Brotherhood of Battle

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Brotherhood of Battle
Release Date: July 29, 2008
Creators: Biclops Games and Jazza Studios
Genre: Strategy Multiplayer
XGen Rating: Teen+
Link to Play: Brotherhood of Battle

Brotherhood of Battle (often abbreviated BoB) is an online multiplayer turn-based strategy game developed by Jazza Studios and Biclops Games. Players coordinate all five classes of the brotherhood, Knights, Mages, Archers, Rogues, and Priests, to outwit their opponents during their sixty second turns.

Contents

Gameplay

The game features five distinct game types, a complete map editor, and allows between two and four players in each match. Players always begin with one member of each class of the brotherhood, but depending on the game type, may also start with a fortress that allows new units to be created and existing units to be upgraded. By competing in ranked matches, players can advance through 13 different ranks, unlocking new in-game banners and symbols by their name in the game lobby.

You can gain additional information as well as video tutorials from the website

Unit Classes

The classes that make up the brotherhood are the Knight, Ranger, Rogue, Priest and Mage. You start with one of each in every game regardless of type and can recruit more of each in all but Brotherhood Battle.

Class

Base Damage

Hit Points

Movement Speed

Sight Range

Rogue
25
80
Medium
Medium
Priest
15
100
Slow
Poor
Knight
30
150
Medium
Poor
Ranger
20
100
Fast
Medium
Mage
15
80
Slow
Poor

Ranger

The Ranger is a vital class that excels in ranged combat. He has the greatest sight and speed than any of the other classes. This makes him the best unit for capturing mines, revealing hidden rogues (along with his sight ability) and picking off wounded units.

Special Attack

Mana Cost

When it can be used

Effect

Ranged Shot
0
Can be used when in range and in line of sight of enemy unit
Inflicts 15 damage on the target
Scout
30
Can be used when in range and in line of sight of enemy unit with the required mana
Increases the Ranger's area of sight for one turn, and increases its ability to detect nearby enemy Rogues for two turns
Bullseye
60
Ranger must be able to target enemy unit with its bow
Inflicts 40 damage on the target

The Ranger has the unique ability to target enemy units with a regular attack from a ranged distance without draining mana but with a reduced damage output of 15 rather than 20. His Bullseye attack is often used in conjunction with a Knight's Slash. This is a highly effective combo as - with assistance from battle cry - can instantly kill all but a knight. It is just as often used with the Mage's Fireball which can kill a Rogue and Mage instantly or severly wound a Ranger and Priest to be finished off by another unit.

Scout is often used on the first or second turn of a game to gain a better grasp of what the enemy is doing as it increase's the Ranger's sight to reveal more of the Fog of War. It is also effective at revealing hidden Rogues nearby.


Special Attacks

Each unit also has various special attacks. Each of these special attacks drain the mana points of the unit using the attack. All units begin with 100 mana points, and at the start of each turn, regain 10 mana or 20 with the assistance of the Discipline upgrade which can be researched after constructing an armory.

Special Attack

Unit Class

Mana Cost

When it can be used

Effect

Bolas
Rogue
30
Rogue must be quite close to target, but does not need to be adjacent
Deals 15 damage and vastly reduces target's movement speed for two turns
Backstab
Rogue
30
Rogue must be adjacent to target and facing target's back
Deals 50 damage
Sneak Attack
Rogue
30
Rogue must be invisible as it attacks
Deals 60 damage
Area Heal
Priest
70
Can be used whenever the Priest has the required mana
Restores up to 25 hit points to all sufficiently-nearby friendly units
Heal
Priest
40
Priest must be nearby but not necessarily adjacent to a nearby friendly target
Restores up to 50 hit points of the friendly target
Protect
Priest
70
Priest must be nearby but not necessarily adjacent to a nearby friendly target
Causes target to turn gold for exactly one turn, rendering it immune to any type of attack
Protect
Priest
70
Priest must be nearby but not necessarily adjacent to a nearby friendly target
Causes target to turn gold for exactly one turn, rendering it immune to any type of attack
Battle Cry
Knight
40
Can be used whenever the Knight has the required mana
Increases the damage dealt by the attacks and special attacks of all nearby friendly units for five turns
Charge
Knight
40
Knight must be nearby the enemy target, and must have an unobstructed path to the target
Causes the knight to move adjacent to the target, and does 20 damage
Slash
Knight
60
Knight must be adjacent to the enemy target
Deals 60 damage
Bolt
Mage
30
Mage must be somewhat close to enemy target
Deals 20 damage
Empower
Mage
100
Can be used whenever the Mage has the required mana
Restores the mana of all nearby friendly targets by up to 50 points
Fireball
Mage
60
Mage must be nearby enemy target
Deals 30 damage to target, and deals 15 damage to all enemy units nearby the target
Freeze
Mage
60
Mage must be nearby enemy target
Causes the enemy target to become frozen. After this attack, the target will not be able to receive damage, move, or attack (but can still be targeted using the Mage's Siphon, probably due to a programming mistake)
Shockwave
Mage
50
Mage must be nearby enemy target, but, unusually, does not need to have a line-of-sight on the target
Moves all nearby units away in a radial direction, and deals 20 damage

