFE: 6]
Ability 1: [0 valor] Alone with Nature (Passive) -  For each guardian less than 2 the druid has accompanying him/her, he/she gains +1 str/Def
Ability 2: [5 valor] The Earths Grasp (1 Card) -  Target visible enemy unit is immobilized until the start of your next turn.
Ability 3: [10 valor] The Wind Erodes (1 card) - Remove the last positive effect on target visible unit.
Ability 4: [15 valor] Nature's Ally (2 cards) -  Summon a Bear of the Winds unit on an adjacent space of the Druid.

Bear of the Wilds | Summon 
[STR: 3, DEF: 14, LIFE: 3]
Ability 1: Protect (1 card) -  Same as Warrior
Ability 2: Nature's Might (Passive) -  After a successful melee attack from this character, apply a -2 def penalty to the target of the attack until the beginning of their next turn
Entry: Vinlain
***(Rating -/5)

diesbudt

MORE GUARDIANS

Troll | Guardian  
[STR: 4, DEF: 14, LIFE: 6]
Ability 1: Regeneration (Passive) - At the beginning of your turn, the troll heals 1 hp.
Ability 2: Boulder (2 cards) - The troll makes a 4 STR attack on a visible unit within 4 spaces. This attack may not be used on an adjacent target. And this ability cannot be used the same turn the Troll attacks.
Entry: Slightquills
***(Rating 4.5/5) - This unit is very well balanced, it could just use a def lower or life lower tweak, as it has the regeneration ability. otherwise, it is a well done balance guardian that should have deserved a 5... but I never give perfect scores out.

Ninja (2) | Guardian  
[STR: 3, DEF: 13, LIFE: 5]
Ability 1: Shuriken Throw (Passive) - Attack any visible unit with a 2 STR attack.
Ability 2: Shadow's Embrace (3 cards) - The Ninja turns invisible for 1 round, and will break if an enemy unit ends a turn adjacent to the Ninja, if a unit moves into the Ninja, or if the Ninja takes damage. You may not use this ability if you used it last turn.
Entry: Milk
***(Rating 2/5) - Too weak. It will be easy to kill, and 3 cards for an ability that doesn't do much, makes it a unit that won't be chosen often.

Giant | Guardian  
[STR: 5, DEF: 13, LIFE: 7]
Ability 1: Boulder (2 cards) - The Giant makes a 4 STR attack on a visible unit within 4 spaces. This attack may not be used on an adjacent target. And this ability cannot be used the same turn the Troll attacks.
Ability 2: Stomp (2 cards) - The Giant may not move before using stomp. The giant does a 2 STR attack against an adjacent enemy unit. The giant may not use this ability if immobilized.
Entry: Slightquills
***(Rating 3/5) - Stats are a bit too powerful, as except charge, this unit is much better than a barbarian who when paired with a bard is already on the brink of too much oomph.

Shaman (2) | Guardian  
[STR: 3, DEF: 13, LIFE: 6]
Ability 1: Channel Spirit (Passive) - The Shaman gets +1 STR and +1 DEF for each fallen non-summon unit you control.
Ability 2: Ancestor's Chosen (2 cards) - Once per turn, if the mage controlled by the shaman's controller is dead, he/she may cast a spell from the hand paying the respective costs.
Entry: Dirpius
***(Rating 3.5/5) - Channel Spirit is not very useful, as if a hero dies, that +1 str and def wont make or break the game that much. It will only be useful if the other guardian dies. Though the Ancestor's chosen makes up for it, allowing 1 spell ti be cast per turn even if the mage is dead, makes it a powerful, but limited ability.

Dark Mage | Guardian  
[STR: 2, DEF: 13, LIFE: 6]
Ability 1: Magic Infinity (Passive) - Whenever the Dark Mage is targeted by an opposing spell, the controller of Dark Mage draws a card (if able).
Ability 2: Dark Fireball (2 cards) - Attack a visible unit doing a 4 dice attack against a set defense of 14 def for the unit. If this attack does no damage, Dark Magi takes 1 damage himself.
Entry: diesbudt
***(Rating 4/5) - Drawing an extra card or more because of your opponent's bad rolls on destro spells, or hex w/e might give this units controller too much a card advantage. Otherwise well balanced.

