Order - Faction presentation
Greetings, Lords!
[p]Each passing day brings us closer to the release of our game in Early Access. It’s the perfect time to begin introducing the playable factions and shedding more light on the world of Lords of the Void. [/p][p][/p][p]Today, we focus on one of the central powers in this shattered realm: Order faction. [/p][p][/p][p]
[/p][h2]Campaign hero: Eiswald[/h2][p]
- [p]Footman – a steadfast warrior trained for both offense and control. His abilities can stun enemies (that pushes the attacked unit’s action at the end of the combat round) and his presence blocks nearby enemies from reaching more vulnerable units behind the front lines.[/p]
- [p]Archer – the only ranged unit among the Order’s ranks. Might launch an area damage attack, with reduced damage compared to a single target shot, but it’s highly effective against a large group of enemies, summoned creatures and breaking protecting barriers.[/p]
- [p]Hound – a fast-moving, high-damage unit bred for precision strikes. Deals bonus damage to shooters, making it their natural counter. However, Hounds have low health so leveling them up might be a real challange. If you achieve that, you will command a fearsome beast, capable of taking out enemy shooters with a single attack.[/p]
- [p]Cavalier – a second fast unit in Order’s ranks. Unlike the Hounds, Cavaliers attacks with crushing charge, dealing damage to the enemy unit and half damage to the target standing next to it. This ability must be handled with care, because misplaced charges can injure allied units as well.[/p]
- [p]Templar – clad in heavy armor, Templars are warriors granted with parial resistance to magic (due to his mutation). Through prayer, can boost magic resistance of allied unit. Using pillum can reach foes at the backline. Specialized in countering enemy magicians.[/p]
- [p]Knight – a cavalry-based hero focused on speed and aggression. His skills boost unit movement and favor a blitz strategy.[/p]
- [p]Paladin – a templar hero built for defense. With his Defensive Aura, he becomes a near-unkillable force as he levels up, shielding allies and holding key positions.[/p]
- [p]Scouting – all Teams and Structures on the map increase their visibility range until the end of this turn. [/p][p]Usefull if you are not sure where the opponent is or you wish to search for a glyph on the map.[/p]
- [p]Economic – picked Town or Capital will produce additional income from every Province it controls next turn. This decree will be auto-used at the beginning of next turn, on the same area.[/p]
- [p]Medical – all your units, in every Teams and garrisons, will restore additional 15% of hitpoints at the beginning of your next turn. (basic hitpoints restoration per turn is 10%, with this decree it is increased up to 25%). Allied teams will also be affected by this Decree.[/p]
- [p]Logistic – All your Teams gain additional move point.[/p][p]It is recommended to lead few teams, not only one, and this decree gives extra movie point for each of the team. So the more teams, the more beneficial this action becomes.[/p]
- [p]Training – Selected Team, that has at least 4 move points, will spend these move points on training. All units of that Teams will gain 10 experience points. Units cannot level up this way.[/p]
- [p]Plunder – Selected Team, that stays at enemy Province and has at least 4 move points, will spend these move points on plundering. This enemy loses 5 resources from that region and you receives these 5 resources.[/p][p]For now I'm not sure if Plunder is balanced or not, or even if it's usefull in real PvP situations. To this point I played LotV one time with friends on hotseat. Just once, because of lack of time. [/p]
— Mateusz from Boargames[/p]