Heroes of Futuretor
Class name: Trooper
Basic Attributes: 2 Attack, 2Defense 0Spell Power 1Knowledge
Skin: There are two types of Troopers. There are mechanical Troopers and human Troopers too. The mechanical troopers are Robots (with red cloack) on Robo Spiders. The human Troopers are humans with light but hard future-past style armor, red cloack and an energic shield, and they riding on a robo-horse.
Trooper's skill:
Patriotism
Basic Patriotism:
Allows a Trooper to join 10% of natural Futuretor armies, give +1moral.
Advanced Patriotism:
Allows a Trooper to join 20% of natural Futuretor armies give +1 moral.
Expert Patriotism:
Allows a Trooper to join 50% of natural Futuretor armies, give +1moral(you have only one moral with the Patriotism)
Ultimate Patriotism:
Allows a Trooper to join 100% of natural Futuretor armies, and give +1moral and allows a Trooper to join all natural Sylvan or Haven Lv1, Lv2 and Lv3 creatures, but in the Troopers army they transformed to Flamethrower-Soldiers.
Patriotism's Abilities:
Giliar's Call(spell): Giliar the Good Fire Dragon come from the sky and fly over the battlefield, than come back to the sky. It raises the friendly army moral, initiative, attack and defense, and all enemy non-Futuretor creatures receive -1moral.
Simarip's Call(spell): Simarip, the Blessed Mechanical Dragon come from the sky and fly over the battlefield, than come back to the sky. It gives +1attack,defense and initiative to all friendly mechanical units and all enemy non-Futuretor creatures receive -2moral.
Godol's Call(spell): Godol, the Holy Darkness Dragon come from the sky and fly over the battlefield and give fire breath to enemies, than come back to the sky. All enemy units receive 100damage, -3moral and give all friendly units fire shield for one turn.
The Holy Dragon Union: -50% cost for all Futuretor's unit at the castle and give +2moral for all friendly unit. You can see all the mines, castles and dragons (natural armies and the ones in enemies' heroes's army) on the whole map, and all friendly dragon unit give +1attack and defense.
Requires:
LEADERSHIP: War Council
LIGHT MAGIC: Wind of Light
ATTACK: Blessed Weapons
DEFENSE: Realignment
Trooper's special abilities:
At Attack skill: Blessed Weapons: Give +10%damage from all demonic and undead enemy
Requires:
PATRIOTISM : Giliar's Call
ATTACK: Battle Frenzy
Future's Knowledge: All Haven, Academy and Sylvan units's defense reducated by 10%
Requires:
ATTACK: Blessed Weapons
At Dark Magic skill: Magic Trap: When the battle begin a random enemy unit give slow spell and Dark Magic Resistance (The Dark Magic Resistant stop all spell from the DMR's owner creature's hero)
Requires:
PATRIOTISM : Simarip's Call
Absorb Machine: When the enemy kill some friendly units with magic the friendly hero taken as number of mana as units fallen from the enemy hero.
Requires:
DARK MAGIC:Adv. Dark Magic
At Defense skill: Realignment: When the first time in a battle a friendly unit under the Defend command, he or she give +1 defense for that battle.
Requires:
PATRIOTISM: Giliar's Call
DEFENSE: Evasion
Beam Shield: All Ranged and Lv1 friendly Creature receive only 1% damage from every enemy creature while the friendly is in Defense position.
Requires:
DEFENSE: Vitality
At Destructive Magic skill: Bomb Technology: All destructive, area-damage spell cause +5damage/hero level and the hero acquires Fireball and the Chain Lightning spells.
Requires:
PATRIOTISM: Godol's Call
At Enlightenment skill: Wrench of Knowledge: Give Auto-Repair skill for the friendly hero, the hero give +25hit points +15hit points/hero's level +10hit points/hero's knowledge for all mechanical units (So some of them go back to the life) every second turns of the hero.
Requires:
PATRIOTISM: Simarip's Call
Trooper as a Teacher: Give all friendly creatures – who can cost spell (such as beam) +1mana/hero level and +1defense and +5hit points
Requires:
PATRIOTISM: Giliar's Call
ENLIGHTENMENT: Scholar
At Leadership skill: Expert Estates: Give +500gold/day (so with estates give 750gold) and give 25gold/per units in hero's army at the end of a week.
Requires:
LEADERSHIP: Estates
War Council: When the natural enemies run away from the hero, the hero gain the same experience points, when he had gained if he would have fought with them.
Requires:
PATRIOTISM: Expert Patriotism
LEADERSHIP: Recruitment
At Light Magic skill: Wind of Light: The enemy's ranger units's arrows, magic balls etc.'s 10% won't fly to the target, they will fly back to the ranger, and the ranger will be damaged by his damage points' 10%, and the target will be damaged only the 90% of the real damage points.
Requires:
PATRIOTISM: Godol's Call
ATTACK: Archery
Elrath's Massage: In the fifth turn an angel summoned on the battlefield and resurrect the stongest damaged friendly unit and give benediction spells for all ally units.
Requires:
PATRIOTISM: Godol's Call
SORCERY: Eternal Peace
At Logistics skill: Logistics Technology: Give +2speed and +1initiative for all Futuretor units in the hero's army.
Requires:
PATRIOTISM: Simarip's Call
LOGISTICS: Scouting
Teleport Assault: Hero acquires Teleportation spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.
Requires:
PATRIOTISM: Godol's Call
LOGISTICS: Scouting
At Luck skill: Fortuna's Laser Blade: All friendly Lv1 unit has luck attack every time when he or she attack an enemy unit.
Requires:
PATRIOTISM: Giliar's Call
LUCK: Soldier's Luck
Adrenalin of Fear: Give immunite to fear ability for all friendly unit, and give +1luck against undead and demonic creatures.
Requires:
LUCK: Fortuna's Laser Blade
ATTACK: Battle Frenzy
At Sorcery skill: Eternal Peace: Nothing can resurrect the first enemy unit who dead in battle. The first enemy's corpse immunite to Resurrection, Raise Dead and Summon Pit Lords spells.
Requires:
PATRIOTISM: Godol's Call
DESTRUCTIVE MAGIC: Bomb Technology
At Summoning Magic skill: Fire Warriors: The hero summon fire elementals when a ally unit with fire element dead. 10Fire elementals + 1Fire elementals/hero's level +1Fire elementals/hero's spell power + 1Fire elementals/hero's knowledge summoned from allies corpses.
At War Machines skill: NO BALLISTA SKILL!!! Siege Robot: Allows manual control of the Siege Robot. Siege Robot gains one extra shot. Restores the Siege Robot after the battle if it was destroyed.
Siege General: Siege Robot and the Catapult gains one extra shot (up to 3)
Requires:
PATRIOTISM: Simarip's Call
WAR MACHINES: Siege Robot
WAR MACHINES: Catapult |