Infant Dragon | Guardian  
[STR: 5, DEF: 14, LIFE: 6]
Ability 1: Inexperience (Passive) - If the Infant Dragon's attack misses a target, it takes 1 damage and is stunned until the end of your next turn.
Ability 2: Sonic Roar (2 cards) - All visible units have 2 attack dice rolled against them
Entry: diesbudt
***(Rating 4/5) - Stats are a little strong, even with the passive ability. Not to mention Sonic roar is an additional attack for 2 dice, though it is offset to hit friendly units as well.

Stone Demon | Guardian  
[STR: 3, DEF: 17, LIFE: 5]
Ability 1: Wall Merge (Passive) - The Stone Demon may make an attack on any opposing unit that is adjacent to a "set of wall tiles" that the stone demon is also adjacent to.
Ability 2: Harden (2 cards) - Untill the start of your next turn, all damage the Stone Demon takes is reduce by 1, to a minimum of 1.
Entry: diesbudt
***(Rating 3/5) - Again, making walls dangerous to stand by is rough and powerful with those kind of stats. Plus the harden ability mixed with 17def makes him a bit too much of a wall himself.

Copycat | Guardian  
[STR: 0, DEF: 19, LIFE: 6]
Ability 1: Passiveness (Passive) - Copycat cannot be the target of Augmentation spells
Ability 2: Copy (1 card) - Copycat makes its STR and DEF of target visible unit until the start of your next turn.
Entry: diesbudt
***(Rating 4.5/5) - A hard to kill (but not impossible) unit, unless it wants to attack, by shifting into the STR and DEF of a unit it can see. Also not being able to have its Offense of Defense buffed through augmentation keeps it a unit from getting out of hand.

Militia Peasent | Guardian  
[STR: 3, DEF: 14, LIFE: 6]
Ability 1: Overspirited (Passive) - This unit is not affected by Restoration or Manipulation spells.
Ability 2: Close-range Dynamite (2 cards) - The Militia Peasant performs a 6 dice melee attack on an adjacent unit. The Peasant also takes the same amount of damage the attack does.
Entry: diesbudt
***(Rating 2.5/5) - A unit that can't be healed is rough, and can't be used with repo. Also the ability may be a bit too powerful as it could potentially kill a easy spotted mage.

Demon Spirit | Guardian  
[STR: 3, DEF: 14, LIFE: 5]
Ability 1: Life Steal (Passive) - The Demon Spirit heals itself for the amount of damage it does on its attack, to a maximum of 2 life.
Ability 2: Demonic teleport (2 cards) - The Demon Spirit and a friendly visible unit switch places on the field.
Entry: diesbudt
***(Rating 2/5) - Healing on attacks with those stats make this unit a bit too strong. Add in the fact that it could get across the board fast, and it can be a too powerful unit.

Golem Lord | Guardian  
[STR: 5, DEF: 17, LIFE: 5]
Ability 1: Short Attack (Passive) - Can only attack a unit that is adjacent to the Golem Lord.
Ability 2: Call of the lords (2 cards) - Unsummons target summon creature.
Ability 2: Limited Mobility (Passive) - Can only more 4 spaces on its turn.
Entry: Tampit
***(Rating 3.5/5) - Its stats are still a bit too high for the passive abilities to offset well enough, as a 17 def unit can take a while to kill, especially if added with a warrior, or augmentation spells, so it can close the gap even at 4 steps and kill things. Unsummon ability is fine at 2 cards, as that is 2 cards to destroy most easy to kill units anyway.

Mind Thief | Guardian  
[STR: 3, DEF: 13, LIFE: 5]
Ability 1: Steal Knowledge (2 cards) - Steal 1 Random Card from Player
Ability 2: Call of the lords (2 cards) - Roll 1 die against target visible character. A 7 or higher will cause target character to lose all active abilities until start of your next turn.
Entry: Tamon
***(Rating 3/5) - Making a hero or any unit for that matter to lose all abilities for a turn can be quite powerful. Best if limited to just guardians, or limited to just passive/activated abilities.

