manual

List of scratch pages

The Banner Saga: Factions is a multiplayer video game developed by Stoic Studio .

The main menu for the game is the city of Strand.

The multiplayer game logo.

# Changelogs

Find the full list on the forums

# Strand

Strand is the viking city where The Banner Saga: Factions takes place, and it is also the main menu of the game.

Strand is a live city! Can you see the guards on the battlements, the patrol near the gates, the longship taking harbor?

# Getting around Strand

 This is your mouse-cursor. It's color is azure, like the skylines of Strand. The labels mark visitable buildings in Strand. Click on them to enter, when highlinghted blue. The question-mark button toggles the labels in Strand landmarks. The banner button gives access to the game's introduction and tutorials. The speech-balloon button toggles the chat-box. The hammer & anvil button lets you change game settings.

• The back button brings you back a step throughout all the menus. For example, Unit View>Proving Grounds>Strand.
• In most menus and UIs, the question-mark button reveals tooltips explaining the presented features.
• In the battle UI, the banner button toggles the unit-attribute banners.
• To send a chat message, press the return-key, type your text and then hit the return-key to send it.

# Landmarks

Each of the buildings in Strand has a different function for the game and several of those buildings are also battle maps.

## Great Hall

This is where you must come when you are looking for battle! After contests started in the Great Hall, a warband gains Renown for each enemy overcome; don't worry, your fallen characters pick themselves up to fight another day. Refer to the match page for more details on match-types.

## Proving Grounds

This is were you come to inspect your units and prepare your warband for battle. A prudent viking spends as much time in the Proving Grounds as in the field of battle. You can:

• Change your team's composition (called "build") and/or rearrange the units' initiative order (free).
• Promote a unit with sufficient kills to a higher Rank (costs Renown).
• Reallocate unit attributes, applicable to units of Rank-1 and above (free).
• Rename units and/or change their color variations (costs Renown).
• Expand your barracks to accommodate more recruited units, hired from the Mead Hall (costs Renown).

This is were you can hire more characters to expand your warband, provided that you've earned the Renown required to distract their attention from their mead-mugs! You can only hire Rank-0 units of any of the four base-classes, and can choose between units that come with 0, 5 or 30 kills.

## Hall of Valor

Your prowess in battle is recorded in the Hall of Valor. Here, you can review your overall performance and pay homage to the mighty champions of Strand. There is a different listing for all-time and current-tournament performance. The statistics recorded are:

• Overall ranking (Elo rating)
• Total number of battles
• Best & current Win-Streak
• Victory/Defeat ratio

## Marketplace

Here's where you can exchange some of your earthly belongings (via your Steam wallet) to:

• Purchase new color-variations, applied at the Proving Grounds
• Buy Renown (tsk tsk tsk…)
• Activate the Rally-Boost (a per-battle Renown bonus, applicable for a specified time-duration)
• Unlock a pack of Rank-1 units, and immediately dispatch them to your barracks

Closing the Marketplace overlay (via the "X" in the upper corner) puts you back where you were before.

## Fire Tower

This is where you come to exit Factions. Click here only if you've proven your mettle in battle!

## Other

Some of Strand's building are as yet inaccessible. These include:

• The Weaver's Hut, where you can design your crests and banners (?).
• The Trophy Tower, where you can review your achievements (?).

# Battle!

Here you learn the rules of battle!

The controls can be found further down the page. Also check out the official guides.

Battles take place on a grid of square tiles, with some large characters occupying more than one tile. Maps may contain obstacles or hazards. Battles are turn-based, but players usually use a timer — either 30 or 60 seconds — per move.

# Deployment

The deployment area of the Mead House map

At the beginning of each match, the teams array for combat. In 1v1 matches, the teams are each given a space of five rows on opposite sides of the map. The player on top is chosen randomly and granted the first turn.

# Actions

When it is your turn, you may rest — recovering one point of Willpower for the current character — or move and take another action: attacking an enemy's Armor; attacking an enemy's Strength; spending some Willpower to use the character's active ability; or ending your turn. If the timer run out before a character's actions have been confirmed, the turn ends.

