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unit-abilities-not-used [2020/07/15 21:37]
naaira
unit-abilities-not-used [2021/08/04 00:41] (current)
rweird [Adept Sacrificer] Linked holy to divine magic
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 =====Adept Sacrificer===== =====Adept Sacrificer=====
  
-{{abilities:adept_sacrificer.png?nolink}} An [[adept sacrificer]] can use more [[blood slaves]] per turn for [[blood sacrifice]]. The value of this ability is added to the commander's [[Holy]] path level for determining the number of slaves they may sacrifice each turn.+{{abilities:adept_sacrificer.png?nolink}} An [[adept sacrificer]] can use more [[blood slaves]] per turn for [[blood sacrifice]]. The value of this ability is added to the commander's [[divine-magic|Holy]] path level for determining the number of slaves they may sacrifice each turn.
  
 =====Affliction Resistance====== =====Affliction Resistance======
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 {{abilities:bringer_of_misfortune.png?nolink}} A bringer of misfortune is the negative form of this ability, which acts in much the same way, except that it generates negative events instead. {{abilities:bringer_of_misfortune.png?nolink}} A bringer of misfortune is the negative form of this ability, which acts in much the same way, except that it generates negative events instead.
 +
 +=====Cannot Pass Rivers=====
 +
 +{{abilities:cannot_pass_rivers.png?nolink}} A unit that cannot pass rivers, as is implied by the name, can never cross river boundaries without using bridges for any reason. This includes when the river is frozen by cold [[scales]].
 +
 +=====Carcass Collector=====
 +
 +{{abilities:carcass_collector.png?nolink}} A carcass collector can use a turn to convert the listed number of nature [[gems]] into death gems.
  
 =====Castle Defence Bonus===== =====Castle Defence Bonus=====
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 {{abilities:cause_unrest.png?nolink}} A unit with the cause unrest ability adds a flat value to their current province's [[unrest]] value, regardless of what actions they are taking. {{abilities:cause_unrest.png?nolink}} A unit with the cause unrest ability adds a flat value to their current province's [[unrest]] value, regardless of what actions they are taking.
  
-======Chaos Power======+=====Chaos Power=====
  
 {{abilities:chaos_power.png?nolink}} A unit with chaos power gains bonuses to stats per point of [[scales|turmoil]] in the current province, and similarly scaling penalties in order. The affected stats are [[units-attributes|attack skill]], [[units-attributes|defence skill]], [[units-attributes|strength]], and [[units-attributes|combat speed]]. Additionally, every 15 points of [[unrest]] count as an additional point of turmoil, however the bonuses cannot exceed +3. {{abilities:chaos_power.png?nolink}} A unit with chaos power gains bonuses to stats per point of [[scales|turmoil]] in the current province, and similarly scaling penalties in order. The affected stats are [[units-attributes|attack skill]], [[units-attributes|defence skill]], [[units-attributes|strength]], and [[units-attributes|combat speed]]. Additionally, every 15 points of [[unrest]] count as an additional point of turmoil, however the bonuses cannot exceed +3.
 +
 +=====Chaos Recruitment=====
 +
 +{{abilities:chaos_recruitment.png|nolink}} Units with chaos recruitment are the listed amount of gold cheaper per point of [[scales|turmoil]] in the province.
 +
 +======Chill Aura======
 +
 +{{abilities:chill_aura.png?nolink}} Units with a Chill Aura radiate cold into squares surrounding them. The ability value denotes the base size of the aura, which is increased by cold [[scales]] (by how much?) but decreased by heat. The aura inflicts 2 points of [[armor negating]] cold [[fatigue]] damage three times per turn to anyone in the affected squares. Cold resistance counts double against this damage because it is fatigue damage.
 +
 +=====Cold Blooded=====
 +
 +{{abilities:cold_blooded.png?nolink}} A cold blooded unit suffers additional [[encumbrance]] penalties depending on temperature scales. This applies in addition to any other penalties the unit experiences due to temperature.
 +
 +^ Scale ^ Penalty ^
 +| {{heat}} 1-3 | 0 |
 +| Neutral | +1 |
 +| {{cold}} 1 | +4 |
 +| {{cold}} 2 | +7 |
 +| {{cold}} 3 | +10 |
 +
 +=====Cold Power=====
 +
 +{{abilities:cold_power.png?nolink}} A unit with cold power gains bonuses to stats per point of [[scales|cold]] in a province, and similarly scaling penalties in [[scales|heat]]. The affected stats are [[attack skill]], [[defence skill]], [[strength]], and [[combat speed]]. The magnitude of the bonus or penalty is equal to the ability value multiplied by the number of points of the scale.
 +
 +=====Combat Caster=====
 +
 +{{abilities:combat_caster.png?nolink}} A combat caster has a 50% chance to attempt to cast spells over trying to attack in melee. Additionally, they have a halved chance of being interrupted when casting spells, and do not suffer double armor [[encumbrance]] for casting spells.
 +
 +=====Corpse Eater=====
 +
 +{{abilities:corpse_eater.png?nolink}} A corpse eater can eat a number of [[corpses]] in the current province equal to the ability value per turn. Doing so causes it to gain a permanent increase of 1 maximum [[hit point]] per corpse consumed.
 +
 +=====Cursed=====
 +
 +{{abilities:cursed.png?nolink}} A unit that is cursed is more likely to suffer from [[afflictions]] due to damage. This effect can only be removed through the great expense of a [[wish]] spell.
 +
 +This is not to be confused with the [[magic item]] trait of the same name, which prevents removal of the item after it is given to a commander.
 +
 +Sources of this effect are ??Curse??, ??Spirit Curse??, ??Doom??, ??Knife of the Damned??, ??Sword of Aurgelmer??, a unit trait called death curse that inflicts curse to the units killer. Notably the indie commander lizard shaman will use this spell liberally so it is recommended to avoid sending valuable units, like your pretender, to lizard provinces.
 +
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unit-abilities-not-used.1594849022.txt.gz · Last modified: 2020/07/15 21:37 by naaira