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Damage · Strikes, finishes.

Ivor

Sharpshooter

« Horn never trembles. »

Ivory and horn make composite bows, the ones that shoot farthest. Ivor is surgical standing still, and helpless once forced to back away.

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Ivor, Sharpshooter

Spells

Five pairs of spells. Before every fight, you take one spell per pair: the base or its variant. The fifth pair is the Ultimate.

  1. Pair 1

    Base · Damage

    Ivory Shot

    An arrow carved from ivory, loosed without haste. It hits with its full weight beyond four tiles.

    • 3 AP
    • Range: 2 to 6 tiles, modifiable range

    Variant · Damage

    Bone Point

    A bone point that goes through armor as if it weren't there.

    • 4 AP
    • Range: 3 to 8 tiles, modifiable range
    • 2-turn cooldown
  2. Pair 2

    Base · Damage

    Knockback Shot

    An arrow that wounds its target and knocks it back three tiles.

    • 3 AP
    • Range: 2 to 5 tiles

    Variant · Damage

    Hobbling Shot

    An arrow that costs the target its steps and leaves its legs heavy, so the next shots land better.

    • 3 AP
    • Range: 3 to 7 tiles
  3. Pair 3

    Base · Support

    Fall Back

    Ivor breaks away three tiles and catches his breath. It costs almost nothing, and it saves lives.

    • 1 AP
    • Range: Self
    • 1-turn cooldown

    Variant · Control

    Caltrops

    Ivor throws a handful of bone splinters under the feet of whoever caught up with him, and backs off while they limp.

    • 2 AP
    • Range: 1 tile
    • no line of sight needed
    • 1-turn cooldown
  4. Pair 4

    Base · Utility

    Bone Trap

    A bone trap set on the ground that snaps shut on the first enemy to pass.

    • 2 AP
    • Range: 1 to 4 tiles
    • no line of sight needed

    Variant · Utility

    Tusk Barricade

    Plants ivory tusks across the path.

    • 2 AP
    • Range: 1 to 4 tiles
    • 2-turn cooldown
  5. Ultimate

    Base · Damage

    Siege Shot

    An ivory shaft loosed from very far that skewers a whole row. But Ivor must stand in line with it.

    • 6 AP
    • Range: 2 to 9 tiles

    Variant · Damage

    Rain of Shards

    Ivor empties his quiver at the sky. The bone shards fall in a sheet, and no one knows which one is theirs.

    • 6 AP
    • Range: 2 to 5 tiles

Passives

Pick just one, before the fight.

  • Held Draw

    If he spent no MP this turn, Ivor deals 2 more damage.

  • Light Foot

    Ivor always has 1 extra MP and 1 extra range.

  • Hunter’s Reflex

    When a blow drops him below half HP, Ivor leaps three tiles back.

Play Ivor before anyone else.

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