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remote-attacks [2022/06/27 06:50] nunda [Province Attacks] call of the wild description, werewolf unit ID |
remote-attacks [2023/10/20 15:11] (current) wintermute92 Baleful star correction |
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=====Army Killers===== | =====Army Killers===== | ||
- | FIXME Who do army killers hit when targeting a province where an enemy army is sieging a fort owned by another enemy? | + | |
* Casts by a nation involved in the siege appear to consistently target the enemy, regardless of position. | * Casts by a nation involved in the siege appear to consistently target the enemy, regardless of position. | ||
- | * Third-party casts of Leprosy, | + | |
+ | | ||
* Third-party Melancholia struck the army *outside* the fort in 1/1 test. | * Third-party Melancholia struck the army *outside* the fort in 1/1 test. | ||
* Unknown: how do disciples interact, either as casters or as a third army present in a sieged province? | * Unknown: how do disciples interact, either as casters or as a third army present in a sieged province? | ||
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Army killers target enemy units and commanders in a province. Despite the name, not all army killers deal direct damage; some merely apply status effects that may kill enemy units indirectly. | Army killers target enemy units and commanders in a province. Despite the name, not all army killers deal direct damage; some merely apply status effects that may kill enemy units indirectly. | ||
- | ^ **Alteration** | + | ^ **Alteration** |
- | ^ ??Baleful Star?? | // | + | ^ ??Baleful Star?? |
- | | ::: | Curses some of the enemy army. Curse is debilitating for thugs but mediocre against casters (who are unlikely to survive direct combat anyway) and troops (on which individual injuries are generally less significant). Since Curse adds a flat 15% risk of affliction on damage, combos well with ?? | + | | ::: | Curses some of the enemy army. Curse is debilitating for thugs but mediocre against casters (who are unlikely to survive direct combat anyway) and troops (on which individual injuries are generally less significant). Since Curse adds a flat 15% risk of affliction on damage, combos well with ?? |
- | ^ **Evocation** | + | ^ **Evocation** |
- | ^ ??Fires from Afar?? | //Evocation 3// | {{path> | + | ^ ??Fires from Afar?? |
- | | ::: | Deals 15 AP fire damage to a small proportion of the enemy army. Relatively weak and entirely useless against units with decent armor or giant hp. Shots are only guaranteed to hit against very large armies, but can also be used against a single unit to almost guarantee 1 hit as part of a snipe. | + | | ::: | Deals 15 AP fire damage to a small proportion of the enemy army. Relatively weak and entirely useless against units with decent armor or giant hp. Shots are only guaranteed to hit against very large armies, but can also be used against a single unit to almost guarantee 1 hit as part of a snipe. |
- | ^ ??Murdering Winter?? | //Evocation 7// | {{path> | + | ^ ??Murdering Winter?? |
- | | ::: | Deals 8 AN cold damage to 75% of the units in a province. Deals +2 damage per cold scale and -2 per heat scale. Fails if cast into a province with {{: | + | | ::: | Deals 8 AN cold damage to 75% of the units in a province. Deals +2 damage per cold scale and -2 per heat scale. Fails if cast into a province with {{: |
- | ^ ??Flames from the Sky?? | //Evocation 9// | {{path> | + | ^ ??Flames from the Sky?? | //Evocation 9// |
- | | ::: | Deals 15 AP fire damage to 75% of the units in a province. Damage is independent of heat scales. The bane of human-hp nations in the late game. || | + | | ::: | Deals 15 AP fire damage to 75% of the units in a province. Damage is independent of heat scales. The bane of human-hp nations in the late game. || |
- | ^ **Thaumaturgy** | + | ^ **Thaumaturgy** |
- | ^ ?? | + | ^ ?? |
