Unit Abilities (modding)

List of all Units abilities in the game:

(needs cleaning, this isn't meant as a final version)

Note: % are based on factors (+10% means X\*1.1), those factors are multiplicative, not additive.

Note: all modifier that touch HP and damage gives you the final value in the unit screen

**Ranged** : This creature is able to fire a projectile, damaging enemies at a distance. It deals half its normal damage in melee combat, and there is an area where units are too close for ranged attacks and too far for melee attacks.

Effect is -20% HP, -(0.025\*size)\*50 speed, -1 knockback (-1wpower), -1 knockback resistance (-1 weight), Attack CD divided by 0.7 (CD is multiplied by ~ 1.43)

**Blaster** : The projectiles fired by this creature strike a large area and knock around friends and foes alike - though only enemies are damaged.

Add Sieger special mechanism: Damage scale with distance, the closer to the centre you are, the more damage you take.

Exact numbers of Sieger mechanism are unknown.

**Small** : Make the unit smaller. It's a hidden ability, meaning it's not shown on the unit card.

Size is set to 1, -1 knockback, -1 knockback resistance.

**Big** : Make the unit bigger. It's a hidden ability, meaning it's not shown on the unit card.

+0.3 to Size, +1 knockback, +1 knockback resistance.

**Fireprojectile** : Set projectile to 2

**Rockprojectile** : Set projectile to 3

**Bulletprojectile** : Set projectile to 4

**Lightningprojectile** : Set projectile to 5

**Manaprojectile** : projectile to 6

**Iceprojectile** : projectile to 7

**Laserprojectile** : projectile to 8

**Boneprojectile** : projectile to 19

**Inkprojectile** : projectile to 20

**Sirenprojectile** : projectile to 21

**Javelinprojectile** : projectile to 22

**Harpoonprojectile** : projectile to 23 and augmented knocbakc by wpower + 2. Also reverse the effect of Knockback, pulling units instead of pushing them.

**Fast**: Make a creature faster.

Speed +2.5, -5% HP, -5% damage.

**Flying**: This creature is able to fly, moving faster and dodging whenever it can't attack. It is able to grab enemies close to death, then drop them from great heights. It can also fly over walls.

Speed +5, -10% HP, -10% damage, add Flier and Hover special mechanism.

**Hover**: the unit is hovering.

Add the Hover special mechanism.

**Slow**: This creature moves slowly across the battlefield.

Speed - 1.5, +15% HP

**Tank**: This creature has a lot of health and deals little damage.

Speed -1.5, +50% HP, -40% damage

**Sturdy**: This creature is difficult to knock back and has more health than normal.

Knockback resistance +2, Speed -0.75, +10% HP, -10% damage

**Savage**: This creature deals more damage and has less health.

-25% HP, +20% damage, +2 Knockback.

**Flimsy**: This creature is particularly light. It's a hidden ability, meaning it's not shown on the unit card.

Speed +1.25, Knockback resistance -2

**Isfrog**: It's a hidden ability, meaning it's not shown on the unit card.

-30% HP, -40 damage.

**Bad**: This unit is of particularly bad quality. It's a hidden ability, meaning it's not shown on the unit card.

-10% HP, -10% damage.

**Good**: This unit is of particularly good quality. It's a hidden ability, meaning it's not shown on the unit card.

+30% HP, +30% damage.

**Wide Attacks**: This creature deals damage in a larger area, and as such has a higher chance of striking several enemies.

Attack wide +3 (Idk the exact value that means.), -15% HP, -15% damage.

**Lash**: This creature lashes out when it attacks, striking enemies in all directions around them.

Attack wide +10 (same as wide attack), -15% HP, -15% damage.

**Protected**: This creature is shielded from the first attack against it.

**Projectile Protection**: This creature is shielded from the first three ranged attacks against it.

**Retaliation**: Whenever this creature takes damage and survives, it will be able to attack again faster.

Retaliation +1. (whatever that means.)

**Quick Strikes**: This creature is able to attack more often

Attack CD lower by 2/6 second (matcd -2).

**Healer**: This creature is able to heal allies 5 times, each heal restoring health equal to 2x this creature's attack.

**First Aid**: This creature is able to heal an ally once, restoring health equal to 2x this creature's attack.

**Charge**: This creature charges into battle, dealing damage to all enemies it passes on its way.

Add the Charge special mechanism to the unit.

**Leap**: This creature leaps into battle, dealing damage to all enemies where it lands. This can also be used to jump over walls or between ships.

Add the Charge 2 special mechanism to the unit.

**Feeble**: The creature is weak of constitution. It's a hidden ability, meaning it's not shown on the unit card.

-25% damage.

**Aura of Light**: This creature periodically restores health to all nearby allies.

Health is equal to Unit tier every 5 Second in a 80 pixel zone. Hps= Tier/5.

