Combat Actions and Spells

Combat and spell actions require different things to be used by units and there are specific conditions in which units might try to use them.
Attacking[edit]
Attack Type[edit]
When units attack the game will figure out what basic combat actions units will perform:
- If units have spells, don't have Silence or Spell Recovery status, and not possessed: They are able to use spells
- If units have a melee attack: They are able to use melee attacks
- If units don't have melee attack: They are able to use ranged attacks
Performing Attacks[edit]
- The game will choose a random attack type. Units can perform up to two different attack types:
- Melee or Spell
- Ranged or Spell
- Spells are only chosen 33.3% of the time why the other attack type (melee or ranged) is chosen 66.6% of the time. If the spell attack type is chosen the game will chose a random spell if the attacking unit has multiple spells they can use.
- If units use a spell they will then perform a basic attack (melee or ranged), spells for combat can not be used if the unit has the File:Religion trait cast silence.png Silence status effect
- Units have 50% chance to lose 1 nutrition (hunger) after attacking
- Units will be pushed back by recoil if their weapon has any
Using Combat Actions[edit]
Combat actions must go through multiple conditions before units area able to them in battle. Except for simpler actions like basic melee and ranged attacks which mostly depend on what item weapons hold (or lack of one).
- File:Icon gene attack610x.pngOffensive Actions:
- If target is not within the units range, they will try to dash toward the target. They will need the File:IconSkillDash.pngDash trait to do this
- If target is within range and unit is able to perform ranged attacks but still isn't able to attack, they will try to backstep, throw a bomb, or throw a torch They will need the
Backstep, File:IconGrenade10x.pngBomberman, or File:IconPyromaniac10x.pngPyromaniac trait to do this
Defensive Actions:
- First, try to deflect the attack. They will need the
Deflect Projectile trait to do this
- Second, try to block the attack. They will need the File:IconSkillBlock10x.pngBlock trait to do this and the attack will need to be a blockable projectile (arrows, snowballs, rocks, shotgun bullets, bones)
- Third, try to dodge the attack. They will need the
Dodge trait to do this
- First, try to deflect the attack. They will need the
- If units have the
Slow trait or File:IconRecoveryCombatAction.pngCombat Action Recovery status they cannot use advanced combat actions
- The game will check for action specific limitations (see the combat actions table below). This also includes stamina requirements
- If a unit ends up having multiple valid combat actions then the game will choose a random action
- Every combat action has a "Combat Chance" when units try to use them. For all actions this is equal to 20%
- If the "Combat Chance" is successful units spend stamina, get the File:IconRecoveryCombatAction.pngCombat Action Recovery status, and use the selected combat action
- If it fails then they don't use the selected combat action
- Units can have their "Combat Chance" increased in various ways:
Every 5 warfare gives +1%
- File:IconLevels10x2.pngBeing above level 5 gives +10%
- File:IconVeteran10x.pngVeteran trait +10%
- File:IconAgile10x.pngAgile trait +20%
Battle Reflexes trait +50%
Combat Actions[edit]
= Stamina required to use,File:IconClock10x.png = Cooldown (in seconds), File:IconDice10x.png= Combat Chance,
= Plays an attack sound when used
Icon | Action | Effect | ![]() |
File:IconClock10x.png | File:IconDice10x.png | ![]() |
---|---|---|---|---|---|---|
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Melee Attack | Attacks without projectiles (usually close range), uses attacker's damage stat to calculate damage dealt | - | 1 | - | Yes |