- | | ::: | All units make an MR check vs. 10 and a morale check vs. 10. If they fail both, they desert. Does include commanders. Rarely effective against elite units, but ~20% of average human infantry will desert. Potentially devastating against monkeys, slaves (including slave mages), or starving armies.\\ FIXME: do MPen boosters apply? | + | | ::: | All units make an MR check vs. 10 and a morale check vs. 10. If they fail both, they desert. Does include commanders. Rarely effective against elite units, but ~20% of average human infantry will desert. Potentially devastating against monkeys, slaves (including slave mages), or starving armies.\\ FIXME: do MPen boosters apply? |
- | ^ ?? | + | ^ ?? |
- | | ::: | 50% of the units in the targeted province make an MR check or get diseased. All but guarantees killing half the army, but is very slow-acting. | + | | ::: | 50% of the units in the targeted province make an MR check or get diseased. All but guarantees killing half the army, but is very slow-acting. |
- | ^ ?? | + | ^ ?? |
- | | ::: | 50 + (5 × additional caster level) units make a difficult MR check and a difficult morale check. If they fail both, they desert. Units with [[forest survival]] ignore the spell.|| | + | | ::: | 50 + (5 × additional caster level) units make a difficult MR check and a difficult morale check. If they fail both, they desert. Units with [[forest survival]] ignore the spell. |
=====Assassinations===== | =====Assassinations===== | ||
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When cast by third parties, Mind Hunt and Seeking Arrow are confirmed to target randomly among both sieging/ | When cast by third parties, Mind Hunt and Seeking Arrow are confirmed to target randomly among both sieging/ | ||
- | ^ **Conjuration** | + | ^ **Conjuration** |
- | ^ ??Winged Monkeys?? | // | + | ^ [[Winged Monkeys]] | // |
- | | ::: | Expensive and awkward to cast, and killing | + | | ::: | Expensive and situational ritual that target |
- | ^ ??Earth Attack?? | // | + | ^ ??Earth Attack?? |
- | | ::: | Sends a size 6 ??Earth Elemental# | + | | ::: | Sends a size 6 ??Earth Elemental# |
- | ^ ?? | + | ^ ?? |
- | | ::: | Assassinates an enemy commander with an ??Ashen Angel??. If no commander is found, the caster suffers the assassination. The Angels are tough to kill and deadly, helpfully bypassing Water Bottles via flight. Relatively common since ??Well of Misery?? draws high-death nations to Conj 8 and funds the attacks. \\ **Warning: | + | | ::: | Assassinates an enemy commander with an ??Ashen Angel??. If no commander is found, the caster suffers the assassination. The Angels are tough to kill and deadly, helpfully bypassing Water Bottles via flight. Relatively common since ??Well of Misery?? draws high-death nations to Conj 8 and funds the attacks. \\ **Warning: |
- | ^ Evocation | + | ^ Evocation |
- | ^ ??Mind Hunt?? | //Evocation 6// | {{path> | + | ^ ??Mind Hunt?? |
- | | ::: | Attacks a random commander with ??Mind Hunt?? or ??Soul Slay??, depending on which has been researched. Every enemy astral mage in the target province has a (40 × astral level)% chance of [[afflictions | feebleminding]] the Mind Hunt caster, even if stealthed. Can catch stealthed commanders, is relatively cheap and instantly kills its target, provided they fail the MR check and Soul Slay has been researched. The ability to bypass stealth is valuable against stealthy raiders, but also means scouts of any nation can intercept hunts. | + | | ::: | Attacks a random commander with ??Mind Hunt?? or ??Soul Slay??, depending on which has been researched. Every enemy astral mage in the target province has a (40 × astral level)% chance of [[afflictions| feebleminding]] the Mind Hunt caster, even if stealthed. Can catch stealthed commanders, is relatively cheap and instantly kills its target, provided they fail the MR check and Soul Slay has been researched. The ability to bypass stealth is valuable against stealthy raiders, but also means scouts of any nation can intercept hunts. |