Antagonizer | Guardian  
[STR: 3, DEF: 13, LIFE: 5]
Ability 1: Feedback (2 cards) - Target visible Mage loses 2 life for each spell he/she casts until the start of your next turn.
Ability 2: Amnesia (1 card) - Roll a 4 or higher to cause target visible unit to lose all active abilities until start of your next turn..
Entry: Tamon
***(Rating 0.5/5) - Way too powerful, preventing a mage from casting spells with such a huge negative effect is way too game changing, plus stopping people with abilities especially mages is very unfair and would be too powerful.

Skirmisher | Guardian  
[STR: 3, DEF: 15, LIFE: 5]
Ability 1: Net (1 card) - Place an invisible trap on any unoccupied, visible space within 5 spaces. Any character stepping onto the trap is immobilized and gets Defense -3 until the start of his/her next turn. Traps vanish after being stepped on or after 3 turns (whichever is first). 
Ability 2: Hit n Run (0 cards) -  Instead of attacking, roll 1 die against target adjacent enemy. A result of 13 of more causes 1 damage. Regardless of roll result, Skirmisher may then move to any square within 2-4 spaces
Entry: Tamon
***(Rating 3/5) - Net is too powerful, as it lasts too long and has no limit, and also lowers defense and your opponent has no general idea where you put it. It needs to be scaled back before it is balanced.

Tampit

Can we add our own opinion for the heroes here?
Also might want to add another bump in case more entries are added and you run out of space

kastenessen

Cheers for the comments; amendments, where appropriate, are below...

Pikeman | Guardian 
[STR: 3, DEF: 15, LIFE: 6]
Ability 1: Pike (Passive) - This unit may attack any unit up to 3 spaces away. Any enemy unit that moves adjacent to the Pikeman takes an attack of 1 STR.
Ability 2: Impale (1 card) - Make an attack against an unit within range. It the attack hits the unit is immobilized.
Entry: Kastenessen
***(Rating 2.5/5) - The impale ability means this unit gets a second attack for 1 card, making it too powerful as there is no real consequence like the warrior.

- Totally forgot about the 'freebie' attacks. Impale should have the proviso that if used, you cannot attack or move next round.

Negation-Mage | Guardian 
[STR: 1, DEF: 12, LIFE: 5]
Ability 1: Dispell Magic (2 cards) - Dispell a target unit of all magic effects.
Ability 2: Anti-magic (Passive) - Whenever the Negation-Mage deals damage to a unit, the controller of that unit discards a card for each point of damage delt.
Entry: Kastenessen
***(Rating 4/5) - A dispell on a guardian is something i am not sure about as it can be too clutch of a card, but making it cost 2 cards make its a well balanced ability. The stats also offset the powerful abilities it has. Just maybe 1 more STR or life would make it "almost" perfect.

- I really like him as is; he's weak, but his abilities are *very* powerful.

Shield-Bearer | Guardian 
[STR: 2, DEF: 17, LIFE: 6]
Ability 1: Grant Cover (Passive) - Friendly units surrounding the Shield-Bearer have +2 to their defense, as long as they are surrounding him/her.
Ability 2: Shield-Bash (1 card) - Roll 1 die on an adjacent unit. An 8 or above stuns the target unit, until the start of your next turn.
Entry: Kastenessen
***(Rating 2/5) - A hard to kill unit making other units hard to kill, makes this unit a bit on the powerful side. Throw in a guardian that again can stun, makes it over the top on the powerful side. The only balance to it, is it is a 1 dice roll check making it a 60% chance.

- Grant Cover should be +1 def and shield bash should go to 2 cards.

Thief | Guardian 
[STR: 2, DEF: 13, LIFE: 5]
Ability 1: Theft (Passive) - If this unit deals damage to an opposing unit, the controller of the Thief, may look at the controller of the target's hand and exchange 1 card with them.
Ability 2: Sneak (2 cards) - Roll 1 die, on a result of 5 or higher, the Thief cannot be targeted by attacks, spells or abilities until the start of your next turn.
Entry: Kastenessen
***(Rating 2/5) - Again, an ability that makes a unit untouchable is too powerful. Meaning most the time it can run around doing damage and never taking any in return. The rest of the unit is pretty nice.

