Luria Nova/Events/Melee Event

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Participants

  • Kill Count: 💀Human, 🐍Monster, 🐎Dismounted Knight, ⛓Captured Knight

Lance(Noble) - 27 Points 💀5⛓1

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 5 3 Bonebreaker 🩸→🦴
Jousting 6 3 Whistle Kick You attack with your horse. Your horse's attacks may break bones.
Leadership 3 2
Tactical Mind 3 2
Unit(3/10) Offense Defense Morale Status
💀Hunter 1(O) 0 -1 44 🩸(by Linden)🩸(by Linden)💀(by Lexis)
💀Hunter 2(O) 0 -1 54 🩸(by Galandric)💀(by Linden)
💀Hunter 3(O)) -2(+1) -4 37 🤢(by Green Serpent)💔(by Undead Knight)💀(by Undead Knight)
Hunter 4(O) 2 1 61
💀Hunter 5(O) 0 0 67 🛠Damaged Weapon(-1 Offense)🥶(by Blue Serpent)💥Shattered(by Undead Knight) 💀(by Undead Knight)
Hunter 6(O) 4 -1 35 🤢(by Green Serpent)🌱(by Wicked Treeman: Parasitic Seedling - Will become a treeman by Round 7) 🌲(Right Tree-arm [+2/+0/-5], Left Tree-leg [-1/+1/-5], Right Tree-arm[+3/-1/-5])
Hunter 7(O) 0 -1 50 🦴(by Large Treeman: Fractured Chest [-2/-2/-10])
Available Tactics Level Multiplier Impact Note
⚔Ace(C) 2 x1.1 🔒+2 Morale Boost & +2 Morale Damage
  • Gain +2 Morale Boost vs Hold Position(F)
  • 🔒(Removed) Suffers 2~5 morale penalty vs Mounted
Strike Together(S) 1 x1.0
  • Suffer -3 Morale Damage vs Shield Wall(F)
Achievement Requirement Reward Note
First Ransom You have achieved the distinction of being the first to capture one of your adversaries.
  • Upon unlocking the Achievement, you immediately gain 10 points
The achievement is exclusively granted to the first individual who fulfills the criteria.

Galandric(Captain) - 1 points 💀4 🐎1🐍2

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 3 2 Powerful Impact Powerful Impact strengthens your swordfighting impact by +2(Need Lv6 to gain the impact)
Jousting 3 2 Lance Charge Choose which turn to activate. If you don't, your knight will use it randomly unless you choose not to use it. Seriously wounds a well armoured troop. Instantly kills a poorly armed troop.
Leadership 5 3 Charismatic Leader Will try to remove Shaken and Panic by attempting to raise morale.
Tactical Mind 2 2
Unit Offense Defense Morale Status
Orzian Skirmisher 1(O) 0 -2 33 🔥(by Red Serpant)
💀Orzian Skirmisher 2(O) -4 -4 7 😱Panic 💔(by Undead Knight) 💀(by Undead Knight)
Baelrican Blademaster 1(C) 9 9 56 🧱Heavy Armour(Resists 🩸🦴 50%)
Baelrican Blademaster 2(C) 9 9 65 🧱Heavy Armour(Resists 🩸🦴 50%)
Baelrican Blademaster 3(C) 9 9 65 🧱Heavy Armour(Resists 🩸🦴 50%)
Available Tactics Level Multiplier Impact Note
Flanking Maneuver(C) 1 x1.0
  • Gain +2 Morale Boost Shield Wall(F)
  • Higher chance of injury vs Mounted
Hold Position(F) 1 x1.0
  • Prevents Morale Damage vs Dismounted

