List of abilities
  • Battering Ram (edit): The Strongarm bashes a target (ally or enemy) with his shield, knocking the target back 4 tiles and dealing Armor damage. The Ram's target receives additional Armor damage from passing through units, ally or enemy alike. If the landing tile(s) is (are) occupied/blocked, then the target-unit will be thrown 3, 2 or 1 tiles back, depending on how many intermediate tiles are unoccupied/unblocked.

    At Rank-{1,2,3} the Battering Ram deals {1,3,5} Armor damage, respectively. The Armor damage from passing through units is 1 (per unit) for all Ranks.
  • Bird of Prey (edit): The Bowmaster's Bird of Prey is a Strength attack of increased range (nominal is 5 tiles). This special attack has a 100% chance to hit, effectively bypassing the Strength-Armor difference. The Strength damage is further boosted by the Archer's passive ability, Puncture, when the Bowmaster does not move before unleashing the Bird.

    At Rank-{1,2,3} the range of Bird of Prey is {7,8,9} tiles, respectively. The chance to hit is 100%, at all Ranks.
  • Bloody Flail (edit): The Thrasher strikes an enemy multiple times in a row. On all but the last strike, Bloody Flail deals either 1 Strength or 1 Armor damage, with equal probability (50%). On the final strike, things are more random: he has a 34% chance of doing 1 Strength damage (+1 per adjacent ally, max. +3); a 33% chance of doing 1 Armor damage (+1 per adjacent ally, max. +3); and a 33% chance of missing entirely! In overall, the outcome of the Bloody Flail is random and thus completely independent of the units' Strength-Armor difference.

    At Rank-{1,2,3} the Thrasher's Bloody Flail strikes {4,5,6} times, respectively. The probabilities and damage per hit is the same for all Ranks.
  • Bring the Pain (edit): The Shieldmaster's Bring the Pain is an improved Armor Break attack that additionally boosts the Return the Favor passive ability, until his next turn.

    At Rank-{1,2,3} Bring the Pain grants {0,+1,+2} to normal Armor Break, while it also adds {+1,+2,+3} to the normal Armor damage retaliated by the Return the Favor passive ability, respectively.
  • Forge Ahead (edit): The Warleader commands a single ally to move next-up in turn order, right after the enemy's next turn. This command activates the targeted ally at your next turn, while permanently changing the team's turn-order. The ally Forged Ahead will continue acting in the altered order for the rest of the match, unless the Warleader further changes the plan. The Warleader's Forge Ahead is unique among the unit abilities, being neither offensive nor defensive.

    At Rank-{1,2,3} the Warleader may Forge Ahead an ally being at {1 (adjacent), 4, any} tile-distance from himself, respectively.

Example. When in Pillage mode, Forge Ahead can provide an extra turn to your side when used on an ally who has already acted.

  • Heavy Impact (passive) (edit): A Warrior's Strength attacks do 1 Strength damage to all other enemies adjacent to the one targeted (provided the original attack does not miss). Heavy Impact does not harm allies. Added as an after-effect to the Warhawk's Tempest or the Warmaster's Sundering Impact abilities, Heavy Impact will really wreak havok in the enemy's lines.
  • Malice (edit): The Provoker taunts a nearby enemy. This causes the taunted unit to take any necessary actions in order to do a normal Strength attack on the Provoker, when its next turn is up. For instance, a taunted adjacent archer will move one tile away and attack, while a distantly taunted melee unit will move next to the Provoker and attack. Malice prevents the enemy player from issuing commands to that unit, effectively skipping his/her turn. Beware, a taunted unit may actually kill the Provoker in its rage!

    At Rank-{1,2,3} the Provoke may Malice an enemy at a distance of {1 (adjacent),2,3} tiles, respectively.

Notes: A Maliced enemy will not spend willpower in his attempt to move to attack the Provoker; however, he/she will recklessly walk through burning coals. Also, turn-advantage can result in a Provoker taunting multiple enemies, that will each attempt to attack him when their turn comes.

  • Puncture (passive) (edit): If an Archer takes a Strength attack without moving, she gets a temporary Strength bonus for this attack equal to +1 for every 2 Armor her target has lost during the match (rounded down).

    Because it is a passive, Puncture damage is accounted for in the damage numbers displayed on enemies, with green numbers. Puncture is also in effect for the Bowmaster's Bird of Prey and the Skystriker's Rain of Arrows abilities, provided they do not move when using them.