- Sneak should only prevent the targetting of attacks.

Druid | Guardian 
[STR: 3, DEF: 14, LIFE: 5]
Ability 1: Turtle form (1 card) - This unit gets +3 defense, and takes half damage from any source of damage rounded up. This ability may not be used if Panther form was already used this turn.
Ability 2: Panther form (1 card) - This unit gains 2 strength. Whenever this unit deals damage with Panther form active, it deals an extra damage. This ability may not be used if  turtle form was already used this turn.
Entry: Kastenessen
***(Rating 4.5/5) - [1 of my favorite ideas] This unit can be offensive or defensive, or neither depending on the cards used. The only tweak that would make it nicer, is if it had 1 less natural attack and gained 3 strength on the panther form so a turtle form doesnt have 3 STR.

- You're right; -1 base strength, +1 in panther.

Apprentice Wizard | Guardian 
[STR: 2, DEF: 11, LIFE: 5]
Ability 1: Teleport (2 cards) - Same as the spell Teleport.
Ability 2: Lightning bolt (0 cards) - Same as the spell Lightning bolt.
Entry: Kastenessen
***(Rating 4/5) - Well balance, maybe just a bit low on the defensive stats, and maybe a teleport on a guardian isnt a good idea.

- I like him as is.

Duelist | Guardian 
[STR: 3, DEF: 15, LIFE: 5]
Ability 1: Crippling Blow (1 card) - Roll 2 attack dice against a surrounding enemy unit. If this attack hits, that unit is immobilized until the start of your next turn.
Ability 2: Poison (Passive) - If the duelist deals damage to a unit, it becomes poisoned. Poisoned units lose 1 hp at the start of their turn until dispelled or the target of a healing spell or ability.
Entry: Kastenessen
***(Rating 1.5/5) - Poison type abilities can be too powerful, as only 1/5 the deck is restoration cards. Not to mention a 1 card extra attack that can also immobilize... way too powerful.

- Again, forgot about the freebie attack... cripple to 3 cards. I like Poison to be honest; its also defeated by paladins and there will probably be a 'healer' mage at some stage.

Cheers,

kast.

Kin

QuotePhantom Assassin | Guardian  
[STR: 3, DEF: 13, LIFE: 6]
Ability 1: Etheral (Passive) - The Phantom Assassin can move through other units, but may not end a move ontop of a unit.
Ability 2: Spectral Dagger (1 card) -  Attack a target visible unit with 2 attack dice.
Entry: Kin
***(Rating 3/5) - Giving more units range abilities will make the game off balanced forcing melee units to go extinct, and an extra attack ability that doesn't effect the usage of a regular attack makes it a bit powerful.


The 3 STR attack is melee. The 2 STR attack ability is range. It wouldn't be off balanced because psionist can basically do the same thing except that she's 2 STR melee and 3 STR range. Not to mentioned that her ability ignores DEF. The ability is also expensive at the cost of one card. It's only useful for unstun allies who are far away, killing off a weaken hero and an extra attack for those with cards to spare.

The extra attack ability is actually weaker because it does not affect a regular attack. It cannot be inspired.  A barb already has 5 attack dice automatically with 12 DEF and 7 Life. A 3/13/6 with a 1 card 2 STR range attack isn't better than a 5/12/7.

P.S. It's ethereal, not etheral.

Edit: I think i should make it 3/14/6 now. Since he is a melee unit, I don't think he would survive too long with such a low def.


Quote
Time Cleric | Mage  
[STR: 2, DEF: 13, LIFE: 6]
Ability 1: [0 valor] Future Sight (Passive) -  The time cleric may look at the cards in a players' hands if that players' mage is visible to the Time Cleric.
Ability 2: [5 valor] Dispell Magic (1 Card) -  Remove all magical effects from a target visible unit.
Ability 3: [10 valor] Self Recovery (Passive) -  Whenever the Time Cleric uses a restoration spell, he heals himself/herself 1 life.
Ability 4: [15 valor] Rewind (1 card) -  Undo the most recent effect that affected a units life.
Entry: Kin
***(Rating 2/5) - Future sight is quite powerful, and can give a player a huge advantage alone. Also giving a hero a dispell always, is beyond too powerful, making many spells your opponent uses, useless. Also the rewind effect, is too powerful, and yet useless. As it cannot revive a unit, and your opponent can control what it's last "life changing" action was.