Units have movement ranges and attack ranges. Both of these distances are measured along the axes of the grid; there is no moving or attacking on the diagonal. Ranged-only characters cannot attack adjacent enemies no matter the enemies' size. For example, an Archer cannot fire on an adjacent Shieldbanger.

On a particular turn, movement and attacks of both types (against Armor and Strength) can be enhanced through the expenditure of the character's Willpower, with the amount spent on one action being limited by the character's Exertion.

# Teams

See the article on units for details on attributes and classes.

Class limits per team

Base class Limit
Archers 3
Raiders 3
Warriors +
Shieldbangers
2

Teams consist of up to six characters or units. The total power of the units on your team — calculated as the sum of the team members' Ranks — affects ranked matches found in the Great Hall and the updating of Elo rankings after a match.

## Classes

Each character belongs to a class and has a Rank. Classes can be grouped in sets of four: a base class, whose Rank is zero, and three promoted classes, whose Ranks range between one and three. In building your team of up to six characters, there are limits on how many can belong to each class, as indicated in the table at the right.

## Attributes

A banner

Each base class has a passive ability which is inherited by its promoted classes. These abilities can take a variety of forms. Similarly, the base class determines size, movement range and attack range. Promoted classes are primarily differentiated by their active abilities; see a particular class's page for details. The unit attribute denoting its progress in the particular class, as well as the potential of the class' active ability, is called Rank. Increasing a character's Rank is called Promotion and requires a certain number of kills.

 Rank

Characters have five attributes that may be adjusted before battle. Three of them may be depleted during battle:

 Armor Strength Willpower

The values you set for these determine their initial values and upper limits during battle. Their values during a battle are shown on each character's banner. When a character's Strength is entirely depleted, the character is eliminated from the battle.1

The other two adjustable attributes are constant during battle:

 Exertion Armor Break

Classes differ in the minimum and maximum values which can be assigned to these five adjustable attributes. The number of points which may be allocated above the minima is equal to 10 plus the character's Rank.

## Customization

Characters are hired at the Mead Hall or Marketplace. In the Proving Grounds, characters are customized and arranged into the order in which they are queued to take turns during battle. Both hiring and customizing characters is costly, while rearranging the queue is free.

# Damage

Attacks against Strength

If… Damage is…
Attacker's Strength $>$ Defender's Armor ( S - A ) + Willpower spent
Attacker's Strength $\leq$ Defender's Armor 1 + Willpower spent
with probability
max{20%, 100% - ( A - S )*10%}

Quiz: This Warrior is making a Strength attack. What is his chance to hit,
and for how much damage?

Attacks against Strength are blocked by Armor, with each point of Armor protecting against a point of damage, up to the point where the attacker's Strength equals the defender's Armor. Beyond this point, Armor reduces the chance of doing damage, down to a minimum of 20%.2

The effective Strength of an attack can be enhanced through the Exertion of a unit's Willpower, as described above. The Archer's Puncture ability also enhances Strength under certain circumstances.

In contrast, an attack against Armor will always hit and do the same damage to any defender, equal to the attacker's Armor Break. As with Strength attacks, these can be enhanced through the Exertion of a unit's Willpower.

Many units' special abilities also inflict damage. See particular units for details.

# Turns and victory

Currently, there are only 1v1 battles.

As in chess, turns alternate between the two players. Unlike chess, on your turn you must use a particular unit. The next unit up is shown in the queue visible at the bottom of the screen. Because turns are alternating, the list you see there is simply made from two separate queues — one for each team — interwoven. The order of your part of the queue can be set before battle in the Proving Grounds.

When a unit dies, the rest of the team moves up in the queue to fill the gap, maintaining the alternation of turns. The Warleader's active ability allows him to pull an adjacent unit to the head of his team's queue.

In the first turn where a single unit is outnumbered by enemies, the game enters Pillage. From this point forward, the lone unit gets a turn, followed by all of the enemies taking their turns (in their old queued order).

The combat of Banner Saga: Factions is turn-based, but players have a time limit on their turns. The timer begins as soon as your turn starts, and the rest of your turn is forfeit once it runs out. The duration of the timer is determined before the match.

