The Minion Field Guide

ScizSciz Member, Master Founder, Early Access
edited March 24 in Community Guides
Revision 1.9


Table of Contents:
Terms:
  • DPS: The minion's baseline damage per second. Actual observed damage will vary with map level.
  • Range: How far away the minion can attack from, where 1 is the length of a standard trap.
  • HP: The minion's baseline health. This will also vary with map level.
  • Speed: How fast a minion moves, where 1 represents one standard trap length per second.
  • Rift Points: How many rift points the minion is worth if it scores.
  • Bounty: How much coin the minion is worth when it dies. This is also a baseline value, but scales up and down based on a variety of factors, such as how big the combo on it was, and what wave number you're on.
  • Keywords: Any special abilities the minion has.
  • Description: A dry, useful explanation of what the minion is.
  • Flavor Text: A less useful but more fun description of what the minion is.

Notes:
  • The Minion Field Guide is presented entirely in text. This is in part to keep our printing costs down, but mostly because the orc clan leader Bloodspike ate the last three photographers we sent out on the field and nobody is answering our job postings anymore. Fortunately for you, dear reader, unlike those bird watching pansies, you are after a more interesting game, and we have full confidence that whether you are looking at one of the many fine soldiers of Centre or a slobbering orc on stilts, you will be entirely capable of identifying them at a glance given only their names, without any further visual aids. Happy hunting!
  • This guide is presented with confidence in its overall accuracy, but short an absolute guarantee thereof. We appreciate any and all reports of errors. As the Order has recently discontinued the use of Living Tomes in magical research, we have acquired the remaining stockpile and you, lucky reader, are holding one right now! Any corrections made to our master volume will be reflected automatically in your very own copy with no intervention required on your part.
    • We have contracted a team of alchemists to produce a solution that will disperse the smell of donkey fat. It will be made available wherever the Guide is sold, for a nominal fee.
    • The Guide's unblinking gaze is a feature.
  • Additional thanks to field assistant Juicy for double-checking some of the finer details. If something *is* wrong, it probably isn't his fault.



The Unchained:

Kobold Pup:
  • DPS: 10
  • Range: 0.9
  • HP: 10
  • Speed: 2
  • Rift Points: 1
  • Bounty: 30
  • Keywords:
    • Swarming: Waves spawn in large numbers.
    • Fast: Unusually quick and not easily distracted.
  • Description: Kobold pups are young, very fast kobolds. Because of their small size, they are hard to catch and keep out of rifts but have low health.
  • Flavor Text: "Pigeons are rats with wings, but these are... just rats. Really fast ones at that. No, thank you." - Gabriella, the Redeemed Sorceress

Kobold Runner:
  • DPS: 10
  • Range: 0.9
  • HP: 48
  • Speed: 2
  • Rift Points: 1
  • Bounty: 40
  • Keywords:
    • Swarming: Waves spawn in large numbers.
    • Fast: Unusually quick and not easily distracted.
    • Pacifist: Will not attack anything but gates.
  • Description: Kobold runners are fast—very fast. However, because they are weak, they rely on speed to get behind enemy lines. Large groups are difficult to keep out of rifts.
  • Flavor Text: Their squeaks are words spoken in frequencies that only gnolls and dogs can hear.
  • Flavor Text 2: "Despite my studies, I've never learned the dimension the kobolds came from. I kind of want to know so I can avoid it." - Gabriella, the Redeemed Sorceress

Kamikaze Kobold:
  • DPS: 10
  • Range: 0.9
  • HP: 24
  • Speed: 2.3
  • Rift Points: 1
  • Bounty: 40
  • Keywords:
    • Fast: Unusually quick and not easily distracted.
    • Kamikaze: Explodes upon reaching its target, killing itself in the process.
  • Description: These kobolds carry dynamite on their backs, detonating it and themselves to stop heroes and destroy barricades.
  • Flavor Text: It is unclear if these kobolds realize what they are carrying, or if someone is just strapping dynamite to them for fun.

Light Orc:
  • DPS: 7
  • Range: 0.8
  • HP: 96
  • Speed: 1
  • Rift Points: 1
  • Bounty: 42
  • Keywords:
    • Swarming: Waves spawn in large numbers.
  • Description: Light orcs are new, inexperienced Unchained recruits who deal light damage, wear light armor, and have low health, but tend to fight in groups.
  • Flavor Text: Orc "training" is laughably brief and usually consists of a mace to the gut or face. If the recruit is still standing, he or she is in.
  • Flavor Text 2: "Do they come in six packs?" - Bloodspike, the Brutal

Medium Orc:
  • DPS: 9
  • Range: 0.8
  • HP: 230
  • Speed: 1
  • Rift Points: 1
  • Bounty: 54
  • Keywords:
    • Swarming: Waves spawn in large numbers.
  • Description: Medium orcs are slightly more experienced than than light orcs. They deal moderate damage and have moderate health and armor.
  • Flavor Text: More orcs = more pain.
  • Flavor Text 2: "Orguk put feather on cap to make stand out. Now all orcs put feather on cap! Orguk fashion-forward!" - Orguk, Medium Orc

Heavy Orc:
  • DPS: 15
  • Range: 1
  • HP: 616
  • Speed: 1
  • Rift Points: 1
  • Bounty: 90
  • Keywords:
    • Swarming: Waves spawn in large numbers.
  • Description: Heavy orcs are the tanks of the orc army, having more health than all their orcish brethren. Because of this, they can withstand a great deal of damage from traps and attacks.
  • Flavor Text: ---

Stilt Orc:
  • DPS: 7
  • Range: 1
  • HP: 400
  • Speed: 1
  • Rift Points: 1
  • Bounty: 42
  • Keywords:
    • Acrobatic: Immune to floor traps.
  • Description: These acrobatically-inclined orcs are immune to floor traps due to their stilt-bound legs. They also carry long spears with which they deal physical melee damage. Although they are hard to hit and have a long reach, they have low health.
  • Flavor Text: ---

Orc Archer:
  • DPS: 17.5
  • Range: 6.8
  • HP: 175
  • Speed: 1
  • Rift Points: 1
  • Bounty: 73
  • Keywords:
    • Ranged: Attacks at range.
  • Description: Having little training other than "pointy end that way," crossbow orcs deal moderate ranged damage but have low health.
  • Flavor Text: The orcs hail from the Dark World and seem to wish to leave it at any cost.
  • Flavor Text 2: "If we can't beat it, SHOOT IT FULL OF HOLES ANYWAY!" - Bloodspike, the Brutal

