Warrior's abilities - p. 2
Warcries
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Name |
Reputation |
Level |
Effects |
Description |
Remarks |
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Evasive Maneuvers |
Tears |
2 |
Active (battle) |
All units get 15% less damage during every 2 first turn of battles. |
First turns are rather calm - not useful. |
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Intimidation |
Tears |
3 |
Active (battle) |
Core units can't attack elite and champion, elite units can't attack champion. Lasts during 3 first turns of a battle. |
Completely useless. |
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Stand Your Ground |
Tears |
1 |
Active (battle) |
Increases unit's defence about 39%. Lasts 3 turns. |
Somehow useful - we'll lose less units. |
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Mass Stand Your Ground |
Tears |
2 |
Active (battle) |
Increases all units defence about 18% and gives an additional counterattack. Requires Stand Your Ground. |
Defence bonus is small but another counterattack can make a difference. |
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Taunt |
Tears |
3 |
Active (battle) |
Pointed enemy units will attack chosen troop from our army, causing 45% of normal damage. Then loses a turn. |
Very helpful to eliminate annoying units. |
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Rush! |
Neutral |
1 |
Active (battle) |
+19 to unit's initiative, and 1,5 times its movement points. |
It lasts only one turn, so it's medium useful. |
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Warlord's Command |
Neutral |
2 |
Active (battle) |
Chosen unit which hasn't move yet, can do it now. Requires Rush!. |
Completely useless. |
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Heroism |
Blood |
1 |
Active (battle) |
Increases unit's luck and morale about 14 and attack about 17%. Lasts 3 turns. |
One of the best warrior's ability - it makes a difference on a battlefield. |
Mass Heroism |
Blood |
2 |
Active (battle) |
Increases morale and luck of all friendly unit about 5, also attack about 10%. Lasts 3 turns, requires Heroism. |
It affects greatly all our unites - definitely worthy. |
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Flawless attack |
Blood |
1 |
Active (battle) |
Chosen unit cause maximum damages during 3 turns. |
Nice for weak units. |
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Heroic charge |
Blood |
3 |
Active (battle) |
Chosen unit gains +2 to movement and +12% bonus to caused damages for every square it moves before attack. |
You can choose better, but it isn't bad. |
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Pressed attack |
Blood |
2 |
Active (battle) |
Every time when chosen unit attacks an enemy, hero make an additional strike (not during counterattack). Lasts 2 turns. |
Short persist time makes it rather weak ability. |
Warfare
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Name |
Reputation |
Level |
Effects |
Description |
Remarks |
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Counterstrike I |
Blood |
1 |
ive |
+10% to damages during counterstrikes |
Definitely worthy. |
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Counterstrike II |
Tears |
2 |
ive |
All units can do two counterstrikes during first four turns of battle. Requires Counterstrike I. |
Perfect complement with I and III |
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Counterstrike |
Blood |
3 |
ive |
In first two turns units make a counterstrike, before an enemy's attack. |
, that our units will counterstrike twice. Worthy. |
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Parry |
Tears |
1 |
ive |
If units can't counterstrike, they get 10% less damage. |
10% makes a difference. |
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Resilience |
Tears |
3 |
ive |
If unit gets three hits in a row, it obtains +3 bonus to defence and +3% to maximum hit points (lasts to the end of a battle). |
Bonuses are too small, and it requires hero at 15 level. |
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Toughness I |
Tears |
1 |
ive |
Increases units health about 2% |
As a value of HP is rounded up, it's rather worthy choice. |
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Toughness II |
Tears |
2 |
ive |
Increases units health about 2%. Requires Toughness I. |
Like above |
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Toughness III |
Tears |
3 |
ive |
Increases units health about 2%. Requires Toughness II. |
There are better abilities on 15th level. |
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Rampage |
Blood |
3 |
ive |
If any of hero's unit attacks three times in a row, it gets +5 to the attack to the end of battle. |
As we'll mainly attack, it's useful. |
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Archery I |
Blood |
1 |
ive |
Shooting units cause 6% more damages. |
Difference is rather non-noticable. |
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Archery II |
Neutral |
2 |
ive |
Shooting units damages are bigger about 3% with every attack. But if troop get melee damages an effect is zeroed. Requires Archery I. |
Like above |
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Archery III |
Blood |
3 |
ive |
Shooting penalty -50% |
Little of units get any penalties - rather not useful. |
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Giant Slayer |
Blood |
2 |
ive |
All damages caused to big creatures increase about 5% |
Bonus is low, but it's worthy. |
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Cleave |
Blood |
3 |
ive |
First unit in hero's army which killed and enemy's troop get bonuses: additional action, +16 to morale +5 to initiative for three turns. |
Having such upgraded unit is cool. |
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