Linden(Noble) - 0 points 💀1🐎2

Knight Level Effectiveness Trait & Impact Note
Swordfighting 7 5(+1 from Leadership) Weaponbreaker & Lower Enemy Defense While dismounted, Attacks Lowering an enemy troop's Offense
Jousting 8 7(+1 from Leadership) Elegant Rider & Lower Enemy Offense 33% Chance to dodge attacks, 3 times per Round
Leadership 1 1
Tactical Mind 3
Unit Offense Defense Morale Status
Available Tactics Level Multiplier Impact Note
Strike Together(S) 1 x1.0
  • -3 advantage vs Shield Wall(F)
One Man Army(U) 3 x2.4
  1. (Lv3)Lower Enemy Offense
  • This is a Unique Tactic
  • Cannot be Countered
  • Reduces damage taken from troops by (Level) / Once per Turn
  • Gains an impact at Lv3, 6, 9
  • Becomes obsolete upon hiring any troop
  • Cannot be Modified by Modifying Tactics Trait
Achievement Requirement Reward Note
One Man Army Play without any troop for 3 rounds(excluding bonus rounds)
  • Unlocks 'One Man Army(U) unique tactic'
  • Leadership Effectiveness & Traits will affect the knight(Effectiveness will be added as a bonus to Swordfighting & Jousting)
The achievement is exclusively granted to the first individual who fulfills the criteria.
Forerunner in Defeat Be the trailblazer in the arena by becoming the inaugural participant to endure capture by your adversaries
  • Instead of forfeiting all your participation points upon capture, you'll from now on only lose half.
  • Upon unlocking the achievement, you will receive 10 points.
The achievement is exclusively granted to the first individual who fulfills the criteria.

Samson(Noble) - 28 points 💀2 🐍1

Knight Level Effectiveness Trait & Impact Note
Swordfighting 6 3 Bonebreaker & +1 Injury to Unit 🩸🩸→🦴🦴
Jousting 3 2 Fire Lance NOT ALWAYS GUARANTEED. MAY FAIL. Seriously wounds a troop. +3 Jousting Effectiveness against a knight. Choose which turn to use this. If you don't, your knight will use it randomly unless you choose not to use it.
Leadership 3 2
Tactical Mind 2 1
Unit Offense Defense Morale Status
💀Retired Soldier 1(D) -1 -1 21 🩸(by Lexis)🩸(by Lexis) 💀(by Njal)
💀Retired Soldier 2(D) -1 -1 35 🩸(by Linden)🩸(by Guest Knight) 💀(by Njal)
💀Hunter 1(O) -1 -1 47 🩸(by Guest Knight)💀(by Lance)
💀Hunter 2(O) -4 -5 40 💔(by Undead Knight)💔(by Undead Knight)💀(by Undead Knight)
Hunter 3(O) 1(+2) -2 50 💔(by Undead Knight)
Available Tactics Level Multiplier Impact Note
⚔Dragon Tamer(S) 1 x1.0 🔒Cause Injury to Unit & +2 Morale Damage
  • 🔒Number of Enemies stunned equals to (Lvl of the skill)/3. Minimum 1, Maximum 3.
  • 🔒(Removed) -3 advantage vs Countercharge(F)
Strike Together(S) 1 x1.0
  • -3 advantage vs Shield Wall(F)

