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There are many different kinds of abilities, giving different types of effects. You can find detailed descriptions of them in the helpfile or clicking on the information button of a unit. Note that the rounding in the helpfile for bonuses (used in abilities that deal damage, like pistol shot) is wrong. Abilities deal bonus damage that is rounded up, which is the converse of the typical attack and helpfile rounding. So, if a Hungarian Hussar were to shoot a Spartan Hoplite, it will deal 4 damage instead of the 3 derived from calculations based on the helpfile.
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Spells/Abilities are different skills that units possess and that can make them useful in some way. There are many different kinds of spells and abilities, giving different types of effects. Detailed descriptions of most of them can be found in the helpfile. Some spells can be resisted by spell/mental resistance or other measures, which is also usually stated in the helpfile. A few spells require the research of certain technologies to use them, due to their strength. The difference between a spell and an ability is that a spell is 'visible' and is indicated by the buttons on the bottom right. An ability is 'invisible' and is not indicated by buttons; for example: construction, death touch. Note that spells deal bonus damage that is rounded up, which is different from the rounding in the helpfile.
   
This is a list of the main Spells/Abilities:
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== '''Types of Spells/Abilities''' ==
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Spells/Abilities can be divided into a few categories:
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* Recovery
   
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This restores a friendly unit's hp. Essential for unit conservation. (e.g. Heal, Group Heal, Regeneration, Mend)
Heal
 
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* Strengthen
   
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This increases the capability of units, allowing them to be more effective. Usually temporary. (e.g. Sharpen Weapon, Berzerk)
The most common ability. Represented by a green cross. This effect is multiplied by the heal bonus, while the techs herbalism and medicine increase the heal rate for some.
 
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* Weaken
   
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This decreases the capability of units, reducing their effectiveness. Also usually temporary. (e.g. Demoralize, Excommunicado)
Mend
 
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* Creation
   
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This creates a new unit or structure. Does not just apply to construction. (e.g. Build, Summon)
Another common ability. Doubleclick on a worker (or some other builder) to use it. 1+mend bonus determines the mend rate for a mendable unit. Ambidextria increases the mend rate of workers.
 
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* Attack
   
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This attacks the enemy directly. Can be useful in avoiding dodging or counter attack if it deals damage. (e.g. Magical Arrow, Conversion, Stealing, Sabotage)
Convert
 
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* Transform
   
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Transforms a unit into different stances. Can greatly increase unit versatility. (e.g. Change Stance)
Converts an enemy to your team. The same as "board ship", but "board ship" can only convert ships. Indicated by two golden arrows circling above and below. The tech persuasion increases conversion chance while the tech loyalty nullifies it (but the victim's hp is reduced to 1 if conversion successful). For that matter, the tech boarding effectiveness increases the possibility of "board ship". The conversion chance is given as ability possibility of converter*(1-resistance of unit). Each unsuccessful conversion decreases the resistance of the unit.
 
   
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== '''Main Spells/Abilities''' ==
Build
 
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This is a list of the main Spells/Abilities:
 
Constructs a unit. Check the buildlist of a worker or other builder to see what they can construct. The construction speed is 1+construction bonus.
 
 
Promote Loyalty
 
 
Increases the resistance of units temporarily, makes them harder to convert.
 
   
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== Healing ==
Dismiss Propanganda
 
 
Recovers a friendly flesh and blood unit's hp. Represented by a green cross. This effect is multiplied by the heal bonus, while particular technologies can increase the heal rate for some.
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== Mending ==
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Recovers a friendly non flesh and blood unit's hp. Click on a worker (or some other builder) to use it. Worker mend rate*(1+target mend bonus) determines the mending rate for the target. Again, particular technologies can increase the mend rate for some.
 
== Convert ==
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Converts an enemy to your team. Indicated by two golden arrows circling above and below. The conversion chance is given as ability possibility of converter*(1-resistance of target). Each unsuccessful conversion decreases the resistance of the target unit by 25%. Converters are often religious and some can also heal.
   
 
== Build ==
Nullifies effect from unsuccessful conversion or promote loyalty, can be used on friendly or enemy units.
 
 
Constructs a structure or non flesh and blood unit. Check the buildlist of a worker or other builder to see what they can construct. The construction speed is mend rate*(1+target construction bonus).

Latest revision as of 13:23, 19 January 2021

Spells/Abilities are different skills that units possess and that can make them useful in some way. There are many different kinds of spells and abilities, giving different types of effects. Detailed descriptions of most of them can be found in the helpfile. Some spells can be resisted by spell/mental resistance or other measures, which is also usually stated in the helpfile. A few spells require the research of certain technologies to use them, due to their strength. The difference between a spell and an ability is that a spell is 'visible' and is indicated by the buttons on the bottom right. An ability is 'invisible' and is not indicated by buttons; for example: construction, death touch. Note that spells deal bonus damage that is rounded up, which is different from the rounding in the helpfile.

Types of Spells/Abilities

Spells/Abilities can be divided into a few categories:

  • Recovery

This restores a friendly unit's hp. Essential for unit conservation. (e.g. Heal, Group Heal, Regeneration, Mend)

  • Strengthen

This increases the capability of units, allowing them to be more effective. Usually temporary. (e.g. Sharpen Weapon, Berzerk)

  • Weaken

This decreases the capability of units, reducing their effectiveness. Also usually temporary. (e.g. Demoralize, Excommunicado)

  • Creation

This creates a new unit or structure. Does not just apply to construction. (e.g. Build, Summon)

  • Attack

This attacks the enemy directly. Can be useful in avoiding dodging or counter attack if it deals damage. (e.g. Magical Arrow, Conversion, Stealing, Sabotage)

  • Transform

Transforms a unit into different stances. Can greatly increase unit versatility. (e.g. Change Stance)

Main Spells/Abilities

This is a list of the main Spells/Abilities:

Healing

Recovers a friendly flesh and blood unit's hp. Represented by a green cross. This effect is multiplied by the heal bonus, while particular technologies can increase the heal rate for some.

Mending

Recovers a friendly non flesh and blood unit's hp. Click on a worker (or some other builder) to use it. Worker mend rate*(1+target mend bonus) determines the mending rate for the target. Again, particular technologies can increase the mend rate for some.

Convert

Converts an enemy to your team. Indicated by two golden arrows circling above and below. The conversion chance is given as ability possibility of converter*(1-resistance of target). Each unsuccessful conversion decreases the resistance of the target unit by 25%. Converters are often religious and some can also heal.

Build

Constructs a structure or non flesh and blood unit. Check the buildlist of a worker or other builder to see what they can construct. The construction speed is mend rate*(1+target construction bonus).