- | ^ Enchantment | + | ^ Enchantment |
- | ^ [[Seeking Arrow]] | // | + | ^ [[Seeking Arrow]] |
- | | ::: | Deals 8 AN negating damage to the chest of a random commander. Can be negated by air shield, twist fate, and some other conditions. Dangerous against human hp or lower, much less deadly against giants. | + | | ::: | Deals 8 AN negating damage to the chest of a random commander. Can be negated by air shield, twist fate, and some other conditions. Dangerous against human hp or lower, much less deadly against giants. |
- | ^ Thaumaturgy | + | ^ Thaumaturgy |
- | ^ ??Vengeance of the Dead?? | // | + | ^ ??Vengeance of the Dead?? |
- | | ::: | The commander in the target province with the most kills is drawn into an assassination battle in which they fight one Soulless for each kill. Can be negated by Magic Resistance. Mostly kills via the turn timer due to sheer number of Soulless. | + | | ::: | The commander in the target province with the most kills is drawn into an assassination battle in which they fight one Soulless for each kill. Can be negated by Magic Resistance. Mostly kills via the [[turn timer]] due to sheer number of Soulless. |
- | ^ Blood ^^^ | + | ^ Blood ||| |
- | ^ ??Infernal Disease?? | //Blood 6// | {{path> | + | ^ ??Infernal Disease?? |
- | | ::: | Assassinates with a ??Disease Demon??. Relatively tough to cast, but highly valued for being cheap and low-level. Unreliable against thugs and ineffective against SCs, though any damage inflicted will cause disease. Otherwise tough to stop with bodyguards or items due to flight. | + | | ::: | Assassinates with a ??Disease Demon??. Relatively tough to cast, but highly valued for being cheap and low-level. Unreliable against thugs and ineffective against SCs, though any damage inflicted will cause disease. Otherwise tough to stop with bodyguards or items due to flight. |
^ National Only ^^^^ | ^ National Only ^^^^ | ||
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| ::: | The phantasmal army is neutral, not friendly, and will not stick around after the attack. | | ::: | The phantasmal army is neutral, not friendly, and will not stick around after the attack. | ||
^ Enchantment ^^^^ | ^ Enchantment ^^^^ | ||
- | ^ ??Carrion Reanimation?? | + | ^ ??Carrion Reanimation?? |
- | | ::: | Reanimates up to 100 corpses in the province as Soulless. Soulless tend to be pretty terrible troops, so Carrion reanimation is more often used to generate patrol/ | + | | ::: | Reanimates up to 100 corpses in the province as Soulless. Soulless tend to be pretty terrible troops, so Carrion reanimation is more often used to generate patrol/ |
+ | ^ ??Army of the Dead?? | // | ||
+ | | ::: | The Soulless Warriors are a little better than normal Soulless because they have weapons and armors, but they are still rather mediocre, especially at such a high research level. Unlike the Longdead, they only appear if there are enough corpses in the province. ||| | ||
^ Blood ^^^^ | ^ Blood ^^^^ | ||
^ ??Horde from Hell?? | //Blood 5// | {{path> | ^ ??Horde from Hell?? | //Blood 5// | {{path> | ||
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^ ??Raging Hearts?? | // | ^ ??Raging Hearts?? | // | ||
| ::: | Unrest +60, Population -5%. Generates a huge amount of unrest, can completely lock down the recruitment of any province when combined with ??Rain of Toads??. || | | ::: | Unrest +60, Population -5%. Generates a huge amount of unrest, can completely lock down the recruitment of any province when combined with ??Rain of Toads??. || | ||
- | ^ ?? | + | ^ ?? |
- | | ::: | Sets production scales to {{scales> | + | | ::: | Sets production scales to {{scales> |
^ ??Black Death?? | // | ^ ??Black Death?? | // | ||
| ::: | Unrest +10, Population -50%. Far more popkill-focused than the fire/ | | ::: | Unrest +10, Population -50%. Far more popkill-focused than the fire/ |