Dogs of War Online - Beta

Dogs of War Online - Beta

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So you want to be a wolf (Work in Progress)
By Sorry Stoat
A look at the army of the Wolfen.
   
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Introduction to the Wolfen
The Wolfen are a race of humanoid wolves fighting under the faction of destiny. They are strong units but they are also more expensive units, where a Lion or Ram army often have as many as 10 or more units the Wolfen often have somewhere between 5 and 7 units. The common trait of the Wolfen is Born Killer which gives them two melee attacks instead of one. The Wolfen specific order is Natural Selection which gives +2 damage for the rest of the turn. It is also common for Wolfen to have high movement stats, often most of your army will be able to move great distances.

Wolfen suffer greatly for being few in number, many units rely on each other and losing one of your units can turn the tide of the battle for the worse.
Emerok Guardian of the Runes
Special Order:

Protection of Yllia
For two turns should the target of this order be brought to 0 hp the target will consume Protection of Yllia and be brought back to 20 hp.

Unique Attributes:

Runes of Divination
Grants +2 bonus to discipline rolls made by Emerok (Strategist 2) and grants Parry to all ally units within Emerok's faith zone. (5 hexagon radius)


Skills/Spells/Miracles:

Chant of Fate
Cost: 2 Difficulty: 8 Range: 6 Used per activation: 1
If this Miracle Succeeds, the enemy target suffers a damage roll of 15. If the enemy target was invoked (e.g. Morbid Puppets) it is immediately eliminated instead.

Mortal Insolence
Cost: 2 Difficulty: 10 Range: Personal Used per activation: 1 Used per match: 1
Untill the end of the turn, any injury suffered by the caster is ignored and enables it to recover 10 health points. The faithful's PAR and DOD fall to 0 for the duration of the turn.

Special Skill/Spell/Miracle:

Flask of Destiny
Range: Personal Used per action: 1
At the beginning of the next turn all ally Wolfen units within Emerok's faith zone (5 hexagon radius) get the benefit of regeneration 2 (10 health points), then the regeneration 2 effect ends. Flask of Destiny also carries the effects of Middleway, any dark or light faction spell and miracle casters stood within 8 hexagons are prevented from casting spells and miracles.




Ryskar, Bloodthirsty Predator
Special Order:

Hunt them all down!
Targeted ally gains +4 MOV +8 DOD until the end of the turn.

Unique Attributes:

Predator Chains
+10% critical hit chance and recovers 5 health points everytime he kills a unit in melee combat.

Predation Aura
All allied units within 5 hexagons around Ryskar deal +1 damage to injured units.

Skills/Spells/Miracles:

War Fury
Range: Personal Used per activation: 1
Cannot be used whilst an order is in effect on this unit and the unit gains the savage attribute upon use. This unit gains an extra attack in melee combat but PAR falls to 0 until the end of the turn and cannot reposte until the unit is next activated. (Description differs from the ingame discription as the skill is currently bugged or described incorrectly)

Master Strike
Range: Contact Used per activation: 1
For the duration of the attack the unit gains +4 Damage but suffers -4 accuracy.

Special Skill/Spell/Miracle:

Bloody Blades
Range: Personal Used per activation: 1
When he uses "Bloody Blades" Ryskar gains "Implacable Infinity", for the duration of the turn Ryskar can perform an unlimited number of pursuit movements and the movement range of pursuit movements no longer divide in 2 after each successive pursuit movement.



Kelrys, Son of Yllia
Special Order:

Brutal Intervention The targeted unit can charge a distance equal to twice it's MOV until the end of the turn.

Unique Attributes:

Presence of the Alpha (Aura) All allied units within 5 hexagons around Kelrys are immune to fear.




Skills/Spells/Miracles:

Powerful Swipe
Range: Contact Used per activation: 1
A single attack that hits the targeted unit and any units stood in the two surrounding hexagons adjacent to both the target and the user. Damage is reduced by 6 for this attack.

Howl
Range: Personal Used per activation: 1
The worg emits long howl which terrifies enemy units within 4 hexagons around it(fear effect 12) Ally units within the same radius are galvanized(+2 acc) until the end of the turn.

Special Skill/Spell/Miracle:

Rising Moon
Range: Contact Used per activation: 1
Using the ability of this weapon will launch a sacred strike against its target. Until the end of the turn, Kelrys has 10% chance to causing a "Killed Outright" on each unit hit by this weapon and strikes back against every attack against him.



Assault Troops
War Lightning
Skills/Spells/Miracles:

Prudent Movement
Range: Personal Used per activation: 1
The unit chooses to move cautiously, It cannot run on this turn but will not trigger any attack of opportunity.











Headhunter
Skills/Spells/Miracles:

Sneak Attack
Range: Contact Used per activation: 1
The unit performs a sneak shot. His attack won't trigger a reposte but he will suffer a -3 damage penalty until turn's end.











Berserker Hunter
Skills/Spells/Miracles:

War Fury
Range: Personal Used per activation: 1
Cannot be used whilst an order is in effect on this unit and the unit gains the savage attribute upon use. This unit gains an extra attack in melee combat but PAR falls to 0 until the end of the turn and cannot reposte until the unit is next activated. (Description differs from the ingame discription as the skill is currently bugged or described incorrectly)



Warrior Troops
Fang Warrior


















Reaper


















Great Fang
Skills/Spells/Miracles:

Mighty Blow
Range: Contact Used per activation: 1
The unit hits the target with all his might (+2 DAM for this attack) regardless of his protection (-2 TOU for the rest of the turn.












Scourge of Looters
Skills/Spells/Miracles:

Master Strike
Range: contact Used per activation: 1
For the duration of the attack the unit gains +4 Damage but suffers -4 accuracy.













