Every hero -- like the units he commands -- has a series of statistics that govern his effectiveness during battle or exploration. Attributes are the numbers that determine outcomes of probability and skills are the numbers that determine effectiveness of actions.
Hero-specific Attributes
- Health
Health is more complex than you think. It improves three universal attributes for the hero: hit points, stamina, morale. All classes need to make sure they occasionally upgrade this skill to keep from being overwhelmed later in the game. However, if you play your hero as a tank, then this is probably the only attribute you need to level up. - Magic
How many spells the hero can learn. This stat is critical for mages. - Command
How many units a hero can have with him on the battlefield. This stat is particularly important for commanders.
Universal Attributes
- Hit Points
Total damage a unit can absorb before dying; <50%, unit attack is weakened; =0, unit dies. Regenerate 10% per turn when out of combat; more with certain buildings. - Attack
Damage dealt by a unit to an enemy during an attack by said unit. - Counterattack
Damage returned to an enemy by the unit after it is attacked by said enemy. - Defense
Reduces damage the unit takes from melee. - Ranged Defense
Reduces damage the unit takes from arrows and missiles. - Resistance
Reduces damage the unit takes from magic attacks and all counterattacks. - Speed
Total action points for attack or movement during each turn; altered by certain types of terrain. - Attack Range
Ranged-only damage dealt by a cast projectile. - Range
Ranged-only maximum distance of attack with projectile or healing actions. - Ammo
Ranged-only, =0, ranged attacks cease until more ammo is found. Ammunition is restored instantly after combat. - Stamina
Unit energy reserve spent on attacking, special skills, and movement; <5, attack and speed decrease; =0, the unit must rest (skips a turn). Energy is instantly restored after combat. - Morale
Increases when a unit kills an enemy or an enemy dies on a neighboring hex; decreases when the unit is heavily wounded or an ally dies on a neighboring hex; if morale >15, boosts attack; <5, weakens attack; =0, the unit panics and retreats. When out of combat, this attribute gradually returns to its base level.
Battlefield Travel Skills
Some units fair better in adverse terrain conditions than others.
- Hovering
unit immune to terrain consequences; unit can share a hex with friendly troops and can be trampled. - Flying
unit immune to terrain consequences and trampling; unit cannot share a hex with friendly troops. - Forest Knowledge
travel through forest hexes only costs 1 movement point and no stamina; unit obtains additional defense. - Hills Knowledge
travel through hill hexes only costs 1 movement point and no stamina; unit obtains additional defense. - Swamp Knowledge
travel through swamp hexes only costs 1 movement point and no stamina; unit obtains additional defense.
Ranged Attack/Defense Skills
These are skills that are specific to ranged class fighting units.
- Armor-piercing Shot
ranged, enemy ranged defense -50% - Heavy Ammo
ranged, enemy ranged defense -1. Duration: 3 turns. - Petrification
ranged, unit freezes enemy, preventing movement but increasing defense; duration reduced by enemy resistance skill. - Poison Shot
ranged, unit poisons enemy, reducing hit points; amount depends on skill level. Duration: 3 turns. - Precise Shot
ranged, unit attack ignores some enemy ranged defense; amount depends on skill level. - Web
ranged, unit entangles enemy, preventing movement; duration reduced by enemy attack skill.
Melee Attack/Defense Skills
These are skills that are specific to melee class fighting units.