1.Future Sight is powerful but mages only see each other when one of them is already going on the offensive. So it's not an ability you would use often.

2.You're right about dispel being too powerful.

3. I've always thought of rewind as being a heal. So, even if it is 1 hp, it's still worth it for the 1 card heal.

Anyway, a revised Time Cleric:

Time Cleric | Mage  
[STR: 2, DEF: 13, LIFE: 6]

Self Recovery| Passive |
Time Cleric gains one lost life each time the player casts a recovery spell.

Time Warp| 1 Card | 5 Valor
Unit the start of your next turn, target unit gains one movement space if allied or loses one if not.

Future Sight | Passive | 10 Valor
Player has the ability to see another player's cards if his or her mage is visible to Time Cleric.

Rewind| 1 Card | 15 Valor
Undo the most effect that affected the target unit's life. Rewind cannot be used if the effect is over two.

So basically, rewind can undo an opponent's pally heal, or group heal, but not healing touch nor full heal. It can also heal your units for 1-2 if the last effect is between 1-2.




diesbudt

@Kast, i figured you didnt mean for them to be a freebie attacks... I just wanted to do my best to put down what you guys said word for word. So I wasnt going to adjust it on my own.

@mal, I may have missed yours. So many posts, I doubted I got everyone, I will go back and add it in a bit. (its now been added)

@Kin, fair enough on your argument. And dont attack my spelling!!!!

@Tam... well you may be right on the extra space as i learned each post can not be bigger than 20000 characters. But too late. And if you want to add your own opinions go ahead. Just remember, you need to really be fair and understand that it has to be balanced with the other units already to be rated well. etc.


Tampit

Please replace with this:
Ability 1: Ambush (1 card) - The controlled of Kage selects 1 tile around him. If an enemy unit while moving enters the title, Kage automatically attacks the unit and stops his movement if he had any more. If this attack hits, the enemy unit is stunned. The tile is only affected until the start of your next turn.The title is not shown to any enemy players.

Ability 3: [10 valor] Mindless Surge (1 card) -  Alalulu  moves at random 2 spaces while ignoring blocks. If Alalulu selects a space to move where a unit is located both units get stunned.

Also if you need more space I'll edit my first post.

kastenessen

Quote from: diesbudt on August 28, 2010, 01:57:00 PM MT
@Kast, i figured you didnt mean for them to be a freebie attacks... I just wanted to do my best to put down what you guys said word for word. So I wasnt going to adjust it on my own.

Wasn't the intention; was an oversight on my part.  I forgot that is *exactly* how it works.  I think without the extra attack per turn they are pretty balanced units... at least the thief is once sneak is altered to be only attacks. Got carried away there ;)

Tampit

Also change this:
Ability 2: Poison Dagger (Passive) - If any of the Kage's attack dice hits,he does 1 exact damage and the opponent is poisoned.While poisoned the opponent will lose 1 life every round for 2 rounds.

Also you haven't updated mindless surge

Kin

QuoteTime Cleric | Mage  
[STR: 2, DEF: 13, LIFE: 6]
Ability 1: [0 valor] Self Recovery (Passive) -  The time cleric heals him/herself 1 point of damage every time he/she casts a Restoration spell.
Ability 2: [5 valor] Time Warp (1 Card) -  Target visible unit gains 1 movement space this turn if friendly, or loses 1 movement space next turn if opposing.
Ability 3: [10 valor] Future Sight (Passive) -  Player has the ability to see another player's cards if his or her mage is visible to Time Cleric.
Ability 4: [15 valor] Rewind (1 card) -  Undo the most recent effect that affected the target unit's life. Rewind cannot be used if the effect is over two.
Entry: Kin
***(Rating 4/5) - The effects are nicely balance, the only unbalanced part is, this mage is a bit weak, as it cannot help him/herself very well in an offensive manner.