Example. An archer at 7-Strength firing against a 8-Armor Provoker should do 1 Strength damage, with a 90% chance. But, if that Provoker started the match with an Armor of 14, and the Archer is carefully taking her shot (without moving), her effective Strength for this attack will get a +3 boost [=(14-8)/2]. In this example, the Strength damage dealt to the Provoker is 2, with a 100% chance. Now, if the Archer was at 2-Strength, then the +3 Strength bonus from Puncture would just increase the hit-probability from 40% to 70% (to deal 1 Strength damage).

  • Rain of Arrows (edit): The Skystriker targets a single unoccupied tile in range of 1-5 (i.e., including adjacent tiles) and fires mystical arrow(s) into the air, trapping the selected tile. The unfortunate enemy who ventures into the trapped tile will receive Strength attack(s) from the Skystriker, based on the her Strength at the time the trap is triggered. Furthermore, the enemy will be forced to unceremoniously end his/her turn. When triggered, the arrow-trap has a 100% chance to hit, does a minimum of 1 Strength damage and works in conjunction with Puncture (if the Skystriker did not move before setting the trap). The trapped tile is clearly marked on your tile grid, but invisible to the opponent. If not triggered earlier, the mystical arrow(s) will fall to the ground upon the Skystriker's next turn or upon her demise; even though allies cannot trigger the trap, it may strike them in this way.

    At Rank-{1,2,3}, the Rain of Arrows consists of {1,2,3} arrows that consecutively hit the target. The Strength damage of the {1st,2nd,3rd} arrow receives a bonus of {0,+1,+2}, respectively. So, the minimum Strength damage of the Rank-{1,2,3} Rain of Arrows is {1,3,6}, respectively.

Example. If the Skystriker stands still while placing Rain of Arrows, she can still do Puncture damage. So, a varl with 5-Armor (started with 11-Armor) who steps into such a trap, will face the the Skystriker's Strength damage (at the moment the trap is triggered) with an effective +3 bonus. So, if the Skystriker is at 6-Strength when the trap is triggered, the damage inflicted on the varl is (6+3)-5=4. Beware: the same damage will be inflicted if the varl is allied to the Skystriker and is unfortunate enough to be standing on the trapped tile when she's killed!

Complicated example. A Strongarm of 15-Strength and 5-Armor (started with 15-Armor) triggers a Rank-3 Rain of Arrows set by a Skystriker (currently at 4-Strength) while standing still. The Puncture adds a +5 bonus to the effective Strength of the Skystriker attack, dealing a damage of (4+5)-5=4, with each of the three arrows. Furthermore, the {1st,2nd,3rd} arrow gets a {0,+1,+2} bonus to the base-damage. The final damage inflicted is (4+0)+(4+1)+(4+2)=15, killing the Strongarm.

  • Return the Favor (passive) (edit): Each time a Shieldbanger is hit (for either Strength or Armor), he retaliates 1 Armor damage on the attacker. Killing blows on Shieldbangers also trigger Return the Favor.

Example. A Rank-1 Thrasher Bloody Flailing a Shieldbanger will take 3-4 Armor damage (1x3, +1 if the last strike lands home).

Complicated example. A Warhawk whose Tempest swing hits both a Shieldbanger (SB) and an enemy adjacent to the SB, can expect 2 Armor damage retaliated by Return the Favor. The Warhawk's passive ability, Heavy Impact, is the culprit.

  • Run Through (edit): The Backbiter targets a unit (ally or enemy) along a straight line from where he's standing, provided that the tile just beyond it is unoccupied. He firstly Runs Through that unit and any other in the path (ally or enemy), dealing 2 Armor damage to each. Then, upon landing in the tile beyond the target, the Backbiter makes a standard Strength attack against the target.

    The Run Through is especially useful for slicing through compact enemy lines and/or getting to protected units (typically archers). A Skystriker's Rain of Arrows interrupts the Run Through, at any of the tiles involved (either along the path or at the landing one). Obstacles and hazards, e.g. the posts on the Beach or the burning coals on the Great-Hall, can be along the path.

    At Rank-{1,2,3}, the range — from Backbiter to target — is {2,3,4} tiles, respectively.

Example. A Siege Archer (at 7-Strength and 7-Armor) is delivering deadly blows lurking behind a Shieldbanger. A Rank-2 Backbiter (at 9-Strength) runs up against the Shieldbanger, at a three-tile distance in a straight line from the Siege Archer. His Rank-2 Run Through targeting the archer (there's nobody behind her) will deliver 2 Armor damage to the Shieldbanger and then another 2 to the Siege Archer. Upon landing behind her, he'll deal her another 4 Strength Damage (=9-[7-2]). The Backbiter will, of course, receive 1 Armor damage due to the Shieldbanger's Return the Favor passive.