Njal(Noble) - 0 Points 💀2 🐍1

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 6 3 First Strike +3 Swordfighting Effectiveness for the first attack
Jousting 5 3 Fire Lance NOT ALWAYS GUARANTEED. MAY FAIL. 💔Seriously wounds or 🔥burns a troop. +3 Jousting Effectiveness against a knight. Choose which turn to use this. If you don't, your knight will use it randomly unless you choose not to use it.
Leadership 5 3 Eye for Talent Upon selecting the trait, you will get 1 free upgrade. Every unit you purchase will have a small chance of becoming a named unit
Tactical Mind 3 2
Units(3/10) Offense Defense Morale Status
Mathieu the 'Fearless' Orzian Skirmisher(O) 11(+3) 5 70 🦁Fearless(Morale is always ≥ Confident)
💀Thug 1(O) 0 -2 34 🩸(by Samson)💀(by Samson)
💀 Thug 2(O) -2 -4 22 🩸(by Rojak) 💀(by Red Serpent: 🔥Burned. Credited to Galandric)
💀Thug 3(O) -1 -3 19 😟Shaken(<30 Morale) 🩸(by Rojak) 🩸(by Rojak) 💀(by Lexis)
💀Peasant 1(D) -2 -2 35 💔(by Undead Knight)💀(by Undead Knight)
💀Orzian Skirmisher 2(O) 0 0 0 🤢(by Green Serpent) 🥶(by Blue Serpent)💥Shattered(by Large Treeman)💀(by Large Treeman)
Thug 3(O) -2 0 20 🤢(by Green Serpent) 🌱(by Wicked Treeman: Parasitic Seedling - Will become a treeman by Round 7) 🌲(Left Tree-arm [+1/+1/-5], Left Tree-leg [-2/+1/-5]) 😟Shaken
Thug 4(O) 5(+3) 0 40
Thug 5(O) 2 0 40
Thug 6(O) 2 0 40
Available Tactics Level Multiplier Impact Note
Charge Attack(S) 2 x1.1
  • -3 advantage vs Countercharge(F)
Flanking Maneuver(C) 1 x1.0
  • +3 advantage Shield Wall(F)
  • Higher chance of injury vs Mounted

Lexis(Captain) - 2 Points 💀2 🐎3🐍2

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 3 2 First Strike +3 Swordfighting Effectiveness for the first attack
Jousting 3 4(+2) Fire Lance NOT ALWAYS GUARANTEED. MAY FAIL. 💔Seriously wounds or 🔥burns a troop. +3 Jousting Effectiveness against a knight. Choose which turn to use this. If you don't, your knight will use it randomly unless you choose not to use it.
Leadership 7 4 Influential Leader Number of Troops affected by your leadership = Lv/3 → Lv/2
Tactical Mind 8
  • Can Modify Tactics
  • Can create Customize Tactics
Units(3/10) Offense Defense Morale Status
Peasant 1(D) -2 2(+4) 17 😟Shaken 🦴(by Large Treeman: Fractured Chest [-2/-2/-10])
Peasant 2(D) 1 5(+4) 35
💀Peasant 3(D) -3 -3 32 🩸(by Galandric)🩸(by Galandric) 💔(by Undead Knight)💀(by Undead Knight)
Peasant 4(D) -2 3(+4) 20 🦴(by Large Treeman: Fractured Left Arm [-2/-1]) 😟Shaken
💀Peasant 5(D) -6 -6 27 💔(by Undead Knight)😟Shaken💔(by Undead Knight)💀(by Undead Knight)
💀Peasant 6(D) 0 0 -3 😱Panic 💀(by Undead Knight's Horde: Heart Attack)
💀Peasant 7(D) 0 0 45 🩸(by Galandric)💀(by Galandric: Lance Charge)
💀Peasant 8(D) -1 -1 42 🩸(by Njal)🩸(by Lance) 💀(by Lance)
💀Peasant 9(D) -2 -1 27 🩸(by Guest Knight) 🩸(by Linden) 💀(by Galandric)
Available Tactics Level Multiplier Impact Note
Countercharge(F) 2 x2.1(+1.0)
  • Chance to dismount Mounted(1/20)(1/10 vs Jousting Trait Activation)
Inspiring Lexisan Line Tactic(S)(U) 6 x2.7(+1.0) (Level)Morale Boost
  • +9 MORALE BOOST once per Round
  • RESTRICTION: Need 4 or more peasants to use this tactic
  • -6 Reduced MORALE DAMAGE vs 3 or more Margarethan Axemasters
  • +1 Injury vs On FOOT(Dismounted/Swordfighting)
Achievement Requirement Reward Note
Master Jouster Be the first to unseat an opponent from their horse 3 times or more by skillfully wielding your lance +2 Jousting Efficiency This achievement is attainable for anyone who meets the criteria.
Pioneer of Tactics Be the first to come up with your own tactic +x1.0 Tactical Multiplier & Impact is twice as effective The achievement is exclusively granted to the first individual who fulfills the criteria.