Rampart of the Graves
Skills/Spells/Miracles:

Taunt-
Range 4 Used per activation 1
Using this Ability will not use up your action.

The Fighter utters insults in the direction of a targeted enemy unit with 4 hexagons, thus taunting it. The "Taunted" alteration inflicts a penalty of -3ACC and -3 DAM for all attacks which do not directly target the unit that taunted. A single target cannot be taunted by more than 1 fighter at a time.







Fury of the Graves
Skills/Spells/Miracles:

War Fury-
Range: personal Used per activation: 1
Cannot be used whilst an order is in effect on this unit and the unit gains the savage attribute upon use. This unit gains an extra attack in melee combat but PAR falls to 0 until the end of the turn and cannot reposte until the unit is next activated. (Description differs from the ingame discription as the skill is currently bugged or described incorrectly)



Archer Troops
Assault Crossbowman

Skills/Spells/Miracles:

Assault Fire
Range: 5 Used per activation: 1
Allows a shot to be made followed immediately by a charge attack, all in the same action.

Reminder: pursuit movements do not allow for ranged attacks.









Raider

Skills/Spells/Miracles:

Herassment
Range: 20 Used per activation: 1
The unit adopts a mobile stance which makes him lose - 3 acc for the turn. It will continue to move on this turn, after making a shot, even if it has made a walking movement on this turn.










Harpooner
Skills/Spells/Miracles:

Aim
Range: 20 Used per activation: 1
The Marksman stops to aim at his target and to inflict a devastating strike(+3 damage for the attack).





Monk and Warrior Monk Troops
Devotee of Yllia
Skills/Spells/Miracles:

Yllia's Wrath
Cost: 2 Difficulty: 6 Range: 6 Used per activation: 1
Only a single allied fighter may be granted Yllia's wrath at any one time.

The target gains the Scourge alteration and Vulnerable alteration for 2 turns.
Scourge increases all damage done by 3.
Vulnerable increases all damage received by 3.




Yllia's Love
Cost: 1 Difficulty: 5 Range: 2 Used per activation: 1
The targeted allied unit gains +2 PAR and the regeneration alteration (it regenerates 5 health points per turn). The effect of Yllia's Love disappears when the target receives a new injury.

Mask of Ghandar
Cost: 2 Range: 8 Used per activation: 1
Can only be cast on a unit who already has the Fear attribute. The targeted ally is wearing the Mask of Ghandar which increases the power of it's Fear by 4 until the end of it's next activation. When fear is increased a fear test is instantly rolled for each adjacent enemy.




Guardian of Equilibrium
Skills/Spells/Miracles:

Middle Way
Cost: 3 Difficulty: 12 Range: Personal Used per activation: 1
Only works against the ways of light and darkness.

Middle Way prevents magicians and the faithful from using spells and miracles associated with light or darkness within a 8 hexagon radius of the faithful until the end of the turn.





Hymn to Destiny
Cost: 2 Difficulty: 8 Range: 6 Used per activation: 1 Used per match: 1
If this miracle succeeds the target receives a damage roll of 7. If the enemy target was invoked the target is banished instead (it is immediately eliminated).




Runic Warrior of the Wolf
Skills/Spells/Miracles:

War Fury-
Range: personal Used per activation: 1
Cannot be used whilst an order is in effect on this unit and the unit gains the savage attribute upon use. This unit gains an extra attack in melee combat but PAR falls to 0 until the end of the turn and cannot reposte until the unit is next activated. (Description differs from the ingame discription as the skill is currently bugged or described incorrectly)




Mortal Insolence
Cost: 2 Difficulty: 10 Range: personal Used per activation: 1 Used per match: 1
Untill the end of the turn, any injury suffered by the caster is ignored and enables it to recover 10 health points. The faithful's PAR and DOD fall to 0 for the duration of the turn.
Mage and Warrior Mage Troops
Enchanter

Ring of Mist
Cost: 1 Difficulty: 9 Range: 4 Used per activation: 3
A Ring of Mist appears around the targeted wolfen, protecting it against the effects of enemy magic: it has a 50% chance of cancelling an enemy spell or miracle which targets it, even indirectly. This effect last for the next 2 activations of the target

A Wolfen can only be protected by a single Ring of Mist at a time.




Ring of Ice
Cost: 1 Difficulty: 9 Range: 4 Used per activation: 3
Under the protection of this spell an allied Wolfen has a 50% chance of canceling the damage caused to it by a shot. This effect last 2 activations of the target.

A Wolfen can only be protected by a single Ring of Ice at a time.


Mortification
Cost: 2 Difficulty: 11 Range: 4 Used per activation: 1
The targeted allied unit gains 10 health points. The caster then loses 10 health points. If the spell fails the caster loses 10 health points.




War Mage
Primal Attack of Water
Cost: 3 Difficulty: 7 Range: 4 Used per activation: 1
The magician attacks his target with an erruption of raw ice. The latter suffers an injury of force 10.

Counter-Attack
Range: Personal Used per activation: 1
Using this ability will not use up your action.
Enemy repostes don't trigger any counter-attack.

The unit adopts a counter-attack stance: it suffers a -2 PAR penalty, but it repostes to each strike it parries in melee combat (it thus repostes twice to the first attack if it is parried).





Master of Water

Primal Attack of Water
Cost: 3 Difficulty: 7 Range: 4 Used per activation: 1
The magician attacks his target with an erruption of raw ice. The latter suffers an injury of force 10.

Internal Rage
Cost: 2 Difficulty: 14 Range: 6 Used per activation: 1
Mages mastering water and water elementals cannot be targeted by this Internal Rage.

The target suffers a damage roll equal to the caster's own WIL.