Combat Mechanics
Attack Types
Normal melee (trolls, boss beasts)
- 100% damage to units and trees
- 33% damage to structures and mines
Beast melee (beasts)
- 100% damage to units
- 10% damage to structures and mines
Power hit (active abilities - power blows, spells, shots)
- 100% damage to units
- 10% damage to structures and mines
Weapon Types
Daggers
- 17% chance to hit for great damage to units
- can be thrown for low damage at range 400 (energy cost 1)
Spears
- 25% chance to hit for great damage to units
- can be thrown for average damage at range 600 (energy cost 5)
Axes
- 50% chance to hit for average damage to units, structures and trees
- can be thrown for great damage at range 300 (energy cost 10)
Maces
- 33% chance to hit for average damage and 1 sec stun to units, great damage to structures
- can power blow for average damage and 2 sec stun at melee range, with bonus damage to structures (energy cost 10)
Wands
- 50% chance to turn into Ghost Form for 2 sec upon melee attack
- can be enchanted with magic to cast it for no energy cost and with increased cooldown
Staves
- 50% chance to hit for average damage to units and structures
- can be enchanted with magic to cast it for no energy cost and with increased cooldown
Ranged (bows, guns, sarbacane)
- can shoot for great damage and some stun to units at great range
- need ammo
Thrown (javelins, throwing axes)
- can shoot for great damage and some stun to units at average range
- they are ammo by themselves (10 shots per stack)
Spell books
- can invoke various effects or deal great damage and stun at average range
- cost energy