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Strongman: cost: 15->14, no longer always "strong", defense: 50 % village, moves: 2 cave Henchman: elusivefoot -> smallfoot (necessary to keep from being overpowered against Rebels), chance of 'fearless' trait removed, cost 12->13, melee: 5-4->7-3, hitpoints: 27->29Īmbusher: elusivefoot -> smallfoot, chance of 'fearless' trait removedĪrcher: cost: 13->14, hitpoints: 36->32, melee: 4-3->3-2, ranged-pierce: 8-2->9-2, ranged-fire: 7-2->8-2 Overseer: gains 'tax lifeforce, cost: 23->21, impact->blade (was too powerful against Undead, unit sprite amended)ĭemon Lord: gains 'tax lifeforce 2', loses 'regenerate'ĭark Rider line: gains 'tax lifeforce', cost: 23->24, hitpoints 38->36Īrch Knight: gains 'tax lifeforce 2', loses 'regenerate' Nethereal pull 25 % decrease -> 20 % decrease (will probably be reverted), defense won't be lowered below 10 % (Units with 4 hitpoints and less won't be drained, Tax lifeforce 2 increases maximum per turn to 8 ) When next to village, the unit first restores 4 hitpoints through the village, as if it were a unit, before draining units is considered. The unit restores a maximum of 6 hitpoints per turn. 4 hitpoints are drained and 3 are restored.
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New ability: 'Tax lifeforce': Restores lost health by draining adjacent units belonging to its side, without the same ability. Graphics: Walking corpse, Soulless variations added game modification that simulates the use of the Darklands faction, allowing the faction to be played online with people who don't have the era Overseer: resistance: blade 50 % -> 30 %, pierce 40 % -> 30 %ĭark Rider: experience: 44 -> 40 ( 31 -> 28 at 70 % )ĭark Rider/Squire advancements: Only one would receive the Fearsome ability and would get "infernal" abilities (fire) only after advancement to level 3. Tax Lifeforce: restores up to 8 hitpoins per turn, instead of 6 Loses 'skirmisher', damage 7->8, hitpoints 42->49, cost 27->24, description updated bugfix, Darklands preview includes option to recruit experimental versions of the unitsĪmbusher: renamed to 'Bladesman', adjusted to match Henchman change: The 元 advancement: attacks: added 14-3 blade melee attack with fearsomeĭescription changes, "tax lifeforce" doesn't trigger while on oasis & doesn't work with 'not living' unitsĪs version 0.3.4b, except Strongman: hitpoints: 37, cost 14 name: Crimson Knight (open to suggestions) The other one: melee: 11-2 pierce, charge, nethereal pull name: Black Knight (previously the other advancement's name) lost ranged attack, hitpoints: 58, cost 40 The one that has 元: melee: 8-3 blade, 12-2 pierce, charge, fearsome Squire advancements: arcane resistance: 0
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Squire: loses "fearsome" ability, hitpoints 36->40, cost 24->22 Strongman: melee: 11-2 -> 10-2, loses impact attack, cost 14->15 Henchman: melee: 7-3 -> 5-3, damage type: blade->impact Lieutenant: melee: 12-2 impact, 10-3 blade, with & without nethereal pull resistance: 30 blade, pierce, 0 impact, cold, fire Alchemist: upkeep increased by 1 (ability), only applies to the L0 recruit