Gold Mines & Statues

Gold mines and statues are capturable objectives found on most maps. Control of these objectives is key to victory, as they can tip the scale in combat. To capture a gold mine or statue, simply move a unit up to the mine or statue so it is in close contact. Then select the mine/statue and click "capture objective". Gold mines appear as rocks with gold surfacing, and have a flag posted in them that bears the controlling faction's color. When the gold mine is captured, it gives the controlling player an extra 100 gold per turn (150 if the upgrade "mining" is purchased from the treasury). Many maps start players off with gold mines already given to them, usually placed behind the fortress. Statues appear as life sized stone replicas of individual members of the brotherhood. They are known as the Paladin Statue (knight), Warden Statue (ranger), Infiltrator Statue (rogue), Sorcerer Statue (mage), and Inquisitor Statue (priest). Capturing these statues grants the player a special ability for the unit of which the statue resembles, allowing them to wreak havoc upon the enemy.

Statue Ability

Unit Class

Power Cost

Requirements

Effect

Lay on Hands
Knight
None
Must be adjacent to damaged friendly unit. Can only be used once every 5 turns.
Heals targeted unit completely
Explosive Arrow
Ranger
70
Must be slightly closer than range of the ranger's bow
Deals 50 damage to target and 25 damage to all units near target
Vanishing Strike
Rogue
60
Must be invisible and adjacent to target
Deals 50 damage to target and returns rogue to original stealthed position
Drain Life
Mage
60
Must be close to target
Transmits up to 40 health from all possible units to mage
Smite
Priest
40
Must be in appropriate range
Deals 50 damage to target

The Fortress

The fortress is a large structure on the map that can be used to recruit new units or upgrade existing ones. Each player may only have one functioning fortress on the map, and in the Brotherhood Battle game-type, players do not generally have a fortress.

All players accumulate 100 gold at the start of each turn, whenever they have a fortress. They also accumulate 100 gold for each gold mine under their control when their turn begins. Players may capture gold mines using a context-action done by any unit adjacent to the mine.

The gold can be used to add buildings to the fortress or to recruit units. Units cost 800 gold (or 700 in the player has researched the Allegiance upgrade) to recruit, and after they are recruited they appear in one of several possible spawn locations in the front of the fortress. If all of these spawn locations are blocked, the player will be unable to recruit. The player can also choose to build an Armory, Treasury, or Training Hall for 500 gold each. Each upgrade will cost 100 gold to research.

The Armory allows three upgrades that increase the base abilities of units to be researched: Discipline, Fortitude, and Speed. Discipline increases the amount of mana all units regain at the beginning of each turn to 30. Fortitude increases the hit points of all units by 20%. Speed improves the walking radius of each unit by 20%.

Building a Treasury unlocks the ability to purchase three economic upgrades: Taxing, Mining, and Allegiance. Taxing increases the 300 gold the player always receives at the beginning of their turn to 200. Mining increases the gold earned from each mine by 50. Finally, Allegiance reduces the price of new units to 700.

The Training Hall allows allows new special attacks to be researched.

Training Hall Special Attack

Unit Class

Mana Cost

When it can be used

Effect

Assassinate
Rogue
100
Rogue must be adjacent to target and be invisible
Kills the target. Cannot be used on enemy orbs.
Resurrect
Priest
100
Priest must be nearby the grave of a friendly unit
Revives the unit and restores half of its maximum health and mana. The unit can then be used.
Whirlwind
Knight
70
Knight must be nearly touching enemy target
Deals 70 damage to all units that are nearly touching the Knight
Rapid Fire
Archer
100
Enemy target must be within range of Ranger's bow
Deals 40 damage to target and all other possible enemy targets
Siphon
Mage
None
Mage must be adjacent to an a friendly or enemy target and must have at least 30 mana
Completely drains the mana of all adjacent enemy or friendly targets and restores the Mage's mana by this amount

Game Types

There are five different game-types: Assault, Capture the Flag, Brotherhood Battle, Gold Rush, and Capture and Hold. Each game-type has a different objective. In assault, players are eliminated when a fixed structure called an orb is destroyed. Orbs always have 250 hit points, and cannot be healed. The last player standing is the victor. The Capture the Flag game-type replaces orbs with flags, which units can pick up. Players are eliminated in this game type when their flag is carried to an opponents flag. In Brotherhood Battle, players are eliminated when they lose their last unit. Generally, players have no fortress in the Brotherhood Battle game type. However, some clever players have added fortresses to Brotherhood Battle maps by changing the code for the maps in the flash cookie stored by the game on the user's machine. In Gold Rush, the winning player is the first to acquire a certain amount of gold (usually 2500). Finally, in Capture and Hold, players earn points by having the most units in a circular region called a Mana Well. The first player to accumulate 10 points or the first team to accumulate 20 points wins.

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