  • Shield Wall (passive) (edit): When a Raider is adjacent to one or more allies, he both gives and receives a +1 Armor bonus. This bonus increases with each adjacent unit, and can be received from other Raiders at the same time.

    Whenever Shield Wall protects a unit, the damage number on Armor is colored in red to warn attackers. Similarly, the Strength damage number will be red when the potential damage is reduced by Shield Wall (but not when the probability of doing 1 damage is reduced). A unit's Armor cannot be reduced below the total Shield Wall bonus.

Example 1. With three Raiders in a straight line, the central one gets +4 Armor (from two adjacencies) and the others each get +2.
Example 2. A unit with its Armor reduced to zero enters a Shield Wall between two ally raiders, thus receiving a +2 Armor bonus (or +4 if its a Raider). All further Armor-Break attacks on this unit are meaningless yielding zero Armor damage.

  • Slag and Burn (edit): A Siege Archer targets any tile — occupied or not — in her normal attack range (2-5 tiles). She tosses tosses flammable pitch and then fires a burning arrow into it. The Slang and Burn deals Armor Break damage to the unit occupying the targeted tile, while the subsequent explosion deals 1 Strength damage to any units occupying the target tile and its adjacent ones (effectively hitting a five-tile area, in an "+" shape). Finally, the explosion leaves burning-coals randomly placed only on unoccupied tiles hit by the explosion (with priority on the central tile, when unoccupied) that act as normal hazards until the Siege Archer's next turn (or her demise).

    Unlike standard Archer attacks, this ability targets tiles instead of units, so it is possible to fire on an adjacent Varl. Beware, Slag and Burn will harm ally and enemy units alike!

    At Rank-{1,2,3}, the Slag and Burn deals {1,2,3} Armor damage to the target unit only, and the explosion leaves behind a maximum of {2,3,4} burning-coals, respectively. The Strength damage inflicted on all the units in the five-tile area is constant and equal to 1.
  • Stone Wall (edit): Until his next turn, the Raidmaster's shield reduces incoming Strength and Armor damage, separately for every hit taken. Working in conjunction with other Raiders' Shield Wall passive ability, the Raidmaster can survive even the most brutal attacks without a scar!

    At Rank-{1,2,3} the Stone Wall reduces Strength and Armor damage by {3,5,7} points, respectively.

Example. A Thrasher, surrounded by three of his allies, is Bloody Flailing a Stone Walled Raidmaster. This reckless attempt of his, has a {34%, 33%, 33%} chance of dealing {1 Strength, 1 Armor, no} damage, respectively.
Example. A 17-Strength Warmaster's Sundering Impact is targeted at a Raidmaster with 11-Armor and a Rank-3 Stone Wall raised. Believe it or not, he will suffer not a scratch!

  • Sundering Impact (edit): The Warmaster's Strength damage gains a +1 bonus for the imminent hit, while a 1 Armor damage is also applied to the target (after the Strength damage). Furthermore, Sundering Impact has a 100% chance to hit, effectively bypassing the Strength-Armor difference. In this way, Sundering Impact does a minimum of 2 Strength and 1 Armor damage to the selected target. Finally, it boosts the Armor and Strength damage dealt by his Heavy Impact passive ability to all the enemies adjacent to the original target.

    At Rank-{1,2,3} the Heavy Impact is boosted by an Armor/Strength damage bonus of {1/0 , 1/1 , 2/1}, respectively.
  • Tempest (edit): The Warhawk swings his massive sword in a wide arc, striking multiple adjacent units in a single attack. Tempest is a normal Strength attack with a 100% chance to hit (effectively bypassing Strength-Armor differnce), for every unit stricken. Starting from the selected enemy, the next-clockwise unit(s) is (are) hit. Targeted units need not be adjacent (e.g. can be at opposite sides of the Warhawk), but, beware: Tempest will also strike allies being next-clockwise in its swing-path! To avoid harming your allies, before you confirm the action, targets to be hit are highlighted with the purple-filled tiles.

    At Rank-{1,2,3} the Tempest hits {2,3,4} units, respectively.

Example. Even at 1 Strength, a Tempest swing against two adjacent enemies will do 2 Strength damage to each (100% chance), thanks to the Warhawk's passive, Heavy Impact.

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