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===Poison=== |
===Poison=== |
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− | The '''poison skill''' allows a unit to poison enemies with spores upon an attack. These spores reduce the enemy's defense to 0.8 of its usual value and cause the unit to drop [[Spores]] (if on land) or [[Algae]] (if on water) upon death. |
+ | The '''poison skill''' allows a unit to poison enemies with spores upon an attack. These spores reduce the enemy's defense to 0.8 of its usual value and cause the unit to drop [[Spores]] (if on land) or [[Algae]] (if on water) upon death. It also causes units to receive 50% less benefit from healing, an removes any bonuses to defense a unit might have. It can be removed by a [[Mind Bender]]'s healing ability or by [[Mycelium]] |
This skill is unique to the [[Cymanti]] tribe, and is used by the following units: |
This skill is unique to the [[Cymanti]] tribe, and is used by the following units: |
Revision as of 04:06, 18 February 2021
Template:TOCright
Unit skills grant certain units special characteristics in combat or movement.
General Skills
Dash
The dash skill allows a unit to attack after moving in the same turn. Units with the dash skill include:
- Warrior
- Rider
- Archer
- Swordsman
- Knight
- Boat
- Ship
- Battleship
- Amphibian
- Tridention
- Baby Dragon
- Fire Dragon
- Navalon
- Polytaur
- Ice Archer
- Battle Sled
Escape
The escape skill allows a unit to move (or move again) after attacking. Units with the escape skill include:
Persist
The persist skill allows a unit to attack again immediately after killing an enemy unit. There is no limit on the number of enemy units that can be killed in a single turn. Units with the persist skill include:
Fortify
The fortify skill allows a unit to receive a defence bonus in cities. Units with the fortify skill include:
Convert
The convert skill allows a unit to convert an enemy unit into a friendly unit by attacking it. Units with the convert skill include:
Heal
The heal skill grants a unit an ability to heal all adjacent friendly units by up to 4 HP. The only unit with the heal skill is the Mind Bender.
Carry
The carry skill allows a unit to carry another unit inside and travel on water. (Navigation or Free Diving must be researched to travel on ocean tiles.) A unit with the carry skill can move to land tiles adjacent to water, but doing so turns it into the unit it was carrying and ends the unit's turn. Units with the carry skill include:
Scout
The scout skill allows a unit to explore a 5x5 area instead of the standard 3x3 area. Units with the scout skill include:
- Battleship
- Ice Fortress
- Scout (removed)
Sneak
The sneak skill allows a unit to ignore movement barriers imposed by mountains and forests. Units with the sneak skill include:
- Scout (removed)
Crush
The crush skill allows a unit to destroy any building it moves onto. The only unit with the crush skill is the Nature Bunny.
Skills Unique to Special Tribes
Swim
The swim skill allows a unit to freely travel between water and land but doubles the movement cost of land tiles without roads. The skill is unique to the following Aquarion units:
Grow
The grow skill allows a unit to change into a different unit after a given number of turns. The skill is unique to the following stages of the ∑∫ỹriȱŋ Dragon:
Fly
The fly skill allows a unit to ignore all movement barriers imposed by terrain. ∑∫ỹriȱŋ units with this skill can also explore a 5x5 area (like the scout skill). However, units with the fly skill cannot utilize roads. Units with the fly skill include:
Splash
The splash skill allows a unit to deal splash damage. All enemy units adjacent to the targeted unit receive half damage, rounded down. Units with the splash skill include:
The navigate skill allows a unit to move across shallow water and ocean even if the prerequisite technologies are not researched. Units with the navigate skill cannot move to land tiles, although they can capture cities (but not villages). Units with the navigate skill include:
Skate
The skate skill doubles movement on ice but limits movement to one and bars the use of the dash and escape skills on land. The skill is unique to the following Polaris units:
Freeze
The freeze skill allows a unit to freeze enemy units it attacks. The only unit with the freeze skill is the Polaris Ice Archer.
Freeze Area
The freeze area skill grants a unit an ability to freeze adjacent enemy units, freeze adjacent water tiles into ice tiles, and convert adjacent land tiles into Polaris land. The skill is unique to the following Polaris units:
Auto Freeze
The auto freeze skill allows a unit to automatically freeze adjacent enemy units and freeze adjacent water tiles into ice tiles as it moves. The only unit with the auto freeze skill is the Polaris Gaami.
Poison
The poison skill allows a unit to poison enemies with spores upon an attack. These spores reduce the enemy's defense to 0.8 of its usual value and cause the unit to drop Spores (if on land) or Algae (if on water) upon death. It also causes units to receive 50% less benefit from healing, an removes any bonuses to defense a unit might have. It can be removed by a Mind Bender's healing ability or by Mycelium
This skill is unique to the Cymanti tribe, and is used by the following units:
Explode
The explode skill gives a unit the ability to explode, dealing damage proportional to its health to every unit adjacent to it, poisoning those units in the same way as an attack from a unit with the poison skill.
This skill is unique to the Cymanti tribe, and is used by the following units:
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