【Mechanics Focus】Oathsworn: Into the Deepwood|~ Heroes ~

Ranger

Ranger’s special ability should give you an Deja vu because this is fairly similar to the Exile’s ability card Tree climb. Here is the comparison table between the two.

Tree RunningTree Climb 
OathswornRangerExile
TypeSpecial AbilityAbility Card
Animus Cost36
Adjacent TerrainTreeAll terrain
Max Move77
Bonus AttackNoYes with +2

Exile’s Tree Climb is a more powerful version of Ranger’s Tree Running with added +2 attack after the move and movement is allowed between any terrain rather than limited to trees. This comes at the cost of twice the required Animus and being Ability card rather than Special ability.

Ranger is what we expect from typical Ranger class in other games. This is a class specialize in Ranged attack. In this game, Ranger can only equip Bow for its weapon.

Loose Arrow is a must include card for Ranger. This is analogous to that of Heavy Blow in Priest. In fact, the only difference is that Heavy Blow of Priest has forth option of healing HP.

It may be better for the game to make these as part of basic ability on Oathsworn card analogous to Special ability, and open up one precious slot for ability cards so one can have more unique card to take to the encounter.

When I originally read thread the needle’s text, I thought this card was unnecessary restrictive because not only you need to attack from enemy’s rear but your target location must be rear in order to get the +2 bonus points. So I thought once you destroy the rear, this card becomes just a regular 3 animus attack card. However, this interpretation turned out to be not correct. According to the developer, Jamie on the Youtube video with the Dice Tower play through video, the attack targeting destroyed location allows you to target adjacent location. So even after destroying the rear, we should still be able to use Thread the needle to target either core or flank to get +2 bonus.

As defense in this game divides attack for final damage, taking down 2 defense sounds significant. Though given requirement of specific position and 4 or more starting defense, this may be a bit situational especially Ranger probably don’t want to be so close to enemy and risking herself to be a next enemy’s attack target in subsequent encounter phase. However, in Oathsworn, characters can move after attack as long as you still have Animus to do so. So I’d assume most will follow some sort of movement after use of Bodkin.

If one decides to take a risk and perform melee attack with a ranger, Double Stab is the card to use. I would assume ignored dice can not be blank dice as it says “the lowest NUMBERED”.

Flensing Round gives damaged enemy bleeding effect. Bleeding character will lose one HP each turn. Similar to thread the needle, this ability also has a specific location bonus.

Multi shot is AoE attack for Ranger. I believe front arc means anything front including the range, especially the last sentence essentially saying this won’t work for melee combat. So the range of this attack will change based on the equipment.

Ricochet is another AoE attack for the Ranger class. Based on how the text is written, I believe you can use this to attack an enemy beyond your range by assigning all damage to the furthest, otherwise, unreachable target.

Thematically, Ranger protects herself anything but via physical defense with a bully armor.

Backflip is a basic concept of hit and run for Ranger.

Child of the forest is the paradigmatic defense card of Ranger. It would be interesting if there is a card or ability that one can grow tree during an encounter, especially, there are other tree terrain using abilities in the game.

Tripwire is the first actual example of trap card in Oathsworn. The text is slightly confusing but essentially, if the enemy moves into the hex where tripwire marker is set, it is forced to stop movement as well as attack.

Reference: KS Update #10

Ursus, Warbear

Along with Avi and A’Dendri, Warbear is another original creature in the world of Oathsworn. Warbear looks like a tank and he indeed is. I believe Endurance Special Ability is just a flavor text and have no actual in game effect.

With cool down value of 1, it may not be surprise for Iron Hide to grants Warbear handful defense tokens during a single encounter.

Swipe is a simple AoE attack that we also see in Warden class.

With knock back of 3, Batter will likely to add an extra HP damage to target more often than not.

At its high cost of 6 animus, Great Feat minimizes the risk of miss, assuming you won’t stretch your luck too far. Besides its attack ability, Great Feat gives the highest defense value in any of the cards I’ve seen so far.

Ursus seems to have quite a few cards with “knock back”. Amongst the examples, Toss shows thematic power of the Ursus with tactical use given cascade effect of knock back this provides.

Topple is a conceptually interesting card. This is clearly a damage/attack ability but via use of obstacles. I assume obstacle includes all terrains. If you are like myself, one might have dreamed use of Topple to an enemy boss occupying all 6 hexes with a single shot kill but I believe each locations will be treated differently so it will be only 1 damage to each location. This is a situational card but it may give occasional memorable epic moment.

Feral Roar is a commander-like team support ability. If one can build a character with more of these group support ability cards, this can be a full class itself. Anyways, Feral Roar may be a staple first move, assuming all if not most encounter starts with all Free Company members next to each other.

Even though Bite appears as primary a interrupt card to reduce enemy’s attack, this card alternatively allows Ursus to attack for only 2 animus whereas other cards costs you 3 animus. Bite also has potential to give 3 defenses. So the card appears to have more utility than just as an interrupt.

Reference: KS Update #18

Witch

Witch class is an expert on massive Area of Effect (AoE) by casting spells. The magic system implementation in this game is creative. In order for the Witch to be able to cast the spells, she needs to first do some set up on the field. Thematically, this is like her needing to setup magic circle before able to use the magic. This provides another layer of resource system management when Witch is chosen. Using Witch’s special ability, Water or Fire Hexes are build on the battle field. These fields have their own effect.

Water field will slow down movement i.e. costing 2 extra animus to move through the hex. Fire field has potential to damage the character walks through it. However, these fields are created not for the primary purpose of these field effect but to fuel power magic spells.

Lash Out is a must include cycle card for Witch. Once again, there really isn’t much difference here when compared to other music include card cycle except attack range specification in comparison to Loose Arrow for Ranger, or no healing when compared to Priest Heavy Blow.

Supernova is the first card with a bonus effect when a specific type of equipment is equipped (in this case a staff).

Fireworm would definitely make a cool visual effect if it was on a video game. This card illustrates field setup is not just for resource but also itself can boost effect of a spell. In this case, AoE will increase whenever Fireworm’s landing hex is a fire field.

Fireball is another AoE. Although slightly more situational, Fireworm seems better as it can affect much wider area. But looking at the cost of Fireball, it costs more Animus and Cooldown values, so I assume developers found out potential +1 attack is significant enough upgrade. Alternatively, Fireworm is level 2 card and fireball is starting card, so perhaps fireworm is indeed superior version of fireball. Though you may still need both cards if your intent is to become a pyromancer.

Chain Lightning demonstrates intentional synergy between Warden and Witch. Warden can be tactically placed in a position to allow chain of lightning to affect otherwise unreachable target.

Telekine Implosion’s primary utility is knock back effect based attack; however, because it says All characters rather than specifying enemy, we may potentially see a rare use to bring allies adjacent to each other for potential set up to the card that gives benefit to those adjacent to the specific ally.

Reference: KS Update #27

Warden

From the story-line the main theme of Warden is its synergy with Witch, but Warden’s takes a “defender” role in Free Company with or without Witch.

Since the special ability Mantle states Warden can lose a HP from spell but he will negates party member Witch spell, I believe this is a confirmation that at least one enemy we are going to fight will cast spell.

Chain drag is conceptually interesting card. Knock back effect gives max 1 damage to the target enemy assuming obstacle on its path even though it costs only 2 animus, I am not certain how effective this card is for top ability.

The bottom ability requires witch in the party, so perhaps this card is really for those trying to maximize synergy with Witch.

In this type of game, “Taunt” is a must exist card. This is a paradigmatic card for defender.

Guard is another card illustrating Warden really specialize in a defender role in Free Company.

Arcing Strike is identical to Swipe in Ursus, Warbear.

As One! is a supportive card helping allies stamina.

I’m fairly certain the icon with foot with arrow represent immobilize. This can be a life saver card in some situations.

Although dice roll itself are purely luck based, claimed ground have enough elements allow you to predict and control favorable outcome as both number of adjacent enemies as well as defense value changes the chance. If I ever decide to make a strategy or tactical guide, these are the things I like to write about.

Shield bash is mechanically interesting card. This card uses defense value for its attack. For the cards I’ve seen so far, Warden is the only one who has ability cards that utilize his defense value as part of attack mechanics.

Reference: KS Update #28

Conclusion

In summary, the developers have chosen to take a path to balance between complexity and depth of game. From PvP strategy card gamer’s perspective, Oathsworn playable character’s fundamental design complexity is somewhere right in the middle, probably analogous to game’s like Shadow Era in digital card games for the game’s design space depth rather than taking simple is the best approach with game like Hearthstone or complexity for maximum depth yet requiring professional judge like Magic the gathering.

Intentional variation in play style amongst the different playable characters looks fairly well designed. Some characters appears to have design attempt to provide variation of play style even within the character class such as Witch and Huntress. In these types of game, for the best replay-ability, I truly hope there will be a design level support of play style variation within the class for every single, 12 Oathsworns.

I feel the game needs some simplification on the card text. For example, many ability card’s second ability option is a simple attack, mostly for 3 animus and occasional 2 animus. They can make these into a simple attack icon with cost like how they are doing for defense value. Also, must include cycle cards look to me can be made into basic ability, similar to how they are doing special ability on each Oathsworn cards. These changes will allow more text space on each card as well as opening up one more cards for player to choose. In the end, these will give more options to player.

Have you decided who are your four Free Company members? Have you already seen any cool synergy or combo? Please share them on the comment below.