vex8118
New Member
- Reaction score
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Okay this new Hero is female and has the stats like the Blademaster or similar to that (2 Strengths lower then a BM but 2 Intelligence higher then a BM to cast more of her spells). She has four personalities which makes her to have ten new unique abilities! The personality switch does not boost her stats like Metamorphoisis or Avatar. Instead it changes her abilities and the abilities in Slot 10 levels up automatically when the default spell Medica is leveled up to that particular level for example. Anyways, here's the Hero(es)' models. Updated since 10/18/2010. See below:
Ormus Maiden Orgulla (Her True Self, Eye Color: Teal):
Warrior Hero, adapt at healing ether, medical assassination and switching to
different personalities. Can learn Medica, Fade, Awakening Mode, Reverse.
(S1.) Medica: Healing ether that can heal an ally or enemy target.
Similar to the Paladin's Holy Light spell, except that it deals no damage to a enemy living or Undead unit and Hero unless it has been 'reversed'. May or may not be used on herself. Also ignores Spell Immunity.
Level 1: 65 MP, Heals 200 hit points or deals 200 full reverse damage for example.
Level 2: 65 MP, Heals 400 hit points or deals 400 full reverse damage for example.
Level 3: 65 MP, Heals 600 hit points or deals 600 full reverse damage for example.
(S2.) Fade: Fades out of visibility becoming invisible and increases movement speed by 100% as long as the Ormus Maiden does not stop moving and increases attack speed by 100% after the Ormus
Maiden attacks a target that lasts 2 seconds.This is an autocast spell that can be turned on or off.
Level 1: 10 MP Cost.
Level 2: 5 MP Cost.
Level 3: 2 MP Cost.
(S3.) Awakening Mode: Switches to a different personality and set of abilities. Note: Spells and abilities that are in the corresponding command slots are automatically learned with the corresponding spell or ability level of Orgulla. All Ultimate spells' cooldown are shared among each other. Personality changes lasts permanently.
Level 1: 25 MP, 30 Seconds Cooldown,
Can awaken Manes personality, abilities: Glare Flare and Blood Oath.
Level 2: 12 MP, 15 Seconds Cooldown,
Can also awaken Eryu personality, abilities: Confession and Confusion.
Level 3: 8 MP, 10 Seconds Cooldown,
Can also awaken Drusilla personality, abilities: Cursed Veil and Hurricane.
(U4.) Reverse: Hit point recovery and damage are reversed. No exceptions. Healing "damage" ignores Spell Immunity, spell and magic damage resistance, including Heroes' Hero Armor, as units & Heroes does not reduce value from healing.
Level 6: 150 MP, 90 Seconds Duration, 5 Seconds Cooldown, cannot be dispelled.
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Ormus Maiden Manes (Orgulla's Second Personality, Eye Color: Blue):
Warrior Hero, adapt at quickly killing individual targets, scouting and switching to
different personalities. Can learn Glare Flare, Fade, Awakening Mode and Blood Oath.
(S1.) Glare Flare: Increases physical and spell damage taken, as well as health and mana recovery and permanently gives vision of that target. Cannot be dispelled in any form until the marked target dies. Spell does not stack.
Level 1: 100MP, +25% Increase to all Damage Taken, Health & Mana Recovery,
and Permanently Shares Vision.
Level 2: 50MP, +50% Increase to all Damage Taken, Health & Mana Recovery,
and Permanently Shares Vision.
Level 3: 33MP, +75% Increase to all Damage Taken, Health & Mana Recovery,
and Permanently Shares Vision.
(S2.) Fade: Fades out of visibility becoming invisible and increases movement speed by 100% as long as the Ormus Maiden does not stop moving and increases attack speed by 100% after the Ormus
Maiden attacks a target that lasts 2 seconds.This is an autocast spell that can be turned on or off.
Level 1: 10 MP Cost.
Level 2: 5 MP Cost.
Level 3: 2 MP Cost.
(S3.) Awakening Mode: Switches to a different personality and set of abilities. Note: Spells and abilities that are in the corresponding command slots are automatically learned with the corresponding spell or ability level of Orgulla. All Ultimate spells' cooldown are shared among each other. Personality changes lasts permanently.
