![]() ![]() Tier 1 Mounted Scout A)) R4 90% acc 6 Phys. CD1 means usable every other turn at most. Physical is the most common.Ĭooldown, NOT including the turn it is used on. Always Hit abilities ignore accuracy (and evasion) entirely.ĭamage type. R0 AOE is an AOE centered on the caster.Īccuracy. R2 is two hexes, R3 is 3, etc.ġ hex AOE impacts a target hex and all 6 surrounding hexes, for 7 hexes total. “A” requires at least one action and ends turn, “AAA” requires all three actions. Requires at least one action, does one attack per action available, up to 3 attacks with 3 actions. I’m leaving out most special abilities and passives, especially on the more complicated units. I’m only including basic information for easy reference. You can check the wiki for more accurate / complete / up to date information. (Mounted) units are normally foot soldiers, but get a mount if you have the racial trait. Mounted units are always mounted regardless of racial traits, and usually have 40 speed (32 is the default for foot soldiers). To know how good the racial mounts are, you need to know which of your units is mounted and how those mounted units are used in combat alongside unmounted units. ( AFAIK all +% abilities are additive, not multiplicative.) Cultures Pack Hunter: Melee Damage +20% if adjacent to another unit with Pack Hunter. Woof that’s a lot to unpack in one ability. This is not to be confused with Blink, which has no action cost at all.Įnfeebling Howl: 1 Action, Always Hits, Range 0, AOE 2, 18 Frost Damage, Inflicts Weakened 2, no friendly fire, damages fortifications. If you don’t spend 1 of your 3 actions moving before you Phase, that action is wasted. Note that after using a Partial Action movement ability, like Jump or Phase, you’ll never have more than 1 action remaining. Phase: 1 Partial Action, Range 4, teleports caster to target point, ignores retaliation and zone of control, CD 2. Unlike most abilities of it’s type, it does NOT care about Zone of Control. Web: Full Action, Always Hits, Range 4, AOE 1, 18 Physical Damage, 60% Immobilized chance, damages fortications (like walls). Note that some unit types, like Undead, are immune to Morale. 60 or worse: Routing (stops fighting and tries to flee the battle). ![]()
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