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