Abilities List

Base Abilities

Attack, Atk Squire, Honor, Rampage, Spearhead, Flourish, Dogpack, Foxpack, Wolfpack Defense, Protect, Toxic, Golem Shield Drain, Wound, Arrow, Fireball
Gold, Windfall Crystal, Windfall Special, Zealot, Steal
Knockout, Renegade, Frail, Burnout, Dormant, Reaper Recruit, Transform Wood, Windfall Heal, Paladin

Custom Abilities

Alchemy
Fatigue
Convert

REMEMBER! You need to manually put your ability here!

Attack Based abilities

Attack

This is an ability in which the unit will have X attack. for every 4 attack that the units of one army have, they deal one damage, plus 1 for having any.

Atk Squire

This ability gives a unit in front of the unit bearing this ability X extra attack (if any). If the unit in front of the unit bearing this ability is a knight, then the unit will gain 2X extra attack.

Honor

This is attack, and will count as attack for the purposes of ATK boosting abilities, and is attack with one exception: The unit will only deal damage if there is an unwounded unit across from the unit bearing this ability, thus making the unit usually able to have more "attack" for a lesser cost.

Rampage

The opposite of Honor, the unit bearing this ability deals X attack, 2 times that if the unit is "unopposed," or does not have a unit across it. Will count as attack for attack boosting abilities.

Spearhead

Will deal X damage for each unit on enemies back row.

Dogpack, Foxpack, and Wolfpack

Will deal X damage, plus X more for each {Dog, Wolf, or Fox} or {Soldier or Thief} adjacent to it.

Flourish

This unit does X damage, plus X more if the unit across from this unit is wounded.

Defensive abilities

Defense

Will negate X attack, wounds, arrows, or drains.

Protect

The defensive equivalent of Atk Squire, the unit in front of the unit bearing this ability will gain X defense, if any.

Toxic

If wounded, this unit will deal X damage.

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