Weekly Spotlight: Maledor
Moderators: Slitherine Core, Gothic Labs
Weekly Spotlight: Maledor
Centuries ago, there arose within the Boruvian Empire a new sect calling itself the Cult of the Worm. It was a cult of Death that worshipped an undead dragon as a god. For years, the Cult was tolerated within Boruvia, but eventually its repugnant practices set off a series of purges that drove the Cult into exile. Its members settled in the deserted hellish pits of the East, and Maledor was born. Today, much of Maledor remains unsettled. The few human outposts here are the great and isolated Necropolises at Sallowcoil and Netherwell. It is here that the rituals of the Cult go on, patiently preparing to unleash their undead horde.
- Attachments
-
- MaledorCampaignMap.jpg (93.46 KiB) Viewed 5012 times
Re: Weekly Spotlight: Maledor
Maledor's location on the campaign map...
- Attachments
-
- MaledorLoc.jpg (54.11 KiB) Viewed 5011 times
Re: Weekly Spotlight: Maledor
Maledor's flag...
- Attachments
-
- Maledorflag.png (7.79 KiB) Viewed 5011 times
Re: Weekly Spotlight: Maledor
Maledor's units...
- Attachments
-
- MaledorUnit.jpg (268.47 KiB) Viewed 5011 times
Re: Weekly Spotlight: Maledor
Maledor's Hero: the Necromancer
When a Necromancer serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Black Ley Lines: For the remainder of this battle, all Units you own convert their attacks to Death damage. If you are in a Province with a Landmark, all enemy Units suffer -3 Morale.
Necropolis: Remove all Units currently in your Graveyard. For every such Unit, one Skeleton is deployed.
Only one card may be played per turn.
When a Necromancer serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Black Ley Lines: For the remainder of this battle, all Units you own convert their attacks to Death damage. If you are in a Province with a Landmark, all enemy Units suffer -3 Morale.
Necropolis: Remove all Units currently in your Graveyard. For every such Unit, one Skeleton is deployed.
Only one card may be played per turn.
- Attachments
-
- Necromancer.jpg (62 KiB) Viewed 5011 times
Re: Weekly Spotlight: Maledor
Maledor's Hero: the Witch
When a Witch serves with distinction, she may become a Legendary Hero. The player may choose one additional ability for her permanently:
Energy Drain: Target one Unit your opponent controls and one Unit you control. Your opponent's Unit takes 20 Death damage, and your Unit heals 20 Life.
Hex: Choose any one Unit. That Unit may not be Unique. For the remainder of the battle, that Unit gains +5 Attack and Suicide.
Only one card may be played per turn.
When a Witch serves with distinction, she may become a Legendary Hero. The player may choose one additional ability for her permanently:
Energy Drain: Target one Unit your opponent controls and one Unit you control. Your opponent's Unit takes 20 Death damage, and your Unit heals 20 Life.
Hex: Choose any one Unit. That Unit may not be Unique. For the remainder of the battle, that Unit gains +5 Attack and Suicide.
Only one card may be played per turn.
- Attachments
-
- Witch.jpg (67.88 KiB) Viewed 5011 times
Re: Weekly Spotlight: Maledor
Maledor's Taskmaster...
When a Taskmaster serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Driven Duty: If you are the Attacker, increase Victory Turns by 2. If you are the defender, decrease Victory Turns by 2.
Fear of the Lash: All your Units suffer a -1 Morale for the remainder of this battle. All of your Units gain +1 Attack and +1 Move for the remainder of your turn.
Only one card may be played per turn.
When a Taskmaster serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:
Driven Duty: If you are the Attacker, increase Victory Turns by 2. If you are the defender, decrease Victory Turns by 2.
Fear of the Lash: All your Units suffer a -1 Morale for the remainder of this battle. All of your Units gain +1 Attack and +1 Move for the remainder of your turn.
Only one card may be played per turn.
- Attachments
-
- Taskmaster.jpg (81.26 KiB) Viewed 5011 times
Re: Weekly Spotlight: Maledor
Maledor's Spell Tree focuses on despair and decay:
Level 1
Gossamer Wings:Target Unit can fly for 1 Turn.
Despair: Despair grips invaders in your land. All Units in one enemy stack receive -1 Initiative and -3 Morale.
Level 2
Acid Rain: A black rain pours upon a forested province, damaging Economy by 1.
Witherwing: The wings of one unit in your realm crumble to stumps. That unit permanently loses the following: Flying and 10 Life.
Level 3
Alchemy: A Mountain or Wasteland province you own gains +2 Economy.
Plague: A foul wind issues from your lands. One province you own is afflicted by the Plague.
Level 4
Cursed Land: A neighboring province is gripped by a dark force. Economy is reduced by 2.
Inquisition: The Inquisition takes control! All Economies of provinces you own are damaged by 1. All units you own gain Fearsome. Any Units with Fearsome instead gain Terrifying.
Level 5
Astral Gate: Teleport your stack to any province you own.
Fields of the Dead: Target a marked Battlefield. Raise up to 5 Skeletons under your command. Cancels Hallowed Ground. [permanent]
Level 1
Gossamer Wings:Target Unit can fly for 1 Turn.
Despair: Despair grips invaders in your land. All Units in one enemy stack receive -1 Initiative and -3 Morale.
Level 2
Acid Rain: A black rain pours upon a forested province, damaging Economy by 1.
Witherwing: The wings of one unit in your realm crumble to stumps. That unit permanently loses the following: Flying and 10 Life.
Level 3
Alchemy: A Mountain or Wasteland province you own gains +2 Economy.
Plague: A foul wind issues from your lands. One province you own is afflicted by the Plague.
Level 4
Cursed Land: A neighboring province is gripped by a dark force. Economy is reduced by 2.
Inquisition: The Inquisition takes control! All Economies of provinces you own are damaged by 1. All units you own gain Fearsome. Any Units with Fearsome instead gain Terrifying.
Level 5
Astral Gate: Teleport your stack to any province you own.
Fields of the Dead: Target a marked Battlefield. Raise up to 5 Skeletons under your command. Cancels Hallowed Ground. [permanent]
- Attachments
-
- MaledorSpell.jpg (93.4 KiB) Viewed 5009 times
Re: Weekly Spotlight: Maledor
Maledor's landmark at Netherwell...
- Attachments
-
- Netherwell.jpg (91.65 KiB) Viewed 5009 times
Re: Weekly Spotlight: Maledor
Maledor's Unit spotlight: the Cultist
The flesh is soft. The flesh is weak. Cultists of Maledor are wizened and decrepit souls who flock to the Worm's deathless promise. They are cheap to build, die in their droves and are best used as sacrifice by Necromancers.
When Cultists receive their first combat Medal, they may gain one additional ability of your choice:
Heal+1
Attack: Death: Alters attack type from Physical to Death.
When Cultists receive their second combat Medal, they may gain a final ability of your choice:
Morale +1
Heal +1
The flesh is soft. The flesh is weak. Cultists of Maledor are wizened and decrepit souls who flock to the Worm's deathless promise. They are cheap to build, die in their droves and are best used as sacrifice by Necromancers.
When Cultists receive their first combat Medal, they may gain one additional ability of your choice:
Heal+1
Attack: Death: Alters attack type from Physical to Death.
When Cultists receive their second combat Medal, they may gain a final ability of your choice:
Morale +1
Heal +1
- Attachments
-
- Cultist.jpg (77.88 KiB) Viewed 5009 times