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Ranged Attack | Attacks with projectiles (usually long range), uses attacker's damage stat to calculate damage dealt In most instances an item is required for units to perform a ranged attack. Some items allow units to shoot more than one projectile at once The way accuracy and projectile path is calculated is quite complicated and would be messy to explain:
|
- | 1 | - | Yes |
File:IconMana10x.png | Cast Spell | Fore more info on specific spells see the Spell Action table below Uses a spell:
|
5 | 1 | 20% | Yes |
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Deflect Projectile | ![]() Reflects an attack back at their attacker and takes no damage, unit will stop moving when deflecting the attack |
5 | 1 | 20% | No |
File:IconSkillBlock10x.png | Block | ![]() Projectile bounces away from them, taking no damage |
5 | 0.5 | 20% | No |
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Dodge | ![]() Moves out of the way of an attack, taking no damage (50% chance to dodge left or right). Gets the Dodge status effect after performing Move Power = 3, Move Power Height = 1.5 |
5 | 1 | 20% | No |
File:IconSkillDash.png | Dash | File:Icon gene attack610x.pngUsed when their target is out of range and more than three tiles away Moves toward their target in one quick movement. Gets the Dash status effect after performing Move Power = 5, Move Power Height = 1.2 |
10 | 2 | 20% | No |
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Backstep | ![]() Moves backwards to avoid getting hit by the defender Move Power = 5, Move Power Height = 1.2 |
10 | 1 | 20% | No |
File:IconGrenade10x.png | Throw Bomb | File:Icon gene attack610x.pngUsed when their target is out of range of normal attacks and more than three tiles away![]() Fails if the distance squared from attacker and defender is less than 36 or more than 2500 (the attacker is the one using the Throw Bomb action) Throws a firebomb: 30 Damage, 12 Speed, Terraform Range = 2, starts fire, and has no affect on demons |
30 | 8 | 20% | No |
File:IconPyromaniac10x.png | Throw Torch | File:Icon gene attack610x.pngUsed when their target is out of range of normal attacks and more than three tiles away![]() Fails if the distance squared from attacker and defender is less than 36 or more than 2500 (the attacker is the one using the Throw Bomb action) Throws a torch: 25 Damage, 15 Speed, Terraform Range = 1, starts fire, and has no affect on demons |
5 | 8 | 20% | No |
- | Random Jump | Unused action with no effect | 5 | 2 | - | No |
Using Spells[edit]
Spells are used when units have spells, aren't possessed, and are allowed to use spells.
When a unit attacks there is a 33.3% chance that they use a spell (see Attacks section at the top for more info). If there are multiple spells that units can use the game will choose one at random.
Uses a spell:
- The unit will decide a random spell to use from the spells they are able to cast
- File:Achievements equipment explorer10x.pngItems can unlock specific spells
Subspecies traits in talent category unlock spells
- File:IconReligionList10x.pngReligion traits unlock spells
- File:IconChosenOne10x.pngThe Chosen One trait unlocks all spells except silence
- File:IconMana10x.pngIf the unit does not have enough mana to cast the randomly selected spell then the action cancels
- The game will then calculate the spell's chance of success. A unit's spellcasting stat increases the chance of success (spells have a base spellcasting stat of 10, 20, or 30%)
Every 5 intelligence gives +1%
- File:IconLevels10x2.pngBeing above level 5 gives +10%
- File:IconSpellBoost.pngSpell Boost status effect gives +20%
- File:IconArcaneReflexes10x.pngArcane Reflexes trait gives +50%
If the spell is meant for buildings and the unit's target isn't a building then the spell fails
If the spell is meant for a creature and the unit's target is a building then the spell fails
If the spell has a health ratio and that ratio is equal to or less than the caster's health ratio then the spell fails
If the spell has a minimum distance and the caster is closer to the target than that minimum distance then the spell fails
If the spell succeeds after this point then it is caster and the caster gets the Spell Recovery status effect