Level 1: 25 MP, 30 Seconds Cooldown,
Can awaken Manes personality, abilities: Glare Flare and Blood Oath.
Level 2: 12 MP, 15 Seconds Cooldown,
Can also awaken Eryu personality, abilities: Confession and Confusion.
Level 3: 8 MP, 10 Seconds Cooldown,
Can also awaken Drusilla personality, abilities: Cursed Veil and Hurricane.
(U4.) Blood Oath: 150 MP, Lasts 240 Seconds, 180 Seconds Cooldown, cannot be dispelled. Casts a spell unto herself or an ally target to deals more attack damage the more it is injured.
1 HP loss = 1 Damage bonus. Items that encourages total health points growth will add more damage should she be more fatally injured. Using items like Potion of Lesser Invulnerability (Lasts 7 Secs), Potion of Invulnerability (Lasts 15 Secs) or Potion of Divinity (Lasts 25 Secs) while the target's health is low cannot get killed while still dealing devastating amounts of damage back to the enemy!
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Ormus Maiden Eryu (Orgulla's Third Personality, Eye Color: Green): Warrior Hero,
adapt at mentally impairing enemy Heroes and switching to different personalities.
Can learn Confession, Fade, Awakening Mode and Confusion.
(S1.) Confession: Drains experience points from a enemy Hero or give experience points to an ally Hero. Note: Based on from Siphon Mana and Life Drain averaged together and is "doubled powered" afterwards, with cooldown being exception.
Level 1: 85 MP, Steals 40 EXP Per Second (280 EXP Total), 7 Seconds Duration, 7 Seconds Cooldown.
Level 2: 85 MP, Steals 70 EXP Per Second (490 EXP Total), 7 Seconds Duration, 7 Seconds Cooldown.
Level 3: 85 MP, Steals 100 EXP Per Second (700 EXP Total), 7 Seconds Duration, 7 Seconds Cooldown.
(S2.) Fade: Fades out of visibility becoming invisible and increases movement speed by 100% as long as the Ormus Maiden does not stop moving and increases attack speed by 100% after the Ormus
Maiden attacks a target that lasts 2 seconds.This is an autocast spell that can be turned on or off.
Level 1: 10 MP Cost.
Level 2: 5 MP Cost.
Level 3: 2 MP Cost.
(S3.) Awakening Mode: Switches to a different personality and set of abilities. Note: Spells and abilities that are in the corresponding command slots are automatically learned with the corresponding spell or ability level of Orgulla. All Ultimate spells' cooldown are shared among each other. Personality changes lasts permanently.
Level 1: 25 MP, 30 Seconds Cooldown,
Can awaken Manes personality, abilities: Glare Flare and Blood Oath.
Level 2: 12 MP, 15 Seconds Cooldown,
Can also awaken Eryu personality, abilities: Confession and Confusion.
Level 3: 8 MP, 10 Seconds Cooldown,
Can also awaken Drusilla personality, abilities: Cursed Veil and Hurricane.
(U4.) Confusion: Disrupts an enemy target's spell channeling and makes it uncontrollable by the player for 60 seconds. 100 MP Cost. Has 1 second cooldown. The uncontrollable target does the following:
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(For Both units and Heroes)
- Ignores Spell Immunity.
- Cannot be dispelled.
- Disrupts spell channeling.
- Cannot control the affected unit or Hero while confused temporary.
- A Command Slot or Inventory Slot (for Heroes only) that is unusable or is empty
will be skipped and automatically chooses the next random command.
- This spell can be used as a unit or Hero killer!
