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AuthorAssassin Faction
Faction name: Assassin

Overview: Slow, careful units with high initiative. They almost always move first, a large danger to their enemies.

Faction skill:
Trap—this ability allows the hero to lay a trap dealing Level*Faction skill level+# of troops in stepping stack. For every faction skill level after 3, the lord can lay another trap.

Talent wheel:
Attack—9 points
Defense—7 points
Magic— 8 points
Initiative—11 points
Bonus troops (abilities like knights rally)—5 points
Stealth—the hero can cast stealth on a unit, giving them 5% chance to stun, and 150% attack and defense skill level attack and defense bonus.
It sets both the lord, and the stack back by .5 on the ATB scale.

Magic: Nature/Holy



---UNITS---
Tier: 1
Name: Shadow Soldier
Attack: 2
Defense: 1
Damage: 1-2
HP: 3
Speed: 4
Initiative: 15
Shots: -
Mana: -
Morale: 0
Luck: 0
Range: -
Abilities: Double strike

Tier: 2
Name: Shadow archer
Attack: 4
Defense: 3
Damage: 3-5
HP: 5
Speed: 4
Initiative: 14
Shots: 8
Mana: -
Morale: 0
Luck: 0
Range: 4
Abilities: no melee penalty, shooter

Tier: 3
Name: mugger
Attack: 6
Defense: 3
Damage: 4-6
HP: 18
Speed: 5
Initiative: 14
Shots: -
Mana: -
Morale: 0
Luck: 0
Range: 0
Abilities: immune to delay

Tier: 4
Name: Dagger fighters
Attack: 13
Defense: 13
Damage: 8-8
HP: 20
Speed: 5
Initiative: 14
Shots: -
Mana: -
Morale: 3
Luck: 3
Range: -
Abilities: lucky creature, bravery, immune to delay

Tier: 1U
Name: Shadow scout
Attack: 4
Defense: 3
Damage: 3-5
HP: 5
Speed: 5
Initiative: 16
Shots: -
Mana: -
Morale: 0
Luck: 0
Range: -
Abilities: Rage, bloodlust, double strike

Tier: 5
Name: Assassin
Attack: 15
Defense: 15
Damage: 15-25
HP: 20
Speed: 6
Initiative: 15
Shots: -
Mana: -
Morale: 0
Luck: 0
Range: -
Abilities: Rage, Battledance, No retaliation, stun,

Tier: 2U
Name: Master shadow archers
Attack: 7
Defense: 6
Damage: 4-10
HP: 11
Speed: 5
Initiative: 15
Shots: 12
Mana: -
Morale: 0
Luck: 0
Range: 6
Abilities: no melee penalty, double shot, return fire, shooter

Tier: 3U
Name: Thief
Attack: 10
Defense: 7
Damage: 6-12
Speed: 7
Initiative: 16
Shots: -
Mana: -
Morale: 0
Luck: 0
Range: 0
Abilities: immune to delay

Tier: 6
Name: dark casters
Attack: 7
Defense: 17
Damage: 8-20
Speed: 5
Initiative: 17
Shots: 5
Mana: 50
Morale: 0
Luck: 0
Range: 100
Abilities: shooter, caster (all nature and chaos spells, except for raise dead), no melee penalty

Tier: 4U
Name: dagger throwers
Attack: 23
Defense: 23
Damage: 15-25
HP: 30
Speed: 7
Initiative: 16
Shots: 10
Mana: -
Morale: 5
Luck: 5
Range: 10
Abilities: shooter, no melee penalty, very lucky creature, very brave

Tier: 7/5U
Name: master assassin
Attack: 30
Defense: 30
Damage: 25-50
HP: 50
Speed: 8
Initiative: 16
Shots: -
Mana: -
Morale: 0
Luck: 0
Range: 0
Abilities: Rage, battledance, no retaliation, strike and return, stun
this looks pretty good
dagger thrower and dagger fighter too overpowered
too much double strike units O.o
um can some say it needs a nerf a big nerf
where is the hp of dark casters?
and the hp for 3U
good race :)
initiative on the talent wheel? am i missing something?
Lol...
Look at the iniciative it's massive, and too much abilities!
With abilities like that, the army must be smaller than that of DE :)
very lucky and very brave LMAO!!
and what do you mean by immune to delay that's is no fair with initiative like that well golems are slow that's why they have immune and why your tier one units don't have morale and dagger fighters and shooters are too over powered and how a unit have luck up to 5?
I like it
wouldn't an assasin more likely use dark arts than holy?
I have two words for you...

O. P.
what does O.P. mean. Those aren't words, they're letters!

An educated guess would make me say that they mean over powered?
The unit hit point is too low.
As Assassin,I thing units should have ability that same of incorporeal.
Attack on them should hard to hit them since low hit point is the disadvantage.
but they have incredibly high speed and the very lucky and very brace thing
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