Autumn Dynasty: Warlords Wiki
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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.


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:

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...

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