**Afterlife**: When this creature dies, it summons Anima that will fight for you during battle and remain afterwards.

Add the Naturespirit special mechanism to the unit.

**Confusion**: Enemies struck by this creature have a chance to become confused. Confused creatures will wander around aimlessly for a few seconds before returning to normal.

Chance to apply effect each attack is equal to "(4+from.rank) >= random(8+rank\*1.5)"

**Knockback**: This creature deals extra knockback when it attacks.

Knockback +2.5 for everyone except Ranged, who gets +1.5 instead.

**Summoning**: This creature periodically summons a few temporary <UNITNAMES> that will fight for you during battle.

Rate of summoning is 1 unit each 5 seconds

**Taunt**: This creature attracts attention, and enemies are more likely to target it than other nearby allies.

-64 to Camouflage value.

**Versatile**: This creature is able to fight in melee without incurring the normal ranged unit penalty.

**Teleswap**: This creature is able to escape melee attackers either by switching place with a friendly melee unit or by swapping place with empty air.

**Venom**: Enemies struck by this creature have a chance to become poisoned. Poisoned creatures will take damage for the rest of the battle. Stronger enemies take slightly more damage.

Chance of applying venom is equal to "random(4+attacker rank) > random(4+defender rank)"

50-50 if they're even, 75-25 if one is rank 0 and the other rank 4

**Ethereal**: This creature is able to avoid damage from some incoming attacks. Chance of this occuring is higher for creatures weaker than itself.

-35% HP, add the Ethereal special mechanism.

**Terror**: Enemies struck by this creature have a chance to become terrified. Terrified creatures will run away from combat for a couple of seconds before returning to normal.

Chance are "random(4+from.fearattacks) >= random(12+rank\*1.5)" per attack.

**Burning**: Enemies struck by this creature have a chance to be lit on fire. Burning creatures will take damage five times, and there's a chance that the fire will spread to their allies.

Chance are "random(4+from.fireattacks) >= random(4+rank)" (same as venom.)

**Slowing**: Enemies struck by this creature have a chance to become slowed. Slowed creatures will move very slowly for the rest of the battle.

Chance each attack is "random(4+from.slowing) >= random(4+rank)" (same as venom.)

**Leech Life**: When this creature deals damage, it will restore health to itself equal to one fourth of the damage dealt.

Add the Leechlife special mechanism.

**Teleport**: This creature will teleport around the battlefield from time to time.

**Critical Strike**: When this creature attacks, enemies take additional damage equal to one tenth of their maximum health.

**Petrification**: Enemies struck by this creature have a chance to become petrified. Petrified creatures will be unable to move or attack for a few seconds.

**Impenetrable**: This creature takes half damage from all ranged attacks.

**Burst**: This creature attacks by exploding, dealing damage to all nearby enemies and dying in the process.

**Cinderspirit**: When this creature dies, it summons a group of fireflies. Fireflies attack by exploding.

**Arrow Rain**: This creature has a chance to fire a rain of arrows, which strikes a larger area and thus damages more enemies.

**Forest Crown**: This creature carries ranged units in its branches, which can shoot at enemies independently of the normal attacks.

**Retreat**: When this creature would otherwise die, it instead starts fleeing combat. It will rejoin your army once combat is over.

**Wind Up**: This creature attacks less often than other creatures, but its attacks deal more damage.

Exact effect is 50% chance to just not attack but still get the cooldown, +80% damage and +15% HP.

**Death Strike**: This creature summons a Skeleton for every enemy struck by its attacks.

**Charm**: Enemies struck by this creature that have low health may become charmed. Charmed creatures will join to fight for your side for the rest of the battle and will not return to their original owner.

**Rebirth**: The first time this creature dies, it will return to life after some seconds. It is reborn in an explosion of fire.

**Aquatic**: This creature is aquatic in nature. If knocked off a boat, it will re-enter combat unscathed.

**Caster**: This creature is able to cast spells. It will group together with other creatures of the same type to cast larger spells.

**Salt of the Earth**: When this creature dies, it summons some Rock Pummelers to fight in its stead.

**Circle of Life**: When this creature dies, it has a chance to cast a supportive spell.

**Bodyguards**: At the start of battle, this creature summons two <UNITNAMES>.

**Blood Aura**: When nearby friendly creatures die, this creature becomes larger, deals more damage and gets more health.

Blood Aura gives +20% / (number of times it has already proced + 1) for dmg and speed, and always +5 health

**Resurrection**: This creature is able to resurrect some friendly creatures that have died close to it. This works similar to the First Aid tent.

**Hex**: This creature turns enemy creatures at high health into frogs. As frogs, they are much weaker. When the frog dies, the original unit comes back.

**Warding**: This creature has a chance to avoid damage from elite creatures and has a high chance of being unaffected by spells.

