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These are the list of special abilities that can be used by the various units. Special abilities are usually be unlocked by upgrading the building of the respective units.


ArchersEdit

DeployEdit

Archers dig in and focus on one direction, allowing them to shoot further but limiting their field of fire.

Cost: 10 Range: Self
Cast Time: 3 Seconds Cooldown: 10 Seconds

Notes:

  • Archers cannot move until this ability is cancelled.


ArrowstormEdit

Fire a hail of arrows, slowing down enemy troops by forcing them to take cover.

Cost: 20 Range: 180
Cast Time: Immediate Cooldown: 15 Seconds


CatapultsEdit

BombardEdit

Launch a rapid-fire hail of rocks, devastating all enemies caught in the area.

Cost: 30 Range: 380
Cast Time: Immediate Cooldown: 10 Seconds

Notes:

  • Bombard deals damages to both units and buildings.

FlareEdit

Launch Firedust into the sky, illuminating the sky and revealing all enemy forces in an area.

Cost: 3 Range: 530
Cast Time: Immediate Cooldown: 10 Seconds


ElephantsEdit

RampageEdit

Elephants rampage attacking everything they see but gain substantial attack, defence, and movement bonuses.

Cost: 20 Range: Self
Cast Time: Immediate Cooldown: 9 Seconds

Notes:

RestEdit

Allows your Elephants to stop and rest, gradually recovering damage.

Cost: 10 Range: Self
Cast Time: 2 Seconds Cooldown: None

Notes:

  • Elephants are stunned and take additional damage if attacked while resting.
  • You can only heal up to 33%, 66% or 100% of health depending on how many Elephants remaining alive.
  • Elephants cannot move until this ability is cancelled.


HorsemenEdit

ChargeEdit

Charge at enemy troops, gathering speed and dealing damage on impact. May be blocked by buildings or rough terrain.

Cost: 20 Range: 180
Cast Time: Immediate Cooldown: 15 Seconds

Note:

  • All enemy units knocked back by Charge will recieve additional damage.
  • Charge deals more damage the further away the enemy unit is.


FireEdit

Sets fire to an area. Armies caught in flames will take damage. Fire spreads in forests.

Cost: 25 Range: Melee
Cast Time: Immediate Cooldown: 5 Seconds

Note:

  • An area that is burnt cannot be set on fire again untill a while later.


HwachaEdit

SpreadEdit

Launch Hwacha arrows at a greater rate of fire at the cost of accuracy.

Cost: 10 Range: 250
Cast Time: 2 Seconds Cooldown: 2 Seconds

Notes:

  • Spread deals damage over a wider area of effect then Focused.


FocusedEdit

Take careful aim to launch Hwacha arrows dealing concentrated damage with pinpoint accuracy.

Cost: 10 Range: 250
Cast Time: 3 Seconds Cooldown: 2 Seconds

Notes:

  • Focus only deals damage to a small area, but the damage is substantially higher than Spread.


RocketsEdit

The Hwacha launches devastating Firedust projectiles at the target location.

Cost: 40 Range: 380
Cast Time: Immediate Cooldown: 10 Seconds


MercenariesEdit

Open RanksEdit

Mercenaries spread out in a looser formation to gain a bonus to movement speed.

Cost: 0 Range: Self
Cast Time: Immediate Cooldown: 0.5 Seconds

Notes:

  • Mode change, sets the second ability to Rush if available.

Close OrderEdit

Mercenaries take a tighter and coordinated formation and gain a bonus to attack.

Cost: 0 Range: Self
Cast Time: Immediate Cooldown: 0.5 Seconds

Notes:

  • Mode change, sets the second ability to Swing if available.


RushEdit

Mercenaries rush past all obstacles to form up again at the target location.

Cost: 20 Range: 155
Cast Time: Immediate Cooldown: 1.5 Seconds


SwingEdit

Deals heavy damage to all surrounding enemy units and structures.

Cost: 25 Range: Melee
Cast Time: Immediate Cooldown: 10 Seconds


Mounted ArchersEdit

Crippling ShotEdit

Mounted Archers fire a debilitating shot that stuns their target and halves their attack and speed for a short duration.

Cost: 15 Range: 180
Cast Time: 0.3 Seconds Cooldown: 7 Seconds


Split ArrowsEdit

Mounted archers stop to fire a massed onslaught of arrows that hits all opponents within range.

Cost: 25 Range: 140
Cast Time: 1 Second Cooldown: 7 Seconds

Notes:

  • Spilt Arrows deals simultaneous damage to all nearby enemy units around the Mounted archers.


SappersEdit

TrapEdit

Sappers lay a trap at the targeted location.

Cost: 25 Range: Melee
Cast Time: 4 Seconds Cooldown: 5 Seconds

Notes:

  • The Trap explodes when enemy units come close.


SabotageEdit

Sappers set an explosive charge at the target location dealing heavy damage to structures.

Cost: 25 Range: Melee
Cast Time: 3 Seconds Cooldown: 3 Seconds

Note:

  • Sabotage can only target buildings or structures, but all enemy units nearby will be damaged in the explosion.
  • Sabotage will not be interrupted by enemy attacks while casting.


SpearmenEdit

AmbushEdit

Ambushing troops dig in and hide, continuously harassing and slowing all enemies that enter the area.

Cost: 10 Range: Self
Cast Time: 7 Seconds Cooldown: 10 Seconds

Notes:

  • All nearby enemy units will take damage and become slowed.
  • Spearmen cannot move unit this ability is cancelled.


ShieldEdit

Spearmen lock shields to protect against ranged attacks but deal less damage in this formation.

Cost: 10 Range: Self
Cast Time: 2 Seconds Cooldown: 4 Seconds

Notes:

  • Shield is active until cancelled.


SwordsmenEdit

SmokeEdit

Use smoke as cover, causing arrows to miss more often.

Cost: 20 Range: 60
Cast Time: Immediate Cooldown: 7 seconds

Notes:

  • Reduces damage from all ranged attacks.


AvalancheEdit

Drop rocks on enemies, can only be triggered near mountains or on castle walls.

Cost: 30 Range: 70(!)
Cast Time: Immediate Cooldown: 7 Seconds

Notes:

  • The targetted area must be near Mountains or Walls.
  • Swordsmen will automatically move to the target location to cast Avalanche after activation.


More details to follow...