Orc TNT Archer:
  • DPS: 45
  • Range: 7.8
  • HP: 255
  • Speed: 1
  • Rift Points: 1
  • Bounty: 128
  • Keywords:
    • Ranged: Attacks at range.
    • Explosive: Damages traps and heroes in an area.
  • Description: These orcs angered someone and were given a suicidal mission: Shoot dynamite-laden arrows that explode after a few seconds. Arrows may be destroyed before detonation.
  • Flavor Text: "I give orcs dynamite all the time. They're more liable to blow THEMSELVES up than me." - Dobbin, Claim Jumper

Gnoll Hunter:
  • DPS: 35
  • Range: 0.9
  • HP: 400
  • Speed: 1
  • Rift Points: 0
  • Bounty: 82
  • Keywords:
    • Hero-Seeking: Hunts down enemy heroes.
    • Leaping: Jumps over barricades and wall traps.
    • Charging: Rushes towards enemy heroes from a moderate range at high speed.
  • Description: These gnolls are bloodthirsty hunters, looking to take down heroes and guardians. They deal massive physical damage but are worth no rift points.
  • Flavor Text: Gnolls have a spiritual connection to the afterlife that has never fully been explained.
  • Flavor Text 2: "I long to run with my pack once more. But until we reunite in death, I will AVENGE them!" - Blackpaw, Vindicator of the Dead

Gnoll Grenadier:
  • DPS: 45
  • Range: 5
  • HP: 285
  • Speed: 1.6
  • Rift Points: 0
  • Bounty: 93
  • Keywords:
    • Fast: Unusually quick and not easily distracted.
    • Leaping: Jumps over barricades and wall traps.
    • Explosive: Damages traps and heroes in an area.
    • Ranged: Attacks at range.
  • Description: These gnolls are playing with fire. They lob fire-damage dealing grenades at heroes and guardians, but are worth no rift points.
  • Flavor Text: Gnoll hunters have to train hard to ignore the instinct to "fetch" grenades they have thrown.

Ogre:
  • DPS: 17.1
  • Range: 1.1
  • HP: 750
  • Speed: 1
  • Rift Points: 2
  • Bounty: 172
  • Keywords:
    • Large: Unaffected by physics traps.
    • Charging: Rushes towards enemy heroes from a moderate range at high speed.
    • Maiming: Slows enemies with its attacks.
  • Description: Angry, lumbering ogres hit hard, stunning their enemies with their blows. They are also too large to be affected by physics traps.
  • Flavor Text: One ogre is a bad day for a village. Three is a bad day for pretty much everyone, including the ogres.
  • Flavor Text 2: A herd of ogres is called a "grumble."

Armored Ogre:
  • DPS: 34.3
  • Range: 1.3
  • HP: 1120
  • Speed: 0.8
  • Rift Points: 3
  • Bounty: 300
  • Keywords:
    • Large: Unaffected by physics traps.
    • Slow: Moves more slowly than other minions.
    • Maiming: Slows enemies with its attacks.
  • Description: These stout ogre soldiers are protected against physical but not magical damage by their armor. Like other ogres, they stun their foes and are too large to be affected by physics traps.
  • Flavor Text: "Aw, ogres with armor? Can't they play fair and fight in the buff or something? Never mind. DON'T want to see that." - Zoey, the Chaotic Apprentice

Fire Ogre:
  • DPS: 17.1
  • Range: 1.1
  • HP: 896
  • Speed: 1
  • Rift Points: 3
  • Bounty: 195
  • Keywords:
    • Large: Unaffected by physics traps.
    • Charging: Rushes towards enemy heroes from a moderate range at high speed.
    • Flame Retardant: Takes -50% less fire damage, but +50% more frost damage.
    • Burning: Deals constant damage to traps in a radius around itself.
    • Incendiary: Attacks do additional damage over time.
  • Description: Fire ogres have earned the blessing of the Fire Lord. They deal fire damage, stun their enemies, and ignore physics traps.
  • Flavor Text: Fire ogres can't cook. They burn EVERYTHING.

Frost Ogre:
  • DPS: 21.7
  • Range: 1.1
  • HP: 896
  • Speed: 1
  • Rift Points: 3
  • Bounty: 195
  • Keywords:
    • Large: Unaffected by physics traps.
    • Charging: Rushes towards enemy heroes from a moderate range at high speed.
    • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
  • Description: Native to the mountains of Deg Itan, frost ogres stun their enemies and deal frost damage. They also ignore physics traps and are resistant to frost damage. However, they are susceptible to fire damage.
  • Flavor Text: Frost ogres are not frosted. Do not lick them.

Troll:
  • DPS: 25.3
  • Range: 1.1
  • HP: 1344
  • Speed: 1
  • Rift Points: 2
  • Bounty: 172
  • Keywords:
    • Large: Unaffected by physics traps.
    • Regenerating: Regenerates 2% health per second while not in combat.
  • Description: Large and thankfully solitary, trolls deal massive physical damage and regenerate health. They are also large enough to ignore physics traps.
  • Flavor Text: Unlike many other humanoid races, trolls prefer to live alone, though they often come together to fight.

Shielded Troll:
  • DPS: 20
  • Range: 1
  • HP: 728
  • Speed: 1
  • Rift Points: 3
  • Bounty: 225
  • Keywords:
    • Large: Unaffected by physics traps.
    • Regenerating: Regenerates 2% health per second while not in combat.
    • Blocking: Blocks frontal assaults.
  • Description: These large trolls have finally discovered shields. They deflect frontal attacks, deal physical damage, regenerate HPs, ignore heroes and physics traps, and focus on guardians and gates.
  • Flavor Text: Fortunately for their enemies, most trolls are too stupid to turn around.
  • Flavor Text 2: Never get into an argument with a troll. You never know when they're just trolling you.

Mountain Troll:
  • DPS: 26.7
  • Range: 1.3
  • HP: 1680
  • Speed: 0.9
  • Rift Points: 4
  • Bounty: 367
  • Keywords:
    • Large: Unaffected by physics traps.
    • Regenerating: Regenerates 2% health per second while not in combat.
  • Description: Once thought to be a myth, mountain trolls deal massive physical damage and regenerate health. They also ignore physics traps.
  • Flavor Text: There have been no reputable sightings of mountain trolls; even Hester's Guide to Magical Flora and Fauna does not mention them.