Victory goes to the team with the last man, woman or Varl standing; that is, it is achieved when all characters on the opposing team have been eliminated.

# The Horn

The Horn. You have 1 star; your opponent 2.

For each enemy killed, a star is added to your Horn (max 5), shown at the top of the screen. These may be allocated on your turn to the active character, by clicking on the large star at the mouth of the Horn; any amount may be allocated at any time during the turn. The stars available in your opponent's Horn are marked with red on the overhanging pebble.

# Hazards

Burning coals in the Great Hall map

Currently, the only hazards are the Skystriker's Rain of Arrows (which is hidden to the enemy) and burning coals, which are either a feature of the terrain or a side-effect of a Siege Archer's Slag and Burn.

Each burning-coal tile delivers 1 Strength damage (per turn) to a unit stepping onto it. This applies to both 1x1 and 2x2 units; however, 2x2 units need more tiles to maneuver and are thus exposed to damage from multiple coal-tiles (e.g. in the Great Hall map). Stepping onto a tile with coals from both the map and a Siege Archer will inflict 2 Strength damage.

# Interface and controls

Hotkeys

key action
TAB display banners

The active unit's portrait and attributes

The substance of this section can be found in-battle by clicking the "?" icon in the bottom right.

• Looking around
Click and drag anywhere to move your view. The map will re-center on the active unit at the beginning of its turn.
• Units' allegiances
Your units have blue tiles underneath them, while your opponents' allies stand on red tiles.
• The active unit
The ground beneath the unit whose turn it is is covered in a rotating circle, red for an enemy and blue for an ally.
• Unit banners
Each character's depletable stats — Armor, Strength and Willpower — can be seen on their banner at any time during the battle. By default, banners are only shown on a unit's turn or when manually selected (either for a standard attack or for examination). Banners for all units can be toggled with the TAB key or the banner icon in the upper right.
• The initiative bar
The initiative bar along the bottom of the screen indicates, from left to right, the order in which characters are expected to take turns. As described above, this order will generally change during battle.
• The active unit's portrait
The active unit appears at the far left of the initiative bar, and his or her attributes are shown to all players. Above this is the current player's crown and chit, about which the developers will announce more later.
• Movement ranges
The currently-selected unit's movement range is indicated in blue and golden tiles. Reaching golden tiles requires the exertion of one or more units of Willpower. Golden tiles are only shown if the unit currently has enough Willpower to reach them. Because it is possible to select a unit before its turn, the movement range observed may not represent the range that unit will have on its next turn.
• Selecting units
Clicking a tile outside of his or her range will de-select the active unit. Any other unit may be deselected by clicking an open tile. Clicking an unit's portrait in the initiative bar will select it, showing its movement range and providing a description of its abilities. Units may also be selected by clicking on them. However, if you click on a unit within attack range, the attack menu will come up instead; to select such a unit, first deselect the active unit.
• Damage potential
When it is your turn, you see how much Strength damage the active character can do to enemies within attack range (without adding Willpower). By hovering your mouse over tiles within the character's movement range, you can potential damage against units within movement-plus-attack range. During an enemy character's turn, you similarly see how much damage he or she can do to targets within attack range. When an Archer can inflict Puncture damage, the potential damage is shown in red. When successfully hitting Strength is not a certainty (because the active character's Strength is less than the target's Armor), a 1 is shown.

## Deployment

The deployment area is marked with blue tiles, and occupies the first five rows of the battle map. To place a unit, click to select it and then click an open position in the deployment area. During deployment, only your party will be shown on the initiative bar.

## Timer

The time remaining is shown by the circular meter around the active character's portrait - blue when it is your turn and red when it is your opponent's turn. A drum beat sounds when the timer has nearly run out.

Due to latency issues, it may appear that your opponent's unit is taking their action after their timer has already run out.

Teams have 60 seconds to get into formation during the deployment phase.

## Actions

At the beginning of his or her turn, the active character will be selected, and his or her action menu shown. Selecting one of the menu items will give further options.

