This page isn't even remotely finished. There is a lot of work that need's to be done and a lot of information that is yet to be included.[] |
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Ambush[]
Ambush is triggered any time an engaged enemy is attacked from behind. Ambush gives the attacking unit +20% critical hit. and will also trigger any ambush abilities i.e. Frenzy.
HP & Guard[]
The game has 3 way to count damage :
- HP: A unit's Health + Armor
- Health: A unit's health is equal to it's constitution
- Armor: With some exceptions (Bleeding, Poison, Burning), when a unit takes damage armor will take damage before health, until the armor is depleted. If an attack deals damage greater than the armor of the unit taking damage, additional damage will bleed through to the unit's health.
- Guard: Guard is a percentage reduction applied to incoming damage while a unit has armor. It is determined by the unit's equipment i.e. armor. Any amount of armor is enough to give the unit guard. Guard still effects damage from attacks that break armor. In other words, guard is appl8
Knock Out[]
Performing Knock Out on an enemy has a chance (which increases to 100% the lower an enemy's health is below 50%) to take the enemy prisoner. Knock Out is a base action which means it can not be performed if another base action has already been used in the unit's turn. When next to an enemy unit that is engaged in combat with an ally and below 50% health (not HP), the option to knock out and capture an enemy will appear if the player has chains in their inventory. Capturing a human enemy (This also applies to Creepers in Tomb's of the Ancients) requires having at least 1x chains in the player's inventory whereas capturing an animal enemy requires having at least 1x rope in the player's inventory.
- Named characters cannot be captured (With the exception of Corene in the Femme Fatale quest)
Captured Animals[]
As with knock out, enemy beast can be captured as a base action, provided the player has rope in their inventory. 'Ghost' type animals are one exception and cannot be captured with rope.
Captured animals will immediately become allied animals after they are captured. Allied animals fight alongside the player in combat but cannot be controlled by the player unless one of the player's units has the Beast Mastery passive ability.
Prisoners[]
A human unit that is taken prisoner becomes part of the player's troop but does not fight alongside the player in combat. This means that prisoners count towards the wages the player must pay and the troop's food consumption. Releasing a prisoner has a small chance to recruit them to the troop but will otherwise just remove them from the troop. An outlaw or bandit prisoner can be taken to a prison where the player can hand them in and receive 120 Krowns.
When resting in camp, prisoners will try to escape and have a 100% base chance to escape, which can be reduced by different factors and by their placement within camp:
- Any injury will reduce escape ability by 20% (non-stackable). It is advisable to not heal injured prisoners and to inflict an injury to any prisoners who do not have one by use of the whip camp object
- Escape ability is reduced by 20% for every companion (including animals) no more than two spaces away in a straight line. Companions who are using camp objects still apply this benefit
- Assigning a prisoner to the stocks camp object reduces their escape ability by 100%
Companions with the Altruistic trait have a greater chance of recruiting prisoners places beside them in camp.
Status Effects[]
Status Icon | Status Name | Status Effect | Stackable |
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WIP | Fury | "Damage of the next attack increased by 50%"
The next attack performed by the unit deals an additional 50% damage. |
No |
WIP | Protection | "Damage taken | |
WIP | Destablisation | "Guard reduced to 0"
The unit has no guard (0% guard) regardless of armor value. |
No |
WIP | Weakening | "Damage reduced by 50%" The unit deals 50% less damage. |
No |
WIP | Fragility | "Damage taken increased by 30%"
All attacks do an additional 30% damage to the unit. |
WIP |