**Imitation**: This creature turns into a copy of a nearby enemy. The same enemy unit cannot be imitated twice

**Mutation**: When this creature enters combat, it mutates into one of several versions, each with different abilities

**Undying**: When this creature would otherwise die, it goes dormant. After some time, or if the battle is won, it returns to its active state

**Midas Touch**: Enemies struck by this creature have a chance to be turned to gold, instantly dying. When this creature dies, it turns to gold. When combat is won, the victor collects gold off the golden corpses

Works with ranged abilities.

**Regeneration**: This creature regenerates health over time. The more health regenerated, the slower the regeneration becomes

Each proc gives 10% hp back and lowers the chance for the next one

**Saviour**: This creature can combine human corpses on the battlefield into permanent Survivors

can convert any and all friendly human corpses into survivors. It takes 150% the cost of a survivor worth of corpses to create one. And it's at max 3 a second or sth absurd like that.

**Release**: When this creature goes below half health, it has a chance to cast a spell. 20% chance. No comet strikes or salt spells.

**Immortal**: When this creature would otherwise die, it goes into hibernation. It will wake up after 30 seconds or at the end of combat. Each time it goes into hibernation, the chance of surviving next time is halved

-20% HP, -20% damage.

**Explosion**: When this creature dies, it explodes, damaging nearby enemies and knocking friends away

**Grapple**: Enemies struck by this creature's ranged attack will be pulled towards this creature. THIS IS JUST COSMETIC, IF YOU WANT IT APPLIED YOU NEED TO USE **Harpoonprojectile!**

**Infest**: When this creature attacks, it has a chance to summon <UNITNAMES>

**Fortune**: This creature has a much higher chance of having luck strikes. Luck strikes deal 3x damage, strike a larger area and have more knockback

+30 Luckchance (luckchance is a value to be verified.)

**Budding**: When this creature takes damage, it has a chance to summon <UNITNAMES>

Add the Budding special mechanism.

**Splitting**: When this creature dies, it summons two <UNITNAMES>

Add the Splitting special mechanism.

**Long Ranged**: +64 to Ranged attack

**Short Ranged**: 64+random(48) range total.

**Micro**: Set the size of the unit to 1, then diminish it by 1/3. This set the Zoom level of a unit to 2x. Can be stacked to reach Zoom level 1x. Don't stack more than 2 times, has stacking Micro 3 times would result in unit with a Zoom level of 0x, making them disappear, and bugging the combat screen.

**Shrinking**: exact name to be verified. Diminish the size of a unit by 1/3. Avoid stacking it too much, as it could result in Zoom level 0x unit. See "**Micro**".

**Taxpayer**: Each day, this creature pays 2 gold to its owner for each power it has

**Thorns**: Whenever this creature is hit by a melee attack, the attacker takes damage equal to half this creature's attack

**Fire Shield**: Whenever this creature is hit by a melee attack, the attacker is set on fire

**Tower**: This creature is unable to move but has infinite range

**Chaos**: Enemies struck by this creature have a chance to be teleported away

**Displacement**: Whenever this creature is hit by a melee attack, the attacker has a chance to be teleported away

**Buffer**: When the hero controlling these units casts a spell costing mana, each can refund 1 mana once per battle

**Empower**: Increases the effective spellpower of the hero controlling these units by 1 spellpower for every 10 power worth of these creatures

**Inert**: This creature cannot be affected by poison, confusion, fear, petrification or burning

Specific Summon Abilities:

All those abilities are hidden and classed under the "Summoning" ability name.

Sprite Summoning: summon anima at a 1.3 / 5 seconds rate.

Skellie Summoning: summon skellies at a 1 / 5 seconds rate.

Zombie Summoning: summon zombos at a 1 / 5 seconds rate.

Summon Demons: summon horned demons at a 1 / 5 seconds rate.

Summon Imps: summon imps at a 1.3 / 5 seconds rate.

Goblin Army: summon gobbos at a 1.6 / 5 seconds rate.

Summon Worms: summon worms at a 1 / 5 seconds rate.

(info to be verified) tusks: at a 2/5 seconds rate for goblin gunners, 4/5 seconds otherwise rate.

Summon Fireflies: summon fireflies at a 2 / 5 seconds rate.

Special Mechanism:

**Hover**: an animation set several units use that makes them look like they're flying

**Sieger**: Details unknown. Make the ranged attack explode into an AoE. Damage scale diminishingly from the centre of the explosion outward.

Devs won't give more details, too complex.

**Naturespirit**: Make the unit spawn Anima when it dies at the rate of = max(1,rank-2)

**Charge**: Details Unknown. will stay that way for now.

**Leap**: Details Unknown. will stay that way for now.

**Ethereal** : Details Unknown. Rankbased probability as with IE poison

**Budding** : Spawn 1 <UNITNAMES> at the rate of X% chance per attack = (dmgtaken/maxhealth)\*200%

**Splitting** : what's on the thin.

**Infest**: ratio of unit's cost / spooder cost