Hobgoblin Shaman:
  • DPS: 15
  • Range: 4
  • HP: 225
  • Speed: 1
  • Rift Points: 1
  • Bounty: 86
  • Keywords:
    • Trap Resistant: Resists most damage from traps.
    • Healing: Heals nearby minions.
    • Pacifist: Will not attack anything but gates.
  • Description: These hobgoblins have secret healing techniques known only by their cabal and loyally heal their allies. However, they have low health themselves.
  • Flavor Text: Those aren't headdresses. That's their hair.
  • Flavor Text 2: "Jibjib baah hooky tootoo! Hooky tootoo!" - TikLik the Hobgoblin Shaman

Cyclops Shaman:
  • DPS: 60
  • Range: 6
  • HP: 896
  • Speed: 0.8
  • Rift Points: 3
  • Bounty: 190
  • Keywords:
    • Large: Unaffected by physics traps.
    • Slow: Moves more slowly than other minions.
    • Ranged: Attacks at range.
    • High Damage: Deals high damage.
    • Homing: Attacks home in on heroes.
  • Description: As disciples of Stinkeye and Oasis, cyclops shamans defend their beliefs by unleashing magical, heat-seeking missles at non-believers who get in their way.
  • Flavor Text: Fun fact: Shaman robes are called "shammies."


Post edited by Sciz on

Comments

  • ScizSciz Member, Master Founder, Early Access
    edited March 21
    The Order:

    Satyr Runner:
    • DPS: 15
    • Range: 0.9
    • HP: 80
    • Speed: 2
    • Rift Points: 1
    • Bounty: 40
    • Keywords:
      • Fast: Unusually quick and not easily distracted.
      • Swarming: Waves spawn in large numbers.
      • Phasing: Gains a damage shield for 2 seconds when hit. Effect has a 20 second cooldown.
      • Pacifist: Will not attack anything but gates.
    • Description: Known for their distinctive call, satyr runners are small and weak but fast. They ignore heroes, avoid damage, and run straight for rifts.
    • Flavor Text: Satyrs burn energy at accelerated rates and will eat almost anything. Their alliances are mostly based on who can provide them with the best and most plentiful food.
    • Flavor Text 2: Human parents tell their children they'll turn into satyrs if they don't eat their vegetables.

    Gnome Destroyer:
    • DPS: 30
    • Range: 1
    • HP: 62
    • Speed: 1.1
    • Rift Points: 1
    • Bounty: 90
    • Keywords:
      • Phasing: Gains a damage shield for 2 seconds when hit. Effect has a 20 second cooldown.
      • Kamikaze: Explodes upon reaching its target, killing itself in the process.
    • Description: Crafty gnome destroyers bolt towards rifts, leaving everyone but kobolds in the dust. They are hearty for their size and will explode on barricades.
    • Flavor Text: "They may call themselves destroyers, but they are STILL adorbs!" - Zoey, the Chaotic Apprentice

    Light Soldier:
    • DPS: 8
    • Range: 0.8
    • HP: 118
    • Speed: 1
    • Rift Points: 1
    • Bounty: 54
    • Keywords:
      • Steady: Acquires significant damage resistance while at low health.
    • Description: Light soldiers are average in every way, dealing average damage and having average health and armor. They gain damage resistance at low health.
    • Flavor Text: The Order is a multi-functional body that heads all education, research, and military training for the Ministry-governed Territories Humaine.
    • Flavor Text 2: Not everyone is cut out to be a mage.

    Medium Soldier:
    • DPS: 12
    • Range: 1
    • HP: 294
    • Speed: 1
    • Rift Points: 1
    • Bounty: 68
    • Keywords:
      • Steady: Acquires significant damage resistance while at low health.
    • Description: As experienced soldiers, medium soldiers have moderate armor and health, and deal moderate damage. They gain damage resistance at low health.
    • Flavor Text: Spectacularly adequate.
    • Flavor Text 2: "Nothing tastes as good as a nice pint at the end of a hard day's soldiering." - Connelly, the most normal and average soldier there ever was.

    Heavy Soldier:
    • DPS: 15
    • Range: 1
    • HP: 700
    • Speed: 1
    • Rift Points: 1
    • Bounty: 110
    • Keywords:
      • Steady: Acquires significant damage resistance while at low health.
    • Description: Equipped with the finest weaponry and armor, veteran heavy soldiers can withstand punishing physical damage as well as dish it out. They also gain some damage resistance when at low health.
    • Flavor Text: ---

    Order Archer:
    • DPS: 21
    • Range: 6.8
    • HP: 128
    • Speed: 1
    • Rift Points: 1
    • Bounty: 78
    • Keywords:
      • Steady: Acquires significant damage resistance while at low health.
      • Ranged: Attacks at range.
    • Description: Archers pepper their enemies with crossbow bolts, having low health and dealing damage at range. They are deadly in groups.
    • Flavor Text: Crossbows are a dwarven invention that was quickly adopted by humans.
    • Flavor Text 2: "The toothpicks are always at the back of the buffet line." - Ancient Dragon Proverb

    Order Bomber:
    • DPS: 19
    • Range: 8.8
    • HP: 128
    • Speed: 1
    • Rift Points: 1
    • Bounty: 78
    • Keywords:
      • Steady: Acquires significant damage resistance while at low health.
      • Ranged: Attacks at range.
      • Explosive: Damages traps and heroes in an area.
    • Description: Skilled with both arrows and explosives, these archers shoot dynamite-laden arrows at their foes that explode after a few seconds. Arrows can be destroyed before detonation.
    • Flavor Text: "To be honest, you don't have to have great aim to make it in this gig." - Percival, Dynamite Archer

    Pride Hunter:
    • DPS: 35
    • Range: 1.2
    • HP: 450
    • Speed: 1
    • Rift Points: 0
    • Bounty: 83
    • Keywords:
      • Hero-Seeking: Hunts down enemy heroes.
      • Leaping: Jumps over barricades and wall traps.
      • Charging: Rushes towards enemy heroes from a moderate range at high speed.
      • Vindictive: Regains 25% of its health when a nearby ally dies.
    • Description: Vengeful pride hunters pursue and take down heroes. They also regain health when nearby allies die. They are worth no rift points.
    • Flavor Text: Pride hunters hail from the Eastern Crescent like many other factions of Centre's feline races.
    • Flavor Text 2: "Pride hunters have no pride. They do not follow the Path of Nine Lives!" - Midnight, Twilight's Razor