• Movement
After selecting "Move" (the boot icon), you can choose a tile within the character's movement range. Upon doing so, the movement range updates to account for how many steps have been selected; and you can click another tile to move further (as long as there are still tiles in the updated range). In this way, you can customize the route your character takes. When you have chosen a path to take, click the check mark.

Note that there is no action like movement-plus-ability or movement-plus-attack; movement is its own action, which must be confirmed before proceeding to further actions. Also, once a single movement has been confirmed, no further movement may be taken. If the active character is killed or stunned during movement, the rest of his or her turn is lost.
• Standard attacks
Selecting the sword icon highlights the character's attack range in red tiles. To make an attack, select an enemy within this range. This brings up the attack menu and shows that unit's banner (if not already shown). The attack menu shows potential damage against either Armor or Strength. Click either icon to initiate an attack. Whichever you choose, you will be given the option to add Willpower to the attack (provided your character has non-zero Willpower and Exertion), and may do so by clicking the hollow stars that appear. When a star is selected, those to its right are as well; and clicking again will de-select a star (and stars to its right). As stars are selected and de-selected, the damage number changes. Click the check mark (over the Armor or Strength icon) to confirm.

When successfully hitting Strength is not a certainty (because the active character's Strength is less than the target's Armor), the chance of hitting is shown along with the damage the might be inflicted (which will be greater than 1 when Willpower has been added). When the damage numbers have been enhanced (e.g., by an Archer's Puncture) or diminished (e.g., by a Raider's Shield Wall), they are shown in green or red, respectively.
• Abilities
Some active abilities (selected via the purple icon, different for each class), like the Raidmaster's Stone Wall, take effect as soon as you confirm them. Most, however, offer a selection of tiles that may be targeted.

Abilities that have long-term effects are indicated by an icon above a unit's portrait in the initiative bar. The target tile for an allied Skystriker's Rain of Arrows has a special purple marking.
• The Horn
The Horn is shown at the top of the screen, with the Willpower available to you indicated by the number of stars filled in; and the enemy's by the red number above. To give Willpower to the active character, click the Horn. This will immediate add a point to his or her Willpower (without a confirmation click) up to the maximum.
• Canceling
Any action can be canceled before confirming by clicking a tile outside of range (thereby de-selecting the current unit).
• Shortcuts to bypass the action menu
You can take movement and standard attack actions without using the action menu's boot and sword buttons. To do this, just ignore the menu and click on the tile you wish to move to or attack.

## Dynamic music

A drum beat sounds for all players during the last seconds of a character's turn.

New music plays during the Pillage phase of combat.

# Units

A well-prepared Viking begins his battle long before he takes to the field. This starts with careful unit selection—that is, building up the group of units whose distinctive stats and special skills work together to give you the best chance when the arrows start flying.

For general discussion on team composition and use in battle, see the battle rules. This entry focuses on the range of units available, while the official guide explains the units' abilities and strategic roles all in one page.'

# Promotion and Planning

Banner Saga currently supports two "types" of units: base (Rank 0) units, and promoted (Rank 1, 2, 3) units. For each base-class (i.e. Archer, Raider, Shieldbanger, Warrior) there is a number of different promoted classes you can choose from. For example, the Archer base class can be promoted to the Bowmaster, Siege-Archer or Skystriker class.

The composition of your warband of six units/characters is referred to as a build (or team). The sum of the Ranks of the units of a build is called the power (or power level) of that build. For example, when you first enter Strand, having just the "Thrasher" in your build, your power is 1. When you have promoted six units to Rank 1, your build's power is 6.

Promoted units have several advantages over base units:

• They have access to special active abilities, particular to each promoted class, which grows more powerful for Ranks 2 and 3,
• They inherit the passive ability from the base-class they come from,
• They gain one additional stat-point per Rank, and
• Their stat-points can be re-allocated between attributes, respecting min/max limits, specific for each promoted class.

For these reasons, higher-Rank units are essential for building a formidable and efficient warband. Yet, even though units become stronger when promoted to higher Ranks, the wise leader considers the future, learning the advantages of each promoted unit class before deciding to spend the hard-earned Renown for a promotion.