Rojak(Captain) - 22 Points 💀5

Knight Level Effectiveness Impacts & Traits Note
Swordfighting 4 2 Bonebreaker 🩸→🦴
Jousting 2 1
Leadership 3 2
Tactical Mind 4 2 Can Modify Tactics You can now spend points equivalent to your tactic level to modify them.
Unit Offense Defense Morale Status
Thug 1(O) 0(+2) 0 14 😱Panic
💀Thug 2(O) -4 -6 28 🩸(by Lance) 🦴(by Lance: Fractured Chest [-1/-2/-10]) 💔(by Undead Knight) 😟Shaken💀(by Undead Knight)
Thug 3(O) 0 -2 20 🩸(by Njal) 😟Shaken
Thug 4(O) 2 0 41 🌱(by Wicked Treeman: Parasitic Seedling - Will become a treeman by Round 7)
💀Thug 5(O) -1 -3 31 💔(by Undead Knight) 😟Shaken💀(by Undead Knight)
💀Thug 6(O) -2 -5 21 🦴(by Large Treeman: Broken Left Shoulder [-1/-3]) 🦴(by Large Treeman: Broken Left Leg [-2/-2/-10]) 😟Shaken 💀(by Large Treeman)
Available Tactics Level Multiplier Impact Note
Flanking Maneuver(C) 4 x1.3 +3 advantage Shield Wall(F) & Higher chance of injury vs Mounted

Knight

Based on each level you invest in, your impact improves.

Level Points Effectiveness Unlocks Note
1 1 1
2 2 1
3 3 2 Unlocks a Trait(Swordfighting)(Jousting)
4 4 2 Unlocks Modify Tactics(Tactical Mind) Can only modify a tactic you own. You need to spend points equivalent to your tactic's level.
5 5 3 Unlocks a Trait(Leadership)
6 6 3 Unlocks an Impact(Swordfighting)(Jousting)
7 10 4
8 12 6 Unlocks Customize Tactics(Tactical Mind)
9 15 8 Unlocks a Trait(Swordfighting)(Jousting)
10 20 10 +1 Trait Slot & Unlocks a Trait(Leadership) Upon reaching the final level, you no longer have to choose which trait to activate. You will be able to use both of your traits you gained from reaching Lv3 and Lv9 for Swordfighting and Jousting. Same for Leadership.
  • Traits: You can 3 options to choose from when you unlock one.

Swordfighting

Affects your attacks while dismounted.

Traits

Name Level Description
First Strike 3 Your first Swordfighting attack will be more effective(+3 Swordfighting Effectiveness for the first attack)
Inspiring Presence 3 Your commanding aura and charismatic demeanor uplift the spirits of your allies.(+1 Morale Boost per turn)
Weaponbreaker 3 Your keen understanding of combat allows you to target your opponent's weapon, weakening their offensive capabilities.(Your simple attacks will also lower your enemy troop's offense by 1)
Powerful Impact 3 Your strikes deliver a significant impact, enhancing the effectiveness of your impact skill. (+2 Impact Advantage)
Sharp Edge 3 Your blade is finely honed and razor-sharp, giving you an edge in swordfighting.(+1 Swordfighting Effectiveness)
Bonebreaker 3 Your combat technique is focused on causing debilitating injuries by targeting bones. Instead of inflicting slash wounds, your attacks aim to break bones, incapacitating your foes and disrupting their ability to fight effectively.

Jousting

Affects your attacks while mounted.

Traits

Name Level Description
Elegant Rider 3 Rather than launching an offensive against your opponent, you adopt a strategic approach centered around evading enemy attacks.(33% chance to Evade Attacks. Up to 3 times per Round.)
Lance Charge 3 Initiate a powerful charge against an enemy troop. Upon a successful hit, your attack packs more power than the usual impact. It's important to note that this technique is can sometimes instantly kill a troop.(Choose which turn to activate. If you don't, your knight will use it randomly unless you choose not to use it. Seriously wounds a well armoured troop. Instantly kills a poorly armed troop.)
Fire Lance 3 Questionable legality aside, this maneuