
Level: 50
HP: 10,000
Attack: 120
Dunmeri Ebony Mace: 900
Defense: 100
Indoril Armor: 580 (860 w/ Indoril Shield)
Agility: 130 (115)
Skill: 140
Speed: 120 (115)
Move: 5
Items:
Indoril Armor: -10 Agility. A type of Medium Armor originally worn by House Indoril. Today, it is worn by the Ordinators of Morrowind, as the Tribunal were members of this house when they were mortals. This golden armor is modeled after the visage of Indoril Nerevar, Champion of Azura and Hortator of Resdayn. Base 400 armor.
Indoril Shield: -5 Agility. A Medium shield that is used by the Tribunal Ordinators. This oblong kite shield is branded with the sigil of House Indoril. This golden shield is crafted to perfectly integrate with Indoril Armor and, when used with Indoril Armor, it will grant a bonus 50% to defense. Base 200 armor.
Dunmeri Ebony Mace: -5 Speed. The mace is black, with gold detailing, like other Dunmeri ebony weapons. Very similar to a Morning Star, this mace has prominent spikes protruding from the head of the mace. These spikes give this mace a 5% chance to cause Minor Bleeding. Base 100 Bludgeon/Pierce-type damage.
Abilities:
Ordinator Rage: Tribunal Ordinator Exclusive Ability. This unit deals 3x damage to any unit that has defiled the Tribunal. Costs 5 exp
Ancestor Guardian: Dunmer Exclusive Ability. Once per day, this character may summon the spirit of an ancestor to help fight for them. The power of the ancestor is dependent on the summoner’s level. This Ancestor Guardian will stay summoned until the battle ends or until the summoner dies. Costs 3 exp
Ancestor’s Wrath: Dunmer Exclusive Ability. Once per day, this character may summon a powerful flame cloak around themselves whenever their health drops below 50%. This will make all characters that attack them within melee range have a chance to burn. While this is active, this character is immune to flame. Lasts for 3 turns. Costs 2 exp
Divine Intervention: Tribunal Temple Signature Ability. This character may use this spell and send a prayer to the Tribunal Gods. If the prayer is answered, this unit will be teleported to the nearest Tribunal Temple. Costs 4 exp
Darting Blow: When initiating attack, add +10 to this unit’s speed. 3 exp
Death Blow: When initiating attack, add 25% to this unit’s attacks. 3 exp
Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. 5 exp
Proficiency (II): If this unit uses a single attack type, they may triple that attack type’s total damage. 12 exp
Stand as One: Organized Force ability. Any units in a straight line adjacent to this unit add their weapon and shield base strength to this unit’s attack and defense. 5 exp
Tri-Attack: If this unit, along with two other units with this skill, stand on three sides of an enemy without attacking, then a unit may activate a critical hit. This critical hit will deal 3x the damage of a normal blow and cannot be dodged or counter-attacked. Costs 5 exp
War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three spaces, granting them a 30% bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs 3 exp
Proficiency:
5P Armor: 80
5P Shield: 80
5P Club: 80
Weak to Ice. Immune to Fire. Resist Earth.