Spells[edit]
File:IconMana10x.png= Mana required to use, File:IconDice10x.png= Spell Chance, Health Ratio,
Minimum Distance,
Can be used in combat
Icon | Spell | Effects | Unlock | File:IconMana10x.png | File:IconDice10x.png | ![]() |
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---|---|---|---|---|---|---|---|
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Teleport | ![]() File:IconBrain10x.pngUnlocks Decisions: Teleporting: Teleports to a random tile on a random island (cannot teleport onto mountains, summits, and walls) Cooldown = 20s, 30% chance to be successful, cannot teleport if not at full health Teleporting Home: Teleports onto a random tile on a random zone in their home village Cooldown = 60s, 30% chance to be successful, won't teleport if already on the same island the unit is on |
File:Subspecies trait gift of void10x.pngGift of the Void![]() File:IconChosenOne10x.pngThe Chosen One |
15 | 30% | 60% | - |
File:IconFire.png | Cast Fire | ![]() File:IconBrain10x.pngUnlocks Decisions: Burning: If they find tumor tiles they will try to burn them Cooldown = 10s, 50% chance to be successful |
![]() File:Religion trait cast fire.pngCast Fire File:IconChosenOne10x.pngThe Chosen One ![]() File:Icon plague doctor staff scaled 10x.pngPlague Doctor Staff |
3 | 20% | - | 3 |
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Cast Blood Rain | ![]() File:IconBrain10x.pngUnlocks Decisions: Healing: If they find tumor tiles they will try to burn them Cooldown = 5s, will not use if at full health |
![]() File:Subspecies trait gift of blood10x.pngGift of Blood File:Religion trait cast blood rain.pngCast Blood Rain File:IconChosenOne10x.pngThe Chosen One File:Icon white staff scaled 10x.pngWhite Staff File:Icon druid staff scaled 10x.pngDruid Staff |
2 | 30% | 90% | 0 |
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Cast Curse | ![]() |
![]() File:Religion trait cast curse.pngCast Curse File:IconChosenOne10x.pngThe Chosen One ![]() |
3 | 20% | - | 4 |
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Cast Silence | ![]() |
File:Religion trait cast silence.pngSilence | 5 | 20% | - | 6 |
File:Shielded10x.png | Cast Shield | ![]() |
![]() File:Religion trait cast shield.pngBubble Shield File:IconChosenOne10x.pngThe Chosen One |
5 | 20% | - | - |
File:IconLightning10x.png | Summon Lightning | ![]() |
![]() ![]() File:IconChosenOne10x.pngThe Chosen One File:Icon white staff scaled 10x.pngWhite Staff |
5 | 10% | - | 6 |
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Summon Tornado | ![]() |
![]() File:Religion trait summon tornado.pngSummon Tornado File:IconChosenOne10x.pngThe Chosen One |
10 | 10% | - | 6 |
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Spawn Skeleton | ![]() File:IconBrain10x.pngUnlocks Decisions: Summoning: Will spawn a skeleton if there isn't already more than 6 nearby Cooldown = 10s, 30% chance to be successful |
![]() ![]() File:IconChosenOne10x.pngThe Chosen One ![]() |
10 | 20% | - | 0 |
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Cast Cure | ![]() File:IconBrain10x.pngUnlocks Decisions: Curing: Cures their allies if they are on the solid ground and have curable traits or statuses Cooldown = 15s, 30% chance to be successful |
![]() File:Religion trait cast cure.pngCast Cure File:IconChosenOne10x.pngThe Chosen One |
3 | 30% | - | 0 |
File:IconFertilizerTrees10x.png | Spawn Vegetation | ![]() File:IconBrain10x.pngUnlocks Decisions: Fertilizing: Spawns tree fertilizer Cooldown = 10s, 30% chance to be successful, target must be a soil tile |
File:Subspecies trait gift of life10x.pngGift of Life File:Religion trait spawn vegetation.pngSpawn Vegetation File:IconChosenOne10x.pngThe Chosen One File:Icon druid staff scaled 10x.pngDruid Staff |
5 | 10% | - | 0 |
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Cast Grass Seeds | ![]() |
File:Subspecies trait gift of life10x.pngGift of Life File:Religion trait cast grass seeds.pngCreate Grass File:IconChosenOne10x.pngThe Chosen One |
4 | 10% | - | 0 |