# Attributes

Size, movement and attack-range

 Base class Archers 1x1 3 2-5 Raiders 1x1 4 1 Warriors 2x2 4 1 Shieldbangers 2x2 3 1

Points for promoted classes

Base class Base Limits
Archers 15 34
Raiders 18 41
Warriors 20 43
Shieldbangers 22 44
Point-total Base + 10 + Rank

Each base class (i.e. Archer, Raider, Shieldbanger, Warrior) comes with three attributes that cannot be changed and is inherited to promoted classes: size, movement, and attack-range. For instance, all Shieldbangers (of whatever Rank) will take up four squares, while all Archers will have the same basic attack-range.

Additionally, each unit has three stats/attributes that deplete over the course of a single battle: strength (STR), armor (ARM), and willpower (WP).

• STR indicates both health and damage. A unit dies when his STR reaches 0, but is gradually weakened as he loses STR throughout a battle
• ARM negates damage. When an opponent attacks your unit, he will deal total damage of (his STR) - (your ARM). Armor can also be attacked. (See also the battle page)
• WP allows you to take bonus actions; for instance, you can spend 1 WP to move one extra square, or to do one extra damage, or to use a promoted-unit's Rank-1 active ability.

Finally, each unit has two stats that do not deplete over the course of the battle: exertion (EX) and armor break (AB).

• EX defines how much WP a unit can use on a given action. (For instance, a character with 3 EX can move 3 extra tiles in one turn at the cost of 3 WP, then attack for three bonus damage at the cost of three more WP. Meanwhile, a character with 1 EX can only move 1 extra square for 1 WP and/or attack for 1 extra damage for 1 WP.)
• AB defines how much Armor damage the unit can do on a single attack. Unlike attacks on STR, Armor-Break damage is constant, but it can also be increased using WP.

When a unit gets promoted, you get one extra stat-point and — more importantly — you can now freely re-allocate the stat-points between the unit attributes (STR, ARM, WP, EX and AB) anytime you want. You can only re-allocate 10+Rank stat-points, respecting at all times the min/max limits of each attribute (specific to each promoted class).

# Abilities

Take a look a the list of abilities to see how varied they are.

In addition to statistics, each unit can potentially have both active and passive abilities. Active abilities require the unit to spend 1 WP in order to trigger them, and are not available to level 0 characters. Passive abilities have no cost and are "always on;" the player automatically receives their benefit whenever appropriate.

Rank 2 and 3 active abilities cost 2 and 3 WP correspondingly, but any ability rank from 1 up to unit rank can be used. For example, if your rank 3 Bowmaster shoots at 7 range with her Bird of Prey ability, she will use 1 WP to activate it, but to shoot at 8 range you will need 2 WP.

Abilities are determined by class and type and (unlike statistics) are identical among units of the same class and type, although some abilities (such as the Siege Archer's Slag and Burn) behave differently depending on how the unit's stats are set.

Most active abilities targeting an enemy's STR always hit, with several exceptions like the second hit in the Backbiter's Run Through, which follows the normal rules for inflicting Strength damage, or Thrasher's Bloody Flail, which has special rules.

Most units' active abilities allow them to target squares in their standard attack range. However, some abilities are designed around increased range, like the Backbiter's Run Through and the Bowmaster's Bird of Prey. So far, the Raidmaster's Stone Wall is the only ability that does not target any square.

# Archer (edit)

 min max . 7 . 7 . 8 . 2 . 1 3 2-5 1x1

Archers may seem frail, hiding behind larger allies and wearing neither shield nor armor, yet their slim appearance is belied by their deadly accuracy. A well-placed archer can work violent marvels, sliding her arrow through rents in opponents' armor and destroying vital organs.

Promotes to:

# Abilities

• 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).

# Backbiter (edit)

 min max 5 12 8 10 4 13 0 3 1 3 4 1 1x1

Daring back-line raiders, backbiters tend to prefer the high-risk high-reward thrill of taking out valuable targets over the boring trudge of the shield-wall. They don't have the highest of lifespans, but many archer-and even many mighty varl-have learned the hard way the price of ignoring a backbiter: armor in tatters and a bleeding gut-wound.