    Dwarf Grenadier:
    • DPS: 50
    • Range: 4.2
    • HP: 200
    • Speed: 1
    • Rift Points: 0
    • Bounty: 93
    • Keywords:
      • Ranged: Attacks at range.
      • Flame Retardant: Takes -50% less fire damage, but +50% more frost damage.
      • Leaping: Jumps over barricades and wall traps.
      • Explosive: Damages traps and heroes in an area.
    • Description: These dwarven explosive experts lob grenades that deal area fire and physical damage. Due to explosive familiarity, they are very resistant to fire damage.
    • Flavor Text: Most dwarf grenadiers have less than ten fingers. And less than two eyebrows.

    Grizzly:
    • DPS: 15
    • Range: 1.1
    • HP: 425
    • Speed: 1
    • Rift Points: 2
    • Bounty: 172
    • Keywords:
      • Large: Unaffected by physics traps.
      • Vindictive: Regains 25% of its health when a nearby ally dies.
    • Description: Always ready and roaring for a fight, grizzly minions are large in size, have moderate health, and are angered when their allies fall.
    • Flavor Text: "All grizzlies bow to the King of Arctos and his son, the Oathkeeper!" - Tundra, the Oathkeeper of Arctos
    • Flavor Text 2: "Once the Order forged an alliance with the grizzlies of Arctos, I made sure there were no bearskin rugs in the castle. What a diplomatic incident THAT would have been!" - Cygnus, the Master of the Order
    • Flavor Text 3: Grizzlies find bear puns unbearable.

    Shielded Grizzly:
    • DPS: 10
    • Range: 1.3
    • HP: 403
    • Speed: 1
    • Rift Points: 2
    • Bounty: 225
    • Keywords:
      • Large: Unaffected by physics traps.
      • Blocking: Blocks frontal assaults.
    • Description: What's worse than a grizzly? A grizzly with a shield. Shielded from the front, these large minions target guardians and ignore heroes.
    • Flavor Text: "It is thought that all grizzlies at one time lived in what is now the Territories Humaine. However, skirmishes with southern human tribes and the Northmun pushed their settlements north into the Peaks of Arctos." - Hieronyma, Order Anthropologist
    • Flavor Text 2: ShieldBEARers.

    Armored Grizzly:
    • DPS: 40
    • Range: 1.1
    • HP: 1232
    • Speed: 1
    • Rift Points: 4
    • Bounty: 290
    • Keywords:
      • Large: Unaffected by physics traps.
      • Vindictive: Regains 25% of its health when a nearby ally dies.
    • Description: Cousins to the Arctos grizzlies, these grizzlies are veteran fighters.
    • Flavor Text: Armor over fur on the battlefield is not ideal. Armored grizzlies often do not have the element of surprise due to their pungent odor.

    Giant:
    • DPS: 17
    • Range: 1.1
    • HP: 1232
    • Speed: 0.7
    • Rift Points: 3
    • Bounty: 172
    • Keywords:
      • Large: Unaffected by physics traps.
      • Slow: Moves more slowly than other minions.
      • Enraged: Doubles movement and attack speed when below 35% health.
    • Description: Slow but heavy-hitting, giants deal massive physical damage but are quick to anger. At low health, they move and attack more quickly.
    • Flavor Text: All giants have mustaches. All of them—even their young. Except these guys.
    • Flavor Text 2: "Maybe we aren't giant. Maybe you are just tiny." - Alast, Giant Philosopher

    Forest Giant:
    • DPS: 50
    • Range: 1.1
    • HP: 2060
    • Speed: 0.7
    • Rift Points: 3
    • Bounty: 365
    • Keywords:
      • Large: Unaffected by physics traps.
      • Slow: Moves more slowly than other minions.
      • Enraged: Doubles movement and attack speed when below 35% health.
    • Description: Lowland Forest giants may be slow, but they are heavy-hitting, dealing massive physical damage. At low health, they move and attack more quickly.
    • Flavor Text: ---

    Dwarf Shaman:
    • DPS: 8
    • Range: 3.5
    • HP: 128
    • Speed: 1
    • Rift Points: 1
    • Bounty: 86
    • Keywords:
      • Protective: Casts a shield on nearby allied minions.
      • Trap Resistant: Resists most damage from traps.
      • Pacifist: Will not attack anything but gates.
    • Description: Dwarf shamans cast a mystical magic shield that protects their allies against all damage types, but they have low health themselves.
    • Flavor Text: Though the elves were the first non-human allies of the Order, humans feel a cultural kinship with the industrious dwarves.
    • Flavor Text 2: Dwarves are especially adept at siphoning the magic of the earth and its gems. Dwarf shamans use gems to cast their potent protective spells.

    Order Mage:
    • DPS: 40
    • Range: 7
    • HP: 448
    • Speed: 1
    • Rift Points: 4
    • Bounty: 190
    • Keywords:
      • Ranged: Attacks at range.
      • High Damage: Deals high damage.
      • Trap Resistant: Resists most damage from traps.
      • Incendiary: Attacks do additional damage over time.
    • Description: These mages are masters of fire magic, casting high-damage, ranged fire spells. They have low health, but are resistant to trap damage.
    • Flavor Text: Order fire mages risk spontaneous combustion, hyperthermia, and severe burns to finish their training. Only the best survive and graduate.


    Post edited by Sciz on
  • ScizSciz Member, Master Founder, Early Access
    edited March 21
    The Ice Orcs:

    Ice Kobold Runner:
    • DPS: 10
    • Range: 0.9
    • HP: 48
    • Speed: 2
    • Rift Points: 1
    • Bounty: 40
    • Keywords:
      • Swarming: Waves spawn in large numbers.
      • Fast: Unusually quick and not easily distracted.
      • Pacifist: Will not attack anything but gates.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate.

    Light Ice Orc:
    • DPS: 7
    • Range: 0.8
    • HP: 96
    • Speed: 1
    • Rift Points: 1
    • Bounty: 42
    • Keywords:
      • Swarming: Waves spawn in large numbers.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate.