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(For Confused Unit)
Confused Move Command: 10% chance of action that the confused unit will move automatically to the closest target (enemy or ally or neutral) until it has reached the target and automatically chooses the next random action. (10%/100%)
Confused Stop Command: 10% chance of action that the confused unit will stop instantly for a very short brief and automatically chooses the next random command. (20%/100%)
Confused Hold Position Command: 10% chance of action that the confused unit will hold position instantly for a very short brief and automatically chooses the next random command. (30%/100%)
Confused Attack Command: 10% chance of action that the confused unit will attack the closest target indiscriminately (friend and foe alike, as well as neutral target and structures) until it has attempted to hit once and automatically chooses the next random command. (40%/100%)
Confused Patrol Command: 10% chance of action that the confused unit will patrol to the closest target. May not choose the next random command while patrolling the target unless stunned. (50%/100%)
Confused Spell or Ability Command: 10% chance of action that a spell or ability will automatically be used on itself or the closest target. If the spell chosen automatically happens to be a healing spell, it might be used on itself or the closest target. If it is the Paladin's Holy Light or the Death Knight's Death Coil spell, it will automatically be used on the nearest possible target regardless if it is an enemy or an ally. If it is a area of effect spell automatically be used like Blizzard, Flame Strike, Rain of Fire, Healing Spray, Lightning Shield (closest target only), Sentry Ward, Stasis Trap, Healing Ward, etc, it will cast it on itself indiscriminately. If it is just a target spell, it will automatically cast it on the closest target. And if it is a self one click spell like Divine Shield, Chemical Rage, Berserk, etc, it will automatically be used. If it happened to be a automatic spell or ability that has an automatic function or is chosen an empty Command Slot, it will be skipped and automatically chooses the next random command. After a spell or an ability is used completely or the spell channeling is interrupted prematurely, the confused unit will automatically chooses the next random command. A confused unit may still be able to use a spell channeling spell if chances will allow the unit to use it (in this case, any disrupting spell can be used to stop the spell channeling). (10% x 5 = 50% chance that a regular spell or ability will automatically be used.) (100%/100%)
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(For Confused Hero)
Confused Move Command: 5% chance of action that the confused Hero will move automatically to the closest target (enemy or ally or neutral) until it has reached the target and automatically chooses the next random action. (5%/100%)
Confused Stop Command: 5% chance of action that the confused Hero will stop instantly for a very short brief and automatically chooses the next random command. (10%/100%)
Confused Hold Position Command: 5% chance of action that the confused Hero will hold position instantly for a very short brief and automatically chooses the next random command. (15%/100%)
Confused Attack Command: 5% chance of action that the confused Hero will attack the closest target indiscriminately (friend and foe alike, as well as neutral target and structures) until it has attempted to hit once and automatically chooses the next random command. (20%/100%)
Confused Patrol Command: 5% chance of action that the confused Hero will patrol to the closest target. May not choose the next random command while patrolling the target unless stunned. (25%/100%)
Confused Hero Abilities Assigning Command: 5% chance of action that an unused point will be used once and a spell or an ability will be randomly selected and automatically chooses the next random command. If there is no point to be automatically used randomly, it will skip this confused command and automatically chooses the next random command. (Out of Four = 25% chance, Out of Three = 33% chance, Out of Two = 50% chance and only one = automatic.) (30%/100%)
Confused Spell or Ability Command: 6% chance of action that a spell or ability will automatically be used on itself or the closest target. If the spell chosen automatically happens to be a healing spell, it might be used on itself or the closest target. If it is the Paladin's Holy Light or the Death Knight's Death Coil spell, it will automatically be used on the nearest possible target regardless if it is an enemy or an ally. If it is a area of effect spell automatically be used like Blizzard, Flame Strike, Rain of Fire, Healing Spray, Lightning Shield (closest target only), Sentry Ward, Stasis Trap, Healing Ward, etc, it will cast it on itself indiscriminately. If it is just a target spell, it will automatically cast it on the closest target. And if it is a self one click spell like Divine Shield, Chemical Rage, Berserk, etc, it will automatically be used. If it happened to be a automatic spell or ability that has an automatic function or is chosen an empty Command Slot, it will be skipped and automatically chooses the next random command. After a spell or an ability is used completely or the spell channeling is interrupted prematurely, the confused Hero will automatically chooses the next random command. A confused Hero may still be able to use a spell channeling spell if chances will allow the Hero to use it (in this case, any disrupting spell can be used to stop the spell channeling). (6% x 4 = 24% chance that a regular spell or ability will automatically be used.) (54%/100%)
Confused Ultimate Spell Command: 10% chance of action that the ultimate spell will automatically be used on itself should it be any automatic one-click spell like Avatar, Metamorphosis, Resurrection, Phoenix, Starfall, Tranquillity, etc or should it be an area of effect spell to be cast on itself indiscriminately like Inferno, Death And Decay, Earthquake, etc, or should it be a target spell like Mass Teleport, Doom, Charm, Transmute, etc, it will automatically cast it on the closest target. If it happened to be a automatic spell or ability that has an automatic function like Reincarnation or Blood Oath or is automatically chosen an empty Command Slot, it will be skipped and automatically chooses the next random command. Affected Command Slot 12 or the bottom right corner of the Command Card. (64%/100%)
Ormus Maiden Orgulla (Her True Self, Eye Color: Teal):
Warrior Hero, adapt at healing ether, medical assassination and switching to
different personalities. Can learn Medica, Fade, Awakening Mode, Reverse.