I think that Time Cleric (TC) can be played offensively but not in the traditional sense. Time warp allows both the TC and his guardians to reach enemies that they normally couldn't. It can also be used to prevent enemies from reaching you. Imagine using the hit and run techniques that mages often do. Go in, cast the spells, and if the situation applies, you can use Time warp on the enemy's mage and then sprint out. They may be short of that one movement space that brings your mage into their LOS. Of course, they can sprint to reach your TC, but they would be wide open if they fail to kill him. But of course, you wouldn't put yourself in this situation because Future Sight allows you to see their cards. ^^

Rewind can also be played offensively by undoing opponent's heals. All of the possible spells/abilities that can increase one's life are:

1) Paladin's Combat Healing
2) Group Heal
3) Water Elemental's healing
4) Bloom (Bloom is actually removed. i.e. 7/7 becomes 6/6)
5) Healing Touch
6) Full Heal

Rewind allows you to undo 4/6 possible heals. Not to mention, it also serves as a heal for your team.

Lastly, Self Recovery makes TC difficult to kill. Three of out ten recovery spells are 0 mana, so they serve as a free heal. Another three only cost 1 mana. So 6/10 allows you to heal TC while doing their designated abilities for 1 mana or less.

So, these are the tradeoffs for a lacking an offensive power in a traditional sense.

On a side note, ethereal is still misspelled.



maltross

Golem Lord | Mage 
[STR: 2, DEF: 15, LIFE: 5]
Ability 1: [0 valor]  (2 cards) summon an Iron Golem or take control of target summon. 
Ability 2: [5 valor]  (1 Card) -  Heal a visible target friendly summon in play.
Ability 3: [10 valor]  (Passive) - The Golem Lord is no longer limited to only 1 summon on the field at a time.
Ability 4: [15 valor]  (3 cards) -  Destroy target visible summon in play.

or something. at least it wouldn't be a human mage. We need some different mages. Maybe he can cast summons at a discounted rate similar to the Wizard and Manipulation.

Tampit

Quote from: maltross on August 29, 2010, 08:51:03 PM MT
Golem Lord | Mage 
[STR: 2, DEF: 15, LIFE: 5]
Ability 1: [0 valor]  (2 cards) summon an Iron Golem or take control of target summon. 
Ability 2: [5 valor]  (1 Card) -  Heal a visible target friendly summon in play.
Ability 3: [10 valor]  (Passive) - The Golem Lord is no longer limited to only 1 summon on the field at a time.
Ability 4: [15 valor]  (3 cards) -  Destroy target visible summon in play.

or something. at least it wouldn't be a human mage. We need some different mages. Maybe he can cast summons at a discounted rate similar to the Wizard and Manipulation.
Golem Lord is just to much fixated on the Summoning that is the Summoners domain
The only way I see him work is if you forget about summoning and focus on fighting aspects like an advanced fighter mage

diesbudt

I have another fun mage idea... though may be too powerful.

Dreadknight - mage
3 Str, 14 Def, 6 Life

Ability 1 - (0 valor) Runeblade - (passive) - The Dread knight gains +1 STR for each first spell from each magic school that is cast each turn. This affect lasts until the start of your next turn.
Ability 2 - (5 valor) Dark Touch (1 card) - Roll 3 dice against target surrounding enemy unit. If the total value of the roll is 25 or greater, this ability does 1 damage to the target. If the total value of the roll is 24 or less, the Dreadknight loses 1 DEF until the start of his next turn.
Ability 3 (10 valor) Mental Preparation - (Passive) The first spell the Dreadknight casts each turn costs 1 mana, down to a minimum of 1.
Ability 4 (15 valor) - Shadow Cleave - (2 cards) - Roll 3 dice against a target adjacent unit, and all units adjacent to that unit, except the dreadknight. Whoever is hit by the attack takes 1 total point of damage and loses 2 def until the start of your next turn.

Background:  The dreadknights are an exiled group of fighter mages who have spent years hiding in the darkness practicing their sword skill and all magical arts to one day hopfully get their revenge on all those that have crossed them. They were exiled for practicing illegal magic.

Their hair is dyed a dark purple - black color, and their armor is charcoal black platemail with green magic symbols all over the armor. They also wield a Longsword with a teeth like shape that has runes etched into them to have strength their attacks.