    Medium Ice Orc:
    • DPS: 9
    • Range: 0.8
    • HP: 230
    • Speed: 1
    • Rift Points: 1
    • Bounty: 54
    • Keywords:
      • Swarming: Waves spawn in large numbers.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate.

    Heavy Ice Orc:
    • DPS: 15
    • Range: 1
    • HP: 616
    • Speed: 1
    • Rift Points: 1
    • Bounty: 90
    • Keywords:
      • Swarming: Waves spawn in large numbers.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: Inadvertently imbued with frost magic by Tundra, these orcs have high health and deal frost damage. They can also freeze their enemies and are resistant to frost damage. However, they are susceptible to fire damage.
    • Flavor Text: "My, I... seem to have underestimated the strength of my spell. No matter, they will still die by my claws!" - Tundra, Oathkeeper of Arctos

    Ice Orc Archer:
    • DPS: 15
    • Range: 6.8
    • HP: 175
    • Speed: 1
    • Rift Points: 1
    • Bounty: 73
    • Keywords:
      • Ranged: Attacks at range.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate.

    Ice Orc TNT Archer:
    • DPS: 45
    • Range: 7.8
    • HP: 255
    • Speed: 1
    • Rift Points: 1
    • Bounty: 128
    • Keywords:
      • Ranged: Attacks at range.
      • Explosive: Damages traps and heroes in an area.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate.

    Ice Troll:
    • DPS: 26.7
    • Range: 1.1
    • HP: 1276
    • Speed: 1
    • Rift Points: 2
    • Bounty: 172
    • Keywords:
      • Large: Unaffected by physics traps.
      • Regenerating: Regenerates 2% health per second while not in combat.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: Ice trolls deal massive frost damage and regenerate their health. They are also unaffected by physics traps and resistant to frost damage.
    • Flavor Text: ---

    Shielded Ice Troll:
    • DPS: 20
    • Range: 1
    • HP: 728
    • Speed: 1
    • Rift Points: 3
    • Bounty: 225
    • Keywords:
      • Large: Unaffected by physics traps.
      • Regenerating: Regenerates 2% health per second while not in combat.
      • Blocking: Blocks frontal assaults.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate.


    Northmun:

    Light Northmun Soldier:
    • DPS: 8
    • Range: 0.8
    • HP: 118
    • Speed: 1
    • Rift Points: 1
    • Bounty: 54
    • Keywords:
      • Steady: Acquires significant damage resistance while at low health.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate.

    Medium Northmun Soldier:
    • DPS: 12
    • Range: 1
    • HP: 294
    • Speed: 1
    • Rift Points: 1
    • Bounty: 68
    • Keywords:
      • Steady: Acquires significant damage resistance while at low health.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate.

    Heavy Northmun Soldier:
    • DPS: 15
    • Range: 1
    • HP: 700
    • Speed: 1
    • Rift Points: 1
    • Bounty: 110
    • Keywords:
      • Steady: Acquires significant damage resistance while at low health.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: As the elite guard of Deg Itan, these soldiers deal massive frost and physical damage. They have high health but also gain damage resistance at low health. They are resistant to frost damage, but susceptible to fire damage.
    • Flavor Text: "HOGARTH ONCE HEAVY NORTHMUN SOLDIER. NOW JUST HEAVY NORTHMUN. HA HA HA!" - Hogarth, Frozen Shield of Deg Itan

    Arctos Grizzly:
    • DPS: 15
    • Range: 1.1
    • HP: 425
    • Speed: 1
    • Rift Points: 2
    • Bounty: 172
    • Keywords:
      • Large: Unaffected by physics traps.
      • Vindictive: Regains 25% of its health when a nearby ally dies.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: Hailing from the frozen land of Arctos, grizzly minions are large in size, have moderate health, and are angered when their allies fall.
    • Flavor Text: ---

    Shielded Arctos Grizzly:
    • DPS: 10
    • Range: 1.3
    • HP: 403
    • Speed: 1
    • Rift Points: 2
    • Bounty: 225
    • Keywords:
      • Large: Unaffected by physics traps.
      • Blocking: Blocks frontal assaults.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: Carrying the standard of Arctos, these grizzlies are protected from frontal assaults, are highly resistant to frost damage, susceptible to fire damage, and have powerful medium-range melee attacks. They ignore heroes and physics traps, and attack guardians.
    • Flavor Text: ---

    Armored Arctos Grizzly:
    • DPS: 40
    • Range: 1.3
    • HP: 1232
    • Speed: 1
    • Rift Points: 4
    • Bounty: 290
    • Keywords:
      • Large: Unaffected by physics traps.
      • Vindictive: Regains 25% of its health when a nearby ally dies.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: As veterans of the army of Arctos, these grizzlies are protected against frost damage but are susceptible to fire damage. Their attacks deal significant medium-range damage.
    • Flavor Text: "Bears, bears, and bears. OH MY!" - Maximilian, the War Mage


    Fire Fiends:

    Fire Fiend Imp:
    • DPS: 15
    • Range: 0.9
    • HP: 80
    • Speed: 2
    • Rift Points: 1
    • Bounty: 40
    • Keywords:
      • Fast: Unusually quick and not easily distracted.
      • Swarming: Waves spawn in large numbers.
      • Flame Retardant: Takes -50% less fire damage, but +50% more frost damage.
      • Pacifist: Will not attack anything but gates.
    • Description: As familiars of the firelords, these mischievous imps not only deal fire damage, but are quick and rush to enemy rifts ignoring heroes and guardians. They are resistant to fire damage but susceptible to frost damage.
    • Flavor Text: ---

    Light Fire Fiend:
    • DPS: 7
    • Range: 0.8
    • HP: 96
    • Speed: 1
    • Rift Points: 1
    • Bounty: 42
    • Keywords:
      • Swarming: Waves spawn in large numbers.
      • Flame Retardant: Takes -50% less fire damage, but +50% more frost damage.
    • Description: Recently created as thralls of the firelords, light fire fiends deal fire and physical damage and have average health. They are resistant to fire damage but susceptible to frost damage.
    • Flavor Text: ---