(S1.) Medica: Healing ether that can heal an ally or enemy target.
Similar to the Paladin's Holy Light spell, except that it deals no damage to a enemy living or Undead unit and Hero unless it has been 'reversed'. May or may not be used on herself. Also ignores Spell Immunity.
Level 1: 65 MP, Heals 200 hit points or deals 200 full reverse damage for example.
Level 2: 65 MP, Heals 400 hit points or deals 400 full reverse damage for example.
Level 3: 65 MP, Heals 600 hit points or deals 600 full reverse damage for example.
(S2.) Fade: Fades out of visibility becoming invisible and increases movement speed by 100% as long as the Ormus Maiden does not stop moving and increases attack speed by 100% after the Ormus
Maiden attacks a target that lasts 2 seconds.This is an autocast spell that can be turned on or off.
Level 1: 10 MP Cost.
Level 2: 5 MP Cost.
Level 3: 2 MP Cost.
(S3.) Awakening Mode: Switches to a different personality and set of abilities. Note: Spells and abilities that are in the corresponding command slots are automatically learned with the corresponding spell or ability level of Orgulla. All Ultimate spells' cooldown are shared among each other. Personality changes lasts permanently.
Level 1: 25 MP, 30 Seconds Cooldown,
Can awaken Manes personality, abilities: Glare Flare and Blood Oath.
Level 2: 12 MP, 15 Seconds Cooldown,
Can also awaken Eryu personality, abilities: Confession and Confusion.
Level 3: 8 MP, 10 Seconds Cooldown,
Can also awaken Drusilla personality, abilities: Cursed Veil and Hurricane.
(U4.) Reverse: Hit point recovery and damage are reversed. No exceptions. Healing "damage" ignores Spell Immunity, spell and magic damage resistance, including Heroes' Hero Armor, as units & Heroes does not reduce value from healing.
Level 6: 150 MP, 90 Seconds Duration, 5 Seconds Cooldown, cannot be dispelled.
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Ormus Maiden Manes (Orgulla's Second Personality, Eye Color: Blue):
Warrior Hero, adapt at quickly killing individual targets, scouting and switching to
different personalities. Can learn Glare Flare, Fade, Awakening Mode and Blood Oath.
(S1.) Glare Flare: Increases physical and spell damage taken, as well as health and mana recovery and permanently gives vision of that target. Cannot be dispelled in any form until the marked target dies. Spell does not stack.
Level 1: 100MP, +25% Increase to all Damage Taken, Health & Mana Recovery,
and Permanently Shares Vision.
Level 2: 50MP, +50% Increase to all Damage Taken, Health & Mana Recovery,
and Permanently Shares Vision.
Level 3: 33MP, +75% Increase to all Damage Taken, Health & Mana Recovery,
and Permanently Shares Vision.
(S2.) Fade: Fades out of visibility becoming invisible and increases movement speed by 100% as long as the Ormus Maiden does not stop moving and increases attack speed by 100% after the Ormus
Maiden attacks a target that lasts 2 seconds.This is an autocast spell that can be turned on or off.
Level 1: 10 MP Cost.
Level 2: 5 MP Cost.
Level 3: 2 MP Cost.
(S3.) Awakening Mode: Switches to a different personality and set of abilities. Note: Spells and abilities that are in the corresponding command slots are automatically learned with the corresponding spell or ability level of Orgulla. All Ultimate spells' cooldown are shared among each other. Personality changes lasts permanently.
Level 1: 25 MP, 30 Seconds Cooldown,
Can awaken Manes personality, abilities: Glare Flare and Blood Oath.
Level 2: 12 MP, 15 Seconds Cooldown,
Can also awaken Eryu personality, abilities: Confession and Confusion.
