Hitman

(image)

After hitman learns to use all kinds of techniques and various weapons and will pass all the examinations, he is allowed to leave the tower and start working as a mercenary. Such professionals usually taking job not only from their tribe, but also from other orcs and even from foreigners. Of course, hitman continues to give his original tribe a tenth of his booty, which makes the training of such assassins an advantageous affair.

Tactical Info:

Pupil: Night type
* +5% accuracy and +1 vision range at night.
* -10% accuracy and -1 vision range at daytime.

Alignment: Cruel
* 25% damage bonus when there are 1 or more cruel allies around the opponent.
* 25% damage penalty when there aren't allies around the opponent.

Movement type: Swift little orc
* high evasion on most terrain types.
* good mobility on hills and mountains.

Armor type: Orc without armor
* vulnerable for blade and impact damage and slightly less - for arcane damage.

Damage type: Blade & Impact
* blade attacks are effective against units without armor, especially against woses.
* blade attacks are less effective against skeletons and trolls.
* blade attacks are uneffective against ghosts and heavy armored units.
* impact attacks are effective against units without armor, especially against fragile ones, like skeletons, elves, goblins and saurians.
* impact attacks are less effective against woses, trolls and other giant creatures.
* impact attacks are uneffective against ghosts and heavy armored units.

Special abilities:
* cloaking: unit becomes invisible at any type of rough terrain.
* backstab: unit's melee attack inflicts double damage when there is ally unit on the opposite side of the target.
* poison: when unit's ranged attack hits, it poisons the opponent. Poisoned units recieve 8 damage every turn.

Skills: one of these may be learn
* running knot: melee attack, which may be used only when there is ally unit on the other side of target. Attack inflicts impact damage with backstab special. Accuracy of the attack increases with unit's level. 20-1 impact damage (40-1 including backstab) with 10% additional accuracy at the current level.
* roundhouse kick: melee attack, which inflicts impact damage. If kick inflicts 15+ damage at defense, encounter stops. Power of kick increases with unit's level. 13-2 impact damage at the current level.
* exotic weapons: units replaces dagger with nunchak and throwing knives with shurikens. Nunchak inflicts impact damage with backstab special and number of strikes increases with unit's level. Shurekins inflicts blade damage, identical to unit's basic ranged attack's, but with both poison and distracrion specials. 8-3 impact damage with nunchak and 6-4 damage with shurikens at the current level.
* marksman: unit replacest hrowing knives with crossbow, which inflicts pierce damage with poison and 60% chance to hit. Amount of damage increases with unit's level. 12-2 damage at the current level.

(portrait)

Information

Advances from: Apprentice Hitman
Advances to: Chief of Brotherhood
Cost: 50
HP: 56
Moves: 5
Vision: 5
XP: 220
Level: 3
Alignment:
Id: Tribes Hitman Temp
Abilities: cloaking

Attacks (damage × count)

(image)dagger
melee
12 × 2
blade
backstab
(image)knife
ranged
6 × 4
blade
poison
throwng

Resistances

(icon) blade-20% (icon) pierce0%
(icon) impact-20% (icon) fire0%
(icon) cold0% (icon) arcane-10%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave250%
(icon) Coastal Reef250%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest260%
(icon) Frozen250%
(icon) Fungus260%
(icon) Hills160%
(icon) Mountains260%
(icon) Sand250%
(icon) Shallow Water330%
(icon) Swamp330%
(icon) Unwalkable10%
(icon) Village160%
Last updated on Wed Mar 20 03:17:41 2024.