    Medium Fire Fiend:
    • DPS: 9
    • Range: 0.8
    • HP: 230
    • Speed: 1
    • Rift Points: 1
    • Bounty: 54
    • Keywords:
      • Swarming: Waves spawn in large numbers.
      • Flame Retardant: Takes -50% less fire damage, but +50% more frost damage.
    • Description: As servants of the firelords, these warriors are the fiery heart of the fiend army. They deal moderate physical and fire damage, have moderate health, and are resistant to fire damage. However, they are susceptible to frost damage.
    • Flavor Text: ---

    Heavy Fire Fiend:
    • DPS: 15
    • Range: 1
    • HP: 616
    • Speed: 1
    • Rift Points: 1
    • Bounty: 90
    • Keywords:
      • Swarming: Waves spawn in large numbers.
      • Flame Retardant: Takes -50% less fire damage, but +50% more frost damage.
    • Description: Called by the firelords to fight, heavy fire fiends are veteran fighters who can take a lot of punishment and deal massive physical and fire damage. They are also resistant to fire damage but susceptible to frost damage.
    • Flavor Text: ---

    Fire Fiend Warlock:
    • DPS: 40
    • Range: 7
    • HP: 448
    • Speed: 1
    • Rift Points: 4
    • Bounty: 190
    • Keywords:
      • Ranged: Attacks at range.
      • High Damage: Deals high damage.
      • Trap Resistant: Resists most damage from traps.
      • Incendiary: Attacks do additional damage over time.
      • Flame Retardant: Takes -50% less fire damage, but +50% more frost damage.
    • Description: Anointed by the firelords, fire fiend warlocks wield elemental fire magic in the form of powerful ranged fire damage spells. They have low health and are susceptible to frost damage, but are resistant to fire damage.
    • Flavor Text: ---


    Pirates:

    Light Orc Pirate:
    • DPS: 10
    • Range: 0.8
    • HP: 42
    • Speed: 1.2
    • Rift Points: 1
    • Bounty: 42
    • Keywords:
      • Swarming: Waves spawn in large numbers.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate.

    Medium Orc Pirate:
    • DPS: 15
    • Range: 0.8
    • HP: 90
    • Speed: 1.2
    • Rift Points: 1
    • Bounty: 54
    • Keywords:
      • Swarming: Waves spawn in large numbers.
    • Description: These salty sea orcs have less health than medium orcs but are faster and deal more damage.
    • Flavor Text: ---

    Heavy Orc Pirate:
    • DPS: 20
    • Range: 1
    • HP: 297
    • Speed: 1.2
    • Rift Points: 1
    • Bounty: 90
    • Keywords:
      • Swarming: Waves spawn in large numbers.
    • Description: Murderous pirate orcs maraud the seas of Centre. These orcs are faster and better at fighting, dealing more damage than other heavy orcs, but have less health.
    • Flavor Text: Don't drink orc pirate grog. You don't want to know what it is.

    Ogre Pirate:
    • DPS: 17.1
    • Range: 1.1
    • HP: 750
    • Speed: 1
    • Rift Points: 2
    • Bounty: 172
    • Keywords:
      • Large: Unaffected by physics traps.
      • Charging: Rushes towards enemy heroes from a moderate range at high speed.
      • Maiming: Slows enemies with its attacks.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate.

    Troll Pirate:
    • DPS: 25.3
    • Range: 1.1
    • HP: 1344
    • Speed: 1
    • Rift Points: 2
    • Bounty: 172
    • Keywords:
      • Large: Unaffected by physics traps.
      • Regenerating: Regenerates 2% health per second while not in combat.
    • Description: Unsurprisingly, trolls make pretty good pirates. Troll pirates deal more damage than normal trolls and regenerate health, but have less overall health.
    • Flavor Text: Troll pirates, because of their limited vocabulary and teeth configuration, can't say "Arr." All they can manage is "Uuff."

    Shielded Troll Pirate:
    • DPS: 20
    • Range: 1
    • HP: 728
    • Speed: 1
    • Rift Points: 3
    • Bounty: 225
    • Keywords:
      • Large: Unaffected by physics traps.
      • Regenerating: Regenerates 2% health per second while not in combat.
      • Blocking: Blocks frontal assaults.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate.



    Elementals:

    Earthling:
    • DPS: 8
    • Range: 1
    • HP: 77
    • Speed: 2
    • Rift Points: 1
    • Bounty: 41
    • Keywords:
      • Fast: Unusually quick and not easily distracted.
      • Unstoppable: Immune to stunning and slowing effects.
      • Pacifist: Will not attack anything but gates.
    • Description: Earthlings cleave from earth elementals when they die. They are small and hard to kill, and can overwhelm heroes when in groups.
    • Flavor Text: Do not say "greetings, Earthling" to an earthling. They've heard that joke before.

    Earth Elemental:
    • DPS: 28
    • Range: 1
    • HP: 1200
    • Speed: 1
    • Rift Points: 2
    • Bounty: 60
    • Keywords:
      • Replicating: Divides into smaller units upon death.
      • Unstoppable: Immune to stunning and slowing effects.
    • Description: Earth Elementals cleave from earth lords when they die. They are small and hard to kill, and can overwhelm heroes when in groups.
    • Flavor Text: Available in small, medium, large, and very large.

    Fireling:
    • DPS: 10
    • Range: 0.8
    • HP: 77
    • Speed: 1.6
    • Rift Points: 0
    • Bounty: 41
    • Keywords:
      • Hero-Seeking: Hunts down enemy heroes.
      • Leaping: Jumps over barricades and wall traps.
      • Incendiary: Attacks do additional damage over time.
      • Flame Retardant: Takes -50% less fire damage, but +50% more frost damage.
      • Kamikaze: Explodes upon reaching its target, killing itself in the process.
    • Description: Firelings kindle from fire elementals when they die. They are small and hard to kill, and can overwhelm heroes when in groups.
    • Flavor Text: Firelings do not make good pets.

    Fire Elemental:
    • DPS: 20
    • Range: 1
    • HP: 1344
    • Speed: 1
    • Rift Points: 1
    • Bounty: 60
    • Keywords:
      • Replicating: Divides into smaller units upon death.
      • Flame Retardant: Takes -50% less fire damage, but +50% more frost damage.
    • Description: Fire elementals emerge from the embers that erupt from fire lords as they die.
    • Flavor Text: Fire elementals are the most dangerous of all the elementals. They are unstable and have a disregard for the other elements.