- Armor-piercing Strike
melee, enemy defense -50% - Bloodsucker
melee, unit restores hit points based on damage dealt; amount depends on skill level. - Cause Disease
melee, causing damage adds poison effect - Charge
melee, if attacking on the move; bonus damage based on distance traveled. - Crippling Strike
melee, enemy speed -1. Duration: 2 turns. - Crushing Blow
melee, special strike, +50% damage at the cost of some stamina. - Damage Armor
melee, enemy defense -1. Duration: 3 turns. - Damage Weapon
melee, enemy attack -1. Duration: 3 turns. - Does Not Fight
melee, unit can’t attack or counterattack - Intimidation
melee, unit decreases the enemy morale; amount depends on skill level. - Mass Attack
melee, unit attacks all enemies in neighboring hexes. - Parry
melee, for the first time in a turn, its defense is increased; amount depends on skill level. - Poison Attack
melee, unit poisons enemy, reducing hit points; amount depends on skill level. Duration: 3 turns. - Poison Flesh
melee, poisons attacker when damaged - Precise Strike
melee, unit attack ignores some enemy defense; amount depends on skill level. - Roots
melee, unit entangles enemy, preventing movement. Duration: 3 turns. - Round Attack
melee, unit attacks all enemies in neighboring hexes at the cost of some stamina. - Soul Stealing
melee, on enemy death, unit steals its soul to restore hit points; amount depends on skill level. - Steal Ammo
melee, unit decreases enemy ammunition reserve by several units; amount depends on skill level. - Stunning Blow
melee, unit attacks reduce enemy stamina; amount depends on skill level. - Trample
melee, unit can trample enemy if enemy hit points remaining after the attack are equal to or less than the level of the ability; on death, unit moves to enemy hex. Flying enemies are immune.
Magic Skills
Some units have a small amount of natural magical affinity.
- Cause Vulnerability
melee magic, the unit bestows "Vulnerability" spell on the enemy. - Energy Control
ranged magic, ignore some enemy resistance; amount depends on skill level. - Fire Arrows
ranged magic, normal and bonus magic damage; amount depends on skill level. - Magic Shot
ranged magic, ranged damgage instead counts as magic damage; countered by enemy resistance. - Magic Strike
melee magic, melee damgage instead counts as magic damage; countered by enemy resistance.
Activated Action Skills
Some units have bonus actions they can activate during battle.
- Collect Ammo
activated, unit will scavenge for ammo. Duration: 1 turn. - Extra Shot
activated, spend stamina to use ranged attack twice per turn - Forced March
activated, unit’s speed +1, cost: stamina. Duration: 1 turn. - Healing
activated, heal a unit within shooting range; effectiveness depends on level of ability; collectively, all units possessing this ability boost the healing rate of the entire army when not in combat. - Master of the Undead
activated, unit raises dead enemies as skeletons.
Buffs
Boosts to friendly unit stats and attributes.
- Agility
buff, unit immune to counterattacks - Berserker
buff, unit immune to fear; when activated by heavy damage, attack increases by level of ability and wounds do not reduce these effects - Feels No Pain
buff, wounds have no impact on unit’s attack. - First Aid
buff, hit points while resting; buff to out-of-combat HP regeneration rate - First Strike
buff, unit counterattacks before enemy attack; negated if both units have first strike. - Forager
buff, reduction in unit upkeep cost; amount depends on skill level. - Intrepid
buff, unit morale always remains unchanged. - Mediation
buff, unit recharges several units of magic while at rest; amount depends on skill level. - Poison Immunity
buff, unit immune to poison. - Recuperation
buff, unit recovers more stamina when resting; amount depends on skill level. - Regeneration
buff, unit recovers some hit points per turn; amount depends on skill level; hit point restoration boost when not in combat. - Reincarnation
buff, upon death, unit rises with full health once per battle - Necrophagy
buff, unit recovers some hit points by eating a corpse; amount depends on skill level. - Smite Evil
buff, unit inflicts extra damage on enemies with tainted souls. - Spell Immunity
buff, unit immune to spells. - Tireless
buff, unit immune to fatigue caused by travel or combat. - Tolerance
buff, unit immune to morale decrease caused by conflicting alignments with hero or fellow soldiers.
Debuffs
Reductions to enemy unit stats and attributes.
- Hex
debuff, single enemy attack, armor, and resistance skills -1. effected by enemy resistance. Duration: 4 turns. - Siege
debuff, enemy fortification defense reduced; amount depends on skill level.
Toxic Troops
Reductions to friendly unit stats and attributes.
- Marauder
reduces income from post-battle loot by a certain percentage. - Plunderer
reduces income from province in which the unit is located by a certain percent.
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