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.
Archers[]
Deploy[]
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.
Arrowstorm[]
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 |
Catapults[]
Bombard[]
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.
Flare[]
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 |
Elephants[]
Rampage[]
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:
- Elephants randomly attack nearby enemies.
Rest[]
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.
Horsemen[]
Charge[]
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.
Fire[]
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.
Hwacha[]
Spread[]
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.
Focused[]
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.
Rockets[]
The Hwacha launches devastating Firedust projectiles at the target location.
Cost: | 40 | Range: | 380 |
Cast Time: | Immediate | Cooldown: | 10 Seconds |
Mercenaries[]
Open Ranks[]
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 Order[]
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.
Rush[]
Mercenaries rush past all obstacles to form up again at the target location.
Cost: | 20 | Range: | 155 |
Cast Time: | Immediate | Cooldown: | 1.5 Seconds |
Swing[]
Deals heavy damage to all surrounding enemy units and structures.
Cost: | 25 | Range: | Melee |
Cast Time: | Immediate | Cooldown: | 10 Seconds |
Mounted Archers[]
Crippling Shot[]
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 Arrows[]
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.
Sappers[]
Trap[]
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.
Sabotage[]
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.
Spearmen[]
Ambush[]
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.
Shield[]
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.
Swordsmen[]
Smoke[]
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.
Avalanche[]
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...