Level 3: 8 MP, 10 Seconds Cooldown,
Can also awaken Drusilla personality, abilities: Cursed Veil and Hurricane.
(U4.) Blood Oath: 150 MP, Lasts 240 Seconds, 180 Seconds Cooldown, cannot be dispelled. Casts a spell unto herself or an ally target to deals more attack damage the more it is injured.
1 HP loss = 1 Damage bonus. Items that encourages total health points growth will add more damage should she be more fatally injured. Using items like Potion of Lesser Invulnerability (Lasts 7 Secs), Potion of Invulnerability (Lasts 15 Secs) or Potion of Divinity (Lasts 25 Secs) while the target's health is low cannot get killed while still dealing devastating amounts of damage back to the enemy!
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Ormus Maiden Eryu (Orgulla's Third Personality, Eye Color: Green): Warrior Hero,
adapt at mentally impairing enemy Heroes and switching to different personalities.
Can learn Confession, Fade, Awakening Mode and Confusion.
(S1.) Confession: Drains experience points from a enemy Hero or give experience points to an ally Hero. Note: Based on from Siphon Mana and Life Drain averaged together and is "doubled powered" afterwards, with cooldown being exception.
Level 1: 85 MP, Steals 40 EXP Per Second (280 EXP Total), 7 Seconds Duration, 7 Seconds Cooldown.
Level 2: 85 MP, Steals 70 EXP Per Second (490 EXP Total), 7 Seconds Duration, 7 Seconds Cooldown.
Level 3: 85 MP, Steals 100 EXP Per Second (700 EXP Total), 7 Seconds Duration, 7 Seconds Cooldown.
(S2.) Fade: Fades out of visibility becoming invisible and increases movement speed by 100% as long as the Ormus Maiden does not stop moving and increases attack speed by 100% after the Ormus
Maiden attacks a target that lasts 2 seconds.This is an autocast spell that can be turned on or off.
Level 1: 10 MP Cost.
Level 2: 5 MP Cost.
Level 3: 2 MP Cost.
(S3.) Awakening Mode: Switches to a different personality and set of abilities. Note: Spells and abilities that are in the corresponding command slots are automatically learned with the corresponding spell or ability level of Orgulla. All Ultimate spells' cooldown are shared among each other. Personality changes lasts permanently.
Level 1: 25 MP, 30 Seconds Cooldown,
Can awaken Manes personality, abilities: Glare Flare and Blood Oath.
Level 2: 12 MP, 15 Seconds Cooldown,
Can also awaken Eryu personality, abilities: Confession and Confusion.
Level 3: 8 MP, 10 Seconds Cooldown,
Can also awaken Drusilla personality, abilities: Cursed Veil and Hurricane.
(U4.) Confusion: Disrupts an enemy target's spell channeling and makes it uncontrollable by the player for 60 seconds. 100 MP Cost. Has 1 second cooldown. The uncontrollable target does the following:
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(For Both units and Heroes)
- Ignores Spell Immunity.
- Cannot be dispelled.
- Disrupts spell channeling.
- Cannot control the affected unit or Hero while confused temporary.
- A Command Slot or Inventory Slot (for Heroes only) that is unusable or is empty
will be skipped and automatically chooses the next random command.
- This spell can be used as a unit or Hero killer!