# Abilities

• 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.

• 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.

A Backbiter preparing for a Rank-1 Run Through.

# Bowmaster (edit)

 min max 4 9 4 8 5 12 1 3 1 2 3 2-5 1x1

All archers are deadly at range, but no one works so hard for that extra bit of distance as a bowmaster. Through sheer willpower, they can shoot farther than any of their allies, surprising back-row hulks with a cleverly-placed arrow to the neck.

# Abilities

• 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).

• 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.

Illustration: A Bowmaster preparing to unleash a Bird of Prey (Rank-1) on an enemy Thrasher.

Illustration: A Bowmaster preparing to unleash a Bird of Prey (Rank-2) on an enemy Skystriker.

# Provoker (edit)

 min max 11 18 7 12 3 9 0 2 1 3 3 1 2x2

No one doubts the courage of any shieldbanger, however slow and lumbering he may be in motion. Yet the provoker is a special kind of crazy—marching to the front of the lines, he actually *asks* to be hit, smiling as blows glance from his armor, then laughing when his opponent is taken from the rear.

# Abilities

• 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.

• 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.

(1) A Provoker in the act of Malicing an enemy Warhawk (2) forcing him into a missed hit-attempt (40%) and a skipped turn.

# Raider (edit)

 min max . 9 . 9 . 6 . 2 . 2 4 1 1x1

A young man seeking treasure and renown must prove his worth, standing firm in the shield-wall and guarding his war-companions. And even varl may think twice before assaulting a group of Raiders, since their interlocked shields can blunt the most savage of blows.

Promotes to:

# Abilities

• 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.

Illustration: Three Raiders forming a Shield Wall that effectively increases their Armor.

# Raidmaster (edit)

 min max 6 12 6 12 4 11 1 3 1 3 4 1 1x1

Eschewing the agile vulnerability of a backbiter and the undisciplined wrath of a thrasher, raidmasters know that a viking's most important weapon is not his blade, but his shield. This slow-striking discipline can yield great rewards; a raidmaster defends both himself and his shield masterfully until the opportune moment, striking only when his blade can do the most harm.

# Abilities

• 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.

• 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!

# Shieldbanger (edit)

 min max . 13 . 10 . 5 . 1 . 2 3 1 2x2

Shieldbangers may be slow and lumbering, but even skilled warriors attack these monsters only with great reluctance—and return from their engagement with tattered armor, if they return at all.

Promotes to

# Abilities

• 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.

# Shieldmaster (edit)

 min max 9 16 8 13 3 9 1 2 1 4 3 1 2x2

Everything shieldbangers are, shieldmasters are double. They take a perverse pleasure in cleaving not flesh but wood, leaving shields and armor in tatters while letting their allies deal with the messy stuff. No one else understands this attitude, but archers in particular are quick to take advantage of their newly unarmored enemies.

# Abilities

• 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.

• 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.

# Siege Archer (edit)

 min max 4 9 4 7 6 13 1 3 0 2 3 2-5 1x1

Most archers are known for their subtlety, a relic, perhaps, of the days when they trained for battle in secret. The siege archer is the exception to this rule. Living by the motto that life's no fun without explosions, these ladies literally light up the battlefield, stripping armor off one target even as they set men and earth ablaze.

As with all archers, the Siege Archer has a range of 2-5 squares for attacks, and 3 squares for movement.

# Abilities

• 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).

• 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.

# Skystriker (edit)

 min max 3 9 4 8 7 13 1 3 0 1 3 2-5 1x1

Skystrikers work from the shadows, yet one sound always gives them away: the enraged and frustrated cursing of enemies, literally pinned down by arrows that appear in the least convenient - and least expected - places imaginable.

# Abilities

• 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.

Illustration: A Skystriker's combined Rain of Arrows and Puncture destroy a low-Armor Raidmaster.