    Iceling:
    • DPS: 8
    • Range: 1
    • HP: 77
    • Speed: 2
    • Rift Points: 1
    • Bounty: 41
    • Keywords:
      • Fast: Unusually quick and not easily distracted.
      • Unstoppable: Immune to stunning and slowing effects.
      • Pacifist: Will not attack anything but gates.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate. Spawns exclusively from the defeat of an Ice Elemental.

    Ice Elemental:
    • DPS: 28
    • Range: 1
    • HP: 1200
    • Speed: 1
    • Rift Points: 2
    • Bounty: 60
    • Keywords:
      • Replicating: Divides into smaller units upon death.
      • Unstoppable: Immune to stunning and slowing effects.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: ---
    • Flavor Text: ---
    Note: Stats are assumed and may not be accurate. Spawns exclusively from the defeat of Iceberg.
    Post edited by Sciz on
  • ScizSciz Member, Master Founder, Early Access
    edited March 21
    Bosses:

    Bulgod:
    • DPS: 28.6
    • Range: 1.3
    • HP: 3920
    • Speed: 1
    • Rift Points: 4
    • Bounty: 300
    • Keywords:
      • Large: Unaffected by physics traps.
      • Charging: Rushes towards enemy heroes from a moderate range at high speed.
      • Maiming: Slows enemies with its attacks.
      • Shockwave: Concussive waves disable nearby traps and throw enemy heroes.
    • Description: As an armored ogre general, Bulgod disables traps in a wide area with his attacks, giving his troops a better chance at surviving.
    • Flavor Text: "If you give an ogre a club, he'll hit you with it. If you give him a chair, he'll hit you with it. If you give him a fish, he MIGHT eat it, but he will most likely hit you with it first. Lesson: Don't give an ogre ANYTHING." - from The Species of Centre by Prof. Rodergo, Order Academy

    Commander Tower:
    • DPS: 150
    • Range: 1.3
    • HP: 4480
    • Speed: 1
    • Rift Points: 6
    • Bounty: ???
    • Keywords:
      • Large: Unaffected by physics traps.
      • Blocking: Blocks frontal assaults.
      • Pacifist: Will not attack anything but gates.
    • Description: Commander Tower leads his army to victory by leading the charge and protecting all minions behind him with towering shield.
    • Flavor Text: ---

    Dread:
    • DPS: 55
    • Range: 1.3
    • HP: 2240
    • Speed: 1
    • Rift Points: 4
    • Bounty: 225
    • Keywords:
      • Large: Unaffected by physics traps.
    • Description: His name is what the Order feels when they see him on the battlefield. Dread, an orc general, buffs his compatriots with health to help them survive.
    • Flavor Text: How would YOU feel if your mother named you "Dread?"

    Gaeadin:
    • DPS: 42
    • Range: 1
    • HP: 3000
    • Speed: 1
    • Rift Points: 6
    • Bounty: 365
    • Keywords:
      • Large: Unaffected by physics traps.
      • Replicating: Divides into smaller units upon death.
      • Unstoppable: Immune to stunning and slowing effects.
    • Description: The Earth Lord, Gaeadin, is immune to slows and stuns and splits into smaller versions of herself when destroyed, making her very hard to kill.
    • Flavor Text: Earth Lords are powerful elementals that roam the land punishing those who upset the natural balance of the earth.
    • Flavor Text 2: The proliferation of rifts across Centre has awoken Gaeadin, the Earth Lord--and she is angry.

    Grenwalde:
    • DPS: 3.6
    • Range: 2.9
    • HP: 2800
    • Speed: 1
    • Rift Points: 4
    • Bounty: 300
    • Keywords:
      • Large: Unaffected by physics traps.
      • Ranged: Attacks at range.
      • Hero Healing: Heals nearby allied heroes.
      • Lifestealing: Drains health from nearby enemies.
    • Description: The Nature Lord, Grenwalde, blesses those who respect nature by using his powers to heal his allies. He also steals life from his foes.
    • Flavor Text: "Unlike the other elemental lords, Grenwalde is not blindly destructive and does not 'split' as the others do to continue attacking. However, if you take one of his butterflies he will get very, very cross with you. Don't do it." - Hester's Guide to Magical Flora and Fauna

    Iceberg:
    • DPS: 38
    • Range: 1
    • HP: 3800
    • Speed: 1
    • Rift Points: 6
    • Bounty: 365
    • Keywords:
      • Large: Unaffected by physics traps.
      • Replicating: Divides into smaller units upon death.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: The Ice Lord, Iceberg, hails from the frozen frost caverns of Arctos. He is resistant to frost damage, but susceptible to fire damage, and splits into smaller elementals when damaged.
    • Flavor Text: Icelings do NOT make good ice cubes. They move too much and like to drink.

    Lyzander:
    • DPS: 6
    • Range: 7.8
    • HP: 2800
    • Speed: 1
    • Rift Points: 4
    • Bounty: 300
    • Keywords:
      • Large: Unaffected by physics traps.
      • Resurrecting: Periodically resurrects nearby fallen minions.
      • Lifestealing: Drains health from nearby enemies.
    • Description: As a disciple of the Cult of Death, Lyzander practices one of the dark arts of necromancy: resurrection. As such, he resurrects his allies.
    • Flavor Text: "Death is as impermanent as life if you know the secrets of resurrection." - Stallid, High Priest of the Cult of Death

    Mr. Moneybags:
    • DPS: 20
    • Range: 1.1
    • HP: 3920
    • Speed: 1
    • Rift Points: 0
    • Bounty: 172 (+5000 in drops)
    • Keywords:
      • Large: Unaffected by physics traps.
      • Pacifist: Will not attack anything but gates.
    • Description: A well-heeled ogre from old ogre money, Mr. Moneybags disables traps but also leaves a generous amount of coin behind when killed.
    • Flavor Text: ---

    Orfum:
    • DPS: 50
    • Range: 1.3
    • HP: 3360
    • Speed: 1
    • Rift Points: 6
    • Bounty: 300
    • Keywords:
      • Large: Unaffected by physics traps.
      • Regenerating: Regenerates 2% health per second while not in combat.
      • Barricade Bash: Destroys wall and barricade traps.
    • Description: A venerated mountain troll warrior, Orfum deals an impressive amount of damage and regenerates his health quickly. He ignores physics traps.
    • Flavor Text: Mountain trolls consider themselves to have a culture distinct from the lowland trolls. To their annoyance, lowland trolls don't consider them to be different.

