This series is to introduce the Martial Training Card along with several new weapons. Now all elements will have a non-rare weapon that can be used with their mark, and martial training will give special abilities to these non rare weapons, making them more of a force to be reckoned with.
Spoiler for martial training description:
This card will initially read "Give non-rare weapons a chance to cause a bonus effect, or allows a chance to attack without a weapon." while in the player's hand. Once played, the text will change to match the mechanic of the currently equipped weapon. If a rare weapon is equipped, it will read the same as in hand. If the player's weapon slot is empty, or contains a non-rare weapon, however, it will change to one of the following:
N.A. , empty hand: "flying fist: deal up to 1 damage per training with bare hand"
, Hammer (gavel): "Crushing blow: chance to stun opponents weapon 1 round with your hammer or gavel", 15% per training, causes the enemy weapon to have the delayed status (stacks)
Short Bow (long bow), "Sniper training: chance to deal weapon damage to a random enemy target with your short bow or long bow", 12% chance per training
, dagger (dirk): "gouge: chance to cause opponent to take 1 extra damage from all sources next round with your dagger or dirk", 5% chance per training (stacks)
, short sword (long sword): "sword dance: chance to retaliate against weapon attacks with your short sword or long sword", 10% chance per training. This will either cause weapon damage instantly to your enemy (if countering an opponent's weapon attack) or deal damage to the card itself if the weapon is flying. Crusaders will not be counter attacked
---new non-rare weapons to be added as "Other" cards---
, Healer's Staff (Caduceus Staff): "parry: chance to deflect (prevent) weapon attacks with your quarter staff", 15% chance per training. Will only block attacks from weapons held in opponents hand or made flying. Will not block attacks of crusaders or other creatures
, sagaris (pollaxe): "penetrate: chance to deal 2 extra damage and bypass shields with your sagaris or pollaxe", 12% per training
, wrist blade (katara) : "Bluring speed: attack an extra 1 time per 3 trainings with your katara or wrist blade", 10% per training
, Razor Disc (Chakram): "Ionize: Chakram may deal spell instead of physical damage. When thrown, it may damage extra random targets.", Spell damage chance is 6% + 4% per training. Each training gives a 25% chance for an additional random target. E.g. if there were 4 trainings, when thrown an internal loop would count from 1 to 4 and check RNG. On each success a random target enemy gets picked and damaged. If the enemy player is chosen as a target, the spell damage check will run. If it succeeds then 1 spell damage is dealt otherwise 1 physical damage (e.g. absorbable by shields) is dealt
Non-rare weapons that have been animated will also benefit if the wording on martial training matches their type (i.e. if you have a flying dagger, you will have to have a dagger equipped in hand for it to benefit). The same applies to crusaders that have the corresponding weapon ability listed.
However, flying weapons will have all chances reduced by 1/4 and crusaders will have all chances reduced by 1/3.
I.e. if your equipped weapon has a 12% chance to trigger, a flying version will only have a 9% chance and an endowed crusader will only have an 8% chance.
For quick reference, here are the unupped versions of the cards:
The motivations behind this series are:
- Make a non-rare weapon for each mark type
- Add some cool exotic weapons to break the monotony a little (there just seem to be far too many swords suggested these days)
- Give players a way to make non-rare weapons more useful in a deck. Right now dagger, sword, short bow, and hammer just aren't that useful compared to the elemental weapons and don't seem to see much use.
- Add some Kung-Fu madness … Does it really need a reason? lol
Here are the links:
Each weapon's stats are patterned closely after the existing non-rare weapons (short sword, hammer, dagger, and short bow). Since there seems to be a low interest in adding highly vanilla like cards, each one has a relatively low key special ability as well
-Healers staff: Can give its attack each round to do light healing instead (like the guard ability but in reverse)
-Chakram: Can be thrown at an enemy target for 1 point of damage, causing it to return to your hand afterward
-Sagaris: Can be wielded with great fury, causing extra damage, but damaging you in the process
-Katara: Can be moved into your shield slot allowing you to wield it along with a second weapon.
-Harpoon: Can be used to arm a creature, increasing its attack.
These are all type "Other" weapons, so any deck can wield them but they will deal an extra point of damage when wielded by a user with the appropriate mark (like hammer, dagger, or short bow).
Finally, martial training will allow you to enhance your current weapon by giving it a chance to cause an additional effect. Its a stackable buff, so it starts out weak but can become quite powerful if stacked to a full six.
Oh yeah, and if they try to stop you by breaking your weapons, martial training lets you still punch their lights out.