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
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Deploy
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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
Edit
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
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Bombard
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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
Edit
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
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Rampage
Edit
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
Edit
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
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Charge
Edit
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
Edit
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
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Spread
Edit
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
Edit
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
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The Hwacha launches devastating Firedust projectiles at the target location.
Cost: | 40 | Range: | 380 |
Cast Time: | Immediate | Cooldown: | 10 Seconds |
Mercenaries
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Open Ranks
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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
Edit
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
Edit
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
Edit
Deals heavy damage to all surrounding enemy units and structures.
Cost: | 25 | Range: | Melee |
Cast Time: | Immediate | Cooldown: | 10 Seconds |
Mounted Archers
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Crippling Shot
Edit
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
Edit
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
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Trap
Edit
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
Edit
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
Edit
Ambush
Edit
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
Edit
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
Edit
Smoke
Edit
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
Edit
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...