The Minion Field Guide

edited April 23 in Community Guides
Revision 2.0


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 1.18 standard trap lengths 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 explanation of what the minion is.

Notes:
  • The Minion Field Guide is was formerly presented entirely in text. This is was 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 was answering our job postings anymore. Fortunately for you, dear reader, unlike those bird watching pansies, you are were after a more interesting game, and we have had 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 would have been entirely capable of identifying them at a glance given only their names, without any further visual aids. Happy hunting!
  • Good news! As of revision 1.9, we've finally managed to talk our publisher into paying for a small artist's rendering* for each entry, based on descriptions of their appearance as reported by war mages fresh from the field. We would like to assure our readers that we sought out multiple accounts for each creature in the interests of accuracy, no matter how much we enjoyed the... colorful reports of Grand War Mage Maximilian**.
    • * That is to say that the illustrations are small, not the artist. The artist is an elf, and as such towers over everyone here in the office except for Jonathan, who is a grizzly, and who gets away with suggesting that she is on the short side by elf standards precisely because he is a grizzly.
    • ** "Okay, so like, there was this one baddie who was like, fifteen—no, twenty feet tall, with claws the size of scythes and a hundred sharp, pointy teeth, wearing armor made out of skulls that also all had a hundred sharp, pointy teeth, and the color of... of, uh... I guess the best way to describe it would be... okay, you know the color of puke from after when you've been on a really good bender down at the bar and had three or four ladies draping themselves all over you all at the same time, but there was this one gorgeous redhead over at another table who wasn't looking my way but I figured she obviously just hadn't noticed me yet, so I decided I'd break out the ol' 'chug two beers at once' trick I picked up from the dwarves back in my mining days to impress her, so I got the barkeep's attention, grabbed the bowl of pretzels, and started peeling off my shirt—" [Editor's Note: The remainder of this anecdote has been redacted at the request of the Academy.]
  • 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: Not available at your local animal shelter.
  • Flavor Text 2: "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: 2.3
  • 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: 1.2
  • 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: "HIMS LOVE HORNED-HELMET LOOK." - Hogarth, the Frozen Shield of Deg Itan


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: Their stilts get a new pedicure every week.


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," orc archers 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.
  • Flavor Text 2: "They too vindicate the dead!" - Blackpaw, Vindicator of the Dead


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, charging in and slowing 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."
  • Flavor Text 3: These ogres are tired of fighting. Look at their faces. They're so ogre it.


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 charge in and slow 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, slow their enemies, and ignore physics traps.
  • Flavor Text: "In times of upheaval, the usually neutral lords of the elements conscript armies to fight for them. Their favorite thralls seem to be ogres." - Hester's Guide to Magical Flora and Fauna
  • Flavor Text 2: 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: Blessed by the ice lords, frost ogres deal frost damage and slow enemies. They ignore physics traps and are resistant to frost damage, but 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.
  • Flavor Text 2: "Contrary to popular belief, trolls do not live under bridges, beds, or dark closets. They actually live in sweet, wee cottages, usually by a brook or river." - from The Species of Centre by Prof. Rodergo, Order Academy


Shield 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.
  • Flavor Text 3: "They have shields now? Thaaaat's not good." - Zoey, the Chaotic Apprentice


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
  • Flavor Text 3: The feathers make them feel pretty.


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 missiles at non-believers who get in their way.
  • Flavor Text: Fun fact: Shaman robes are called "shammies."
Post edited by Sciz on

Comments

  • edited April 23
    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: "Heavy soldier? Why not plus-sized soldier, or super-sized soldier? What? Heavy's just insensitive, you know?" Liam, Heavy Soldier


    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 TNT Archer:
    • 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, TNT Archer
    • Flavor Text 2: "TNT archery isn't THAT danger--" - The last words of Nigel, TNT Archer
    • Note: This unit is believed not to be currently in use.


    Pride Hunter:
    • DPS: 35
    • Range: 1.1
    • HP: 400
    • 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.
    • Flavor Text 2: "I thought if anything a dwarf would lob a BEER at me--not a grenade." - Ivy, Warden of the First Grove


    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.


    Shield 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.
    • Flavor Text 2: These grizzlies have a right to BEAR arms... And wear armor.
    • Flavor Text 3: "Grizzly hide is so tough, I have NO idea why they bother with armor." from The Species of Centre by Prof. Rodergo, Order Academy


    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: They're a giant headache for everyone.
    • Flavor Text 3: "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: Forest giants don't have the problem of not seeing the forest for the trees. They can see right over them.