# Strongarm (edit)

 min max 9 15 9 15 3 10 0 2 1 2 3 1 2x2

Strongarms have a unique solution to the shieldbanger's lack of mobility: since they can't rush across the battlefield, they instead re-arrange the battlefield to serve their interests. One can follow the progress of a strongarm by looking to the side and rear of the battle, where confused raiders and even warriors can be found, wincing, holding torn shields, and trying to figure out how they ended up so far from their intended targets.

# Abilities

• 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.

• 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.

Illustration: A Strongarm preparing to Ram an enemy Shieldmaster, throwing him behind his allies and inside the firepit.

# Thrasher (edit)

 min max 5 11 8 12 3 13 1 3 1 2 4 1 1x1

Known for their undying enthusiasm and questionable accuracy, these warriors love to travel in packs, and can use their willpower to smash opponents even when their strength is nearly gone. Unfortunately, their ferocity comes at a cost: their battle rage makes them unpredictable. While powerful, they thrive on luck and uncertainty, often to the consternation of their more disciplined allies.

# Abilities

• 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.

• 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.

# Warhawk (edit)

 min max 7 12 10 16 2 11 0 2 1 2 4 1 2x2

To a Warhawk, combat is rather simple. Grab a big sword, be stronger than everyone else, swing in circle. The hard part is getting them to the front lines intact—and then making sure they don't accidentally cut any allies in half!

# Abilities

• 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.
• 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.

Illustration: A full health warhawk, about to kill two units and maim a third.

 min max 6 12 9 15 4 9 1 3 0 4 4 1 2x2

Warrior varls are rarely known for their smarts, but the warleader is an exception. He loves sitting in the back of a fight, directing troops and giving them the extra oomph to arrive in the best tactical location in time. But don't let their brains fool you—when it comes time to swing steel, warleaders can hold their own with the best.

# Abilities

• 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.
• 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.

Illustration: A Warleader uses a Rank-1 Forge Ahead on an ally Warhawk who acted just before him.

# Warmaster (edit)

 min max 6 11 9 17 3 10 1 2 1 3 4 1 2x2

All varl warriors hit with enough strength that just the shock tears through any enemy next to the unfortunate target. Warmasters, however, do one better: they tear down armor as well as strength, leaving units open to future assault by their allies.

# Abilities

• 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.
• 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.

Warmaster's (Rank-1) Sundering Impact spreading damage across the enemy-lines… Watch the numbers fly!

# Warrior (edit)

 min max . 9 . 12 . 5 . 2 . 2 4 1 2x2

Warriors carry violence to its simplest extreme: be strong, hit hard. Not only do their strokes overwhelm even the highest of armor, but the force of their blows wounds even those enemies who only stood next to their intended target.

Promotes to

# Abilities

• 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.

# Units on a grid

If you've come here looking for min and max stats, you might want to also check DaveMo's numbers, which may be more up-to-date.

 min max . 9 . 12 . 5 . 2 . 2 4 1 2x2
 min max 7 12 10 16 2 11 0 2 1 2 4 1 2x2
 min max 6 12 9 15 4 9 1 3 0 4 4 1 2x2
 min max 6 11 9 17 3 10 1 2 1 3 4 1 2x2
 min max . 7 . 7 . 8 . 2 . 1 3 2-5 1x1
 min max 4 9 4 8 5 12 1 3 1 2 3 2-5 1x1
 min max 4 9 4 7 6 13 1 3 0 2 3 2-5 1x1
 min max 3 9 4 8 7 13 1 3 0 1 3 2-5 1x1
 min max . 9 . 9 . 6 . 2 . 2 4 1 1x1
 min max 5 12 8 10 4 13 0 3 1 3 4 1 1x1
 min max 6 12 6 12 4 11 1 3 1 3 4 1 1x1
 min max 5 11 8 12 3 13 1 3 1 2 4 1 1x1
 min max . 13 . 10 . 5 . 1 . 2 3 1 2x2
 min max 11 18 7 12 3 9 0 2 1 3 3 1 2x2
 min max 9 16 8 13 3 9 1 2 1 4 3 1 2x2
 min max 9 15 9 15 3 10 0 2 1 2 3 1 2x2

page revision: 8, last edited: 14 Apr 2013 14:38