    Sarge:
    • DPS: 55
    • Range: 1
    • HP: 2576
    • Speed: 1
    • Rift Points: 4
    • Bounty: 225
    • Keywords:
      • Large: Unaffected by physics traps.
      • Steady: Acquires significant damage resistance while at low health.
    • Description: Sarge is a legend among Order soldiers, and his mere presence inspires them to fight more fiercely. Soldiers near Sarge deal increased damage.
    • Flavor Text: No one has seen Sarge without his helmet. NO one.

    Scurvy Rumrudder:
    • DPS: 55
    • Range: 1.3
    • HP: 2240
    • Speed: 1
    • Rift Points: 4
    • Bounty: 300
    • Keywords:
      • Large: Unaffected by physics traps.
    • Description: As a full-time pirate and part-time guardian, Scurvy Rumrudder knows how to hit a guardian where it hurts. As a boss, Scurvy deals increased damage to guardians.
    • Flavor Text: "Aye, me rum NEVER be gone!" - Scurvy Rumrudder

    Snowflake:
    • DPS: 8
    • Range: 6.8
    • HP: 3920
    • Speed: 1
    • Rift Points: 6
    • Bounty: 172
    • Keywords:
      • Large: Unaffected by physics traps.
      • Ranged: Attacks at range.
      • Leaping: Jumps over barricades and wall traps.
      • Regenerating: Regenerates 2% health per second while not in combat.
      • Chilling: Attacks build up a chill on heroes, eventually freezing them momentarily.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: Snowflake is not as gentle as her name implies. She lobs snow at her enemies, freezing them as she angrily stomps towards their rifts. She is resistant to frost damage but susceptible to fire damage.
    • Flavor Text: "Much like trolls, there are few ways to distinguish between the male and female of the yeti species." - Hester's Guide to Magical Flora and Fauna

    Swiftyhooves:
    • DPS: 30
    • Range: 0.9
    • HP: 2464
    • Speed: 2
    • Rift Points: 6
    • Bounty: 300
    • Keywords:
      • Large: Unaffected by physics traps.
      • Fast: Unusually quick and not easily distracted.
      • Leaping: Jumps over barricades and wall traps.
      • Pacifist: Will not attack anything but gates.
    • Description: A very large and very fast satyr, Swiftyhooves dashes quickly towards enemy rifts, jumping any walls or barricades in his path.
    • Flavor Text: "Well! He's quite a biggun, ain't he? Lookit them chompers!" - Dobbin, Claim Jumper

    Tiklik:
    • DPS: ???
    • Range: ???
    • HP: 672
    • Speed: 1
    • Rift Points: 4
    • Bounty: ???
    • Keywords:
      • Large: Unaffected by physics traps.
      • Healing: Heals nearby minions.
      • Lifestealing: Drains health from nearby enemies.
    • Description: The leader of the hobgoblin shamans, TikLik, wears the mysteriously powerful chieftain mask. TikLik uses his powers to heal his allies and steal life from his enemies.
    • Flavor Text: It is rumored that TikLik's mask was a gift from the god of another plane of existence.
    • Note: Tiklik is still being researched.

    Tubifore:
    • DPS: 50
    • Range: 1.3
    • HP: 3360
    • Speed: 1
    • Rift Points: 6
    • Bounty: 300
    • Keywords:
      • Large: Unaffected by physics traps.
      • Regenerating: Regenerates 2% health per second while not in combat.
      • Barricade Bash: Destroys wall and barricade traps.
    • Description: The son Bionka never speaks of, Tubifore, attacks barricades and regenerates health when he is not taking damage.
    • Flavor Text: "Hunny, you don' wanna know." - Bionka, Queen Momma

    Urza:
    • DPS: 38
    • Range: 1
    • HP: 5040
    • Speed: 1
    • Rift Points: 6
    • Bounty: 365
    • Keywords:
      • Large: Unaffected by physics traps.
      • Replicating: Divides into smaller units upon death.
      • Flame Retardant: Takes -50% less fire damage, but +50% more frost damage.
    • Description: Elemental spirits rise when there is strife and turmoil and when magic is misused. When times are violent and cruel, Urza, the Fire Lord, is called to battle.
    • Flavor Text: As king of the firelords, Urza is very hard to kill. When Urza's main form is destroyed, he splits into smaller, explosive versions of himself. Urza also resists fire damage.
    • Note: Urza breaks into Firelings on death, not Fire Elementals.

    Vitality:
    • DPS: 25
    • Range: 4
    • HP: 2800
    • Speed: 1
    • Rift Points: 4
    • Bounty: 300
    • Keywords:
      • Large: Unaffected by physics traps.
      • Ranged: Attacks at range.
      • Resurrecting: Periodically resurrects nearby fallen minions.
      • Lifestealing: Drains health from nearby enemies.
    • Description: As a disciple of Stinkeye, Vitality has learned the secrets of resurrection. On the battlefield, Vitality resurrects allied minions and steals life from his foes.
    • Flavor Text: Necromancy is outlawed by the Territories Humaine, the Eight Groves, and Deg Itan.
    Post edited by Sciz on
  • TimeMasterTimeMaster Member, Early Access
    I wonder where you got that from... ;)
  • ScizSciz Member, Master Founder, Early Access
    edited February 25
    I wonder where you got that from... ;)
    The Minion Field Guide is the work of a professional team of orcologists who have dedicated their lives to studying the enemy so that we might develop better traps, spells, and weapons against them. They do this from the safety of their labs by examining the many gibs strewn about the field of battle, and extend their thanks to the Order's valiant war mages and tireless janitorial department for providing them with so many specimens.

    Where direct field research is necessary, they turn to the Academy's ever-eager pool of student interns, who can receive credit for attending one of Master Cygnus's lectures by instead risking life and limb gathering data on the field of battle at a theoretically safe distance of five to eight trap lengths behind a war mage. The author suspects this choice was not intended to be taken seriously, but the program has proven to be remarkably popular and Cygnus has yet to convince current Academy leadership to write it back out of the rulebook, despite its somewhat detrimental effect on graduation rates.

    The entries on the fine troops of the Order are included to serve as a point of comparison for our forces against the wretched orcish hordes, and were generously donated by the Order's expert physicians in hopes that the light soldiers will stop trying to go toe-to-toe with heavy orcs.

    Post edited by Sciz on
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