    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 mages risk spontaneous combustion, hyperthermia, and severe burns to finish their training. Only the best survive and graduate.


    Post edited by Sciz on
  • edited April 23
    The Frost Clan:


    Frost Clan 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: Frost Clan kobolds rely on their speed to get to rifts because of their low health, but they are resistant to frost damage.
    • Flavor Text: ---


    Kamikaze Frost Clan 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.
      • 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 Frost Clan Orc:
    • DPS: 6
    • 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: Light Frost Clan orcs have an average amount of health and deal an average amount of frost damage. They can also freeze enemies.
    • Flavor Text: ---


    Medium Frost Clan 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: Medium Frost Clan orcs are studier and deadlier than light Frost Clan orcs. They deal moderate frost damage and have moderate hit points.
    • Flavor Text: ---


    Heavy Frost Clan 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


    Frost Clan Archer:
    • DPS: 17.5
    • Range: 9
    • 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: Having little training other than "pointy end that way," Frost Clan archers deal moderate ranged damage but have low health. However, they resist frost damage.
    • Flavor Text: ---


    Frost Clan 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.


    Frost Clan 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: Frost Clan trolls deal massive frost damage and regenerate their health. They are also unaffected by physics traps and resistant to frost damage.
    • Flavor Text: These trolls would LOVE to put you on ice.


    Frost Clan Shield Troll:
    • DPS: 20
    • Range: 1
    • HP: 716
    • 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: Frost Clan shield trolls deflect frontal attacks, deal physical damage, regenerate health, ignore heroes and physics traps, and focus on guardians. They are also resistant to frost damage.
    • Flavor Text: These trolls love a good War Mage-cicle.


    Northmun:


    Light Northmun Soldier:
    • DPS: 8
    • Range: 1
    • 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: Light Northmun Soldiers are new to the army of Deg Itan and not as battle-hardened as their brethren. Although they have average health and deal average damage, they gain some damage resistance at low health. Northmun are resistant to frost damage.
    • Flavor Text: They come from the land of the ice and snow.


    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: Medium Northmun Soldiers are the bulk of the army of Deg Itan, having moderate armor, health, and dealing moderate damage. They gain some damage resistance at low health and are resistant to frost damage.
    • Flavor Text: ---


    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


    Northmun 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.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: Northmun Archers hunt down the enemies of Deg Itan with crossbow bolts, dealing high damage at range. They have low health, but are deadly in groups and resistant to frost damage.
    • Flavor Text: ---


    Northmun TNT Archer:
    • 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.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate. This unit is believed not to be currently in use.


    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: ---


    Arctos Shield 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: ---


    Arctos Armored 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


    Northmun 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.
      • 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 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.
      • Frost Resistant: Takes -50% less frost damage, but +50% more fire damage.
    • Description: ---
    • Flavor Text: ---
    • Note: Stats are assumed and may not be accurate.


    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: 8
    • Range: 0.8
    • HP: 48
    • Speed: 1.3
    • Rift Points: 1
    • Bounty: 42
    • Keywords:
      • Swarming: Waves spawn in large numbers.
    • Description: These orc swabbies are bloodthirsty but inexperienced. They deal more damage and are faster than light orcs but have lower health.
    • Flavor Text: "Trust me, you DON'T want any pirate orc booty." - Maximilian, the War Mage


    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: "...You meen we akshully pirates? Me thot we wer LARPing!" - Yoder, Orc Pirate


    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 orc pirates 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: 20
    • 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: Ogre pirates have a little less health but are faster and deal more damage than other ogres. Like all ogres, they slow their enemies.
    • Flavor Text: "Want be pirate but don't want to rock boat!" - Guk, Frost Ogre


    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."


    Shield 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: These trolls deflect frontal assaults, ignore physics traps and heroes, and gun for guardians. As pirates, these trolls deal more damage than normal trolls and regenerate health, but have less overall health.
    • Flavor Text: ---



    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: 960
    • 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: 1075
    • 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.
    • Flavor Text 2: "Underestimating the ire of the fire lords and their elemental brethren is a costly mistake. Approach with humbleness and caution if encountered in the wild." - Hester's Guide to Magical Flora and Fauna


    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.