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(For Confused Unit)
Confused Move Command: 10% chance of action that the confused unit will move automatically to the closest target (enemy or ally or neutral) until it has reached the target and automatically chooses the next random action. (10%/100%)
Confused Stop Command: 10% chance of action that the confused unit will stop instantly for a very short brief and automatically chooses the next random command. (20%/100%)
Confused Hold Position Command: 10% chance of action that the confused unit will hold position instantly for a very short brief and automatically chooses the next random command. (30%/100%)
Confused Attack Command: 10% chance of action that the confused unit will attack the closest target indiscriminately (friend and foe alike, as well as neutral target and structures) until it has attempted to hit once and automatically chooses the next random command. (40%/100%)
Confused Patrol Command: 10% chance of action that the confused unit will patrol to the closest target. May not choose the next random command while patrolling the target unless stunned. (50%/100%)
Confused Spell or Ability Command: 10% chance of action that a spell or ability will automatically be used on itself or the closest target. If the spell chosen automatically happens to be a healing spell, it might be used on itself or the closest target. If it is the Paladin's Holy Light or the Death Knight's Death Coil spell, it will automatically be used on the nearest possible target regardless if it is an enemy or an ally. If it is a area of effect spell automatically be used like Blizzard, Flame Strike, Rain of Fire, Healing Spray, Lightning Shield (closest target only), Sentry Ward, Stasis Trap, Healing Ward, etc, it will cast it on itself indiscriminately. If it is just a target spell, it will automatically cast it on the closest target. And if it is a self one click spell like Divine Shield, Chemical Rage, Berserk, etc, it will automatically be used. If it happened to be a automatic spell or ability that has an automatic function or is chosen an empty Command Slot, it will be skipped and automatically chooses the next random command. After a spell or an ability is used completely or the spell channeling is interrupted prematurely, the confused unit will automatically chooses the next random command. A confused unit may still be able to use a spell channeling spell if chances will allow the unit to use it (in this case, any disrupting spell can be used to stop the spell channeling). (10% x 5 = 50% chance that a regular spell or ability will automatically be used.) (100%/100%)
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(For Confused Hero)
Confused Move Command: 5% chance of action that the confused Hero will move automatically to the closest target (enemy or ally or neutral) until it has reached the target and automatically chooses the next random action. (5%/100%)
Confused Stop Command: 5% chance of action that the confused Hero will stop instantly for a very short brief and automatically chooses the next random command. (10%/100%)
Confused Hold Position Command: 5% chance of action that the confused Hero will hold position instantly for a very short brief and automatically chooses the next random command. (15%/100%)
Confused Attack Command: 5% chance of action that the confused Hero will attack the closest target indiscriminately (friend and foe alike, as well as neutral target and structures) until it has attempted to hit once and automatically chooses the next random command. (20%/100%)
Confused Patrol Command: 5% chance of action that the confused Hero will patrol to the closest target. May not choose the next random command while patrolling the target unless stunned. (25%/100%)
Confused Hero Abilities Assigning Command: 5% chance of action that an unused point will be used once and a spell or an ability will be randomly selected and automatically chooses the next random command. If there is no point to be automatically used randomly, it will skip this confused command and automatically chooses the next random command. (Out of Four = 25% chance, Out of Three = 33% chance, Out of Two = 50% chance and only one = automatic.) (30%/100%)
Confused Spell or Ability Command: 6% chance of action that a spell or ability will automatically be used on itself or the closest target. If the spell chosen automatically happens to be a healing spell, it might be used on itself or the closest target. If it is the Paladin's Holy Light or the Death Knight's Death Coil spell, it will automatically be used on the nearest possible target regardless if it is an enemy or an ally. If it is a area of effect spell automatically be used like Blizzard, Flame Strike, Rain of Fire, Healing Spray, Lightning Shield (closest target only), Sentry Ward, Stasis Trap, Healing Ward, etc, it will cast it on itself indiscriminately. If it is just a target spell, it will automatically cast it on the closest target. And if it is a self one click spell like Divine Shield, Chemical Rage, Berserk, etc, it will automatically be used. If it happened to be a automatic spell or ability that has an automatic function or is chosen an empty Command Slot, it will be skipped and automatically chooses the next random command. After a spell or an ability is used completely or the spell channeling is interrupted prematurely, the confused Hero will automatically chooses the next random command. A confused Hero may still be able to use a spell channeling spell if chances will allow the Hero to use it (in this case, any disrupting spell can be used to stop the spell channeling). (6% x 4 = 24% chance that a regular spell or ability will automatically be used.) (54%/100%)
Confused Ultimate Spell Command: 10% chance of action that the ultimate spell will automatically be used on itself should it be any automatic one-click spell like Avatar, Metamorphosis, Resurrection, Phoenix, Starfall, Tranquillity, etc or should it be an area of effect spell to be cast on itself indiscriminately like Inferno, Death And Decay, Earthquake, etc, or should it be a target spell like Mass Teleport, Doom, Charm, Transmute, etc, it will automatically cast it on the closest target. If it happened to be a automatic spell or ability that has an automatic function like Reincarnation or Blood Oath or is automatically chosen an empty Command Slot, it will be skipped and automatically chooses the next random command. Affected Command Slot 12 or the bottom right corner of the Command Card. (64%/100%)