    Ice Elemental:
    • DPS: 24
    • Range: 1
    • HP: 940
    • 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: Splintered from the ice lords when they die, these elementals hit hard and deal frost damage.
    • Flavor Text: "Don't lick ice elemental gibs. You'll get your tongue stuck. And don't ask me how I know that." - Maximilian, the War Mage
    Post edited by Sciz on
  • I wonder where you got that from... ;)
  • edited April 5
    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 editors of the Guide suspect 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
  • We hope our readers will be delighted to know that our publisher finally shelled out for an artist. More details can be found in the notes section of the prologue.
  • The Order TNT Archers and Northum Bombers have gone extinct due to over farming. So can they be removed from this guide because it will confuse trainees.
    Also Grenwalde has developed a new hatred of Heroes and has now refused to heal them any more. So could be changed in the new issue.
    Moneybags has stopped disabling traps, so a note needs to be put in his description to make clear to pupils reading up.

    Can we have a new chapter on Mercenaries they are a new enemy threatening the lives of citizens across the realm. The Trainees need to get to know them so they don't go into battle not knowing what they are. Any information is good information. 
    Keep it secret, Keep it safe.
    New? Here are some Game Tipz.
  • edited May 1
    The Order TNT Archers and Northum Bombers have gone extinct due to over farming. So can they be removed from this guide because it will confuse trainees.
    While the dynamite archery division is currently undeployed due to the preponderance of... incidents, we're not certain the Order has entirely retired the concept just yet, especially as the orcs continue to use it to considerable effect. Still, the point is noted, and we'll make a mention of it.
    Also Grenwalde has developed a new hatred of Heroes and has now refused to heal them any more. So could be changed in the new issue.
    Keenly spotted!
    Moneybags has stopped disabling traps, so a note needs to be put in his description to make clear to pupils reading up.
    Mr. Moneybags, to our past and current knowledge, has never disabled traps, as he finds such grunt work beneath him. On reflection, we find ourselves baffled that such a note was ever made.
    Can we have a new chapter on Mercenaries they are a new enemy threatening the lives of citizens across the realm. The Trainees need to get to know them so they don't go into battle not knowing what they are. Any information is good information.
    We are aware of the honorless, gold-hungry sellswords plaguing the battlefields, and find their presence to be an alarming escalation in the war. To think that some of our own would aid the orcs for mere money! And yet their skills are undeniable, to the point that we understand the Order has gotten into a bidding war for their services, and not simply to spare our forces the trouble of facing them in battle. Quite the lucrative position for those who can make the grade, it seems, but we fear that encouraging such naked avarice will lure otherwise promising young potential war mages away from the path of proper military service.

    And they're certainly not paying us extra. Alas, the position of a humble guide writer offers very little leverage. Even if we would write for the orcs—and we pause here to emphasize that we most certainly would not, the filthy savages—the progression from "contractor" to "mercenary" implies that there exists another side that is willing to actually pay for one's services, and the orcs already have their own version of the guide.

    All rambling aside, we do intend to gather what information on them we can, but their presence remains a strange new element on the field, and our knowledge is currently very limited (quoth Grand War Mage Maximilian: "Look, all I'm saying is, a bear with a belly like that has done some serious drinking. I look at that bear and I'm like, 'I wanna be that bear.' He's living the life, you know?").

    We'll see what we can do.
    Post edited by Sciz on
  • Also it looks like minions now each have their own set kill score value.  I haven't thoroughly tested all enemy types but it looks like small/regular enemies are worth 10, heavy enemies are worth 20, mercs are worth 40.  Haven't tested bosses or other special types yet.  Is this info easily found in the game files? 
  • edited April 23
    SeanPoe said:
    Also it looks like minions now each have their own set kill score value.  I haven't thoroughly tested all enemy types but it looks like small/regular enemies are worth 10, heavy enemies are worth 20, mercs are worth 40.  Haven't tested bosses or other special types yet.  Is this info easily found in the game files? 
    AFAIK that's more or less correct, but the score system isn't my area of expertise. TimeMaster's a better guy to ask. Score values aren't exposed in the data, no.

    [/OOC]

    We have heard that some war mages like to keep "score" in battle as a sort of way to determine bragging rights, and that the generally agreed upon rules for this scorekeeping were recently changed, but we find such activities to be unprofessional and beyond the scope of the Guide. Count the orcs you kill if you must, but does it truly matter if you do it in style? Back in our day you had a master teaching an apprentice and they were concerned about getting the job done, not dazzling their peers with convoluted, finicky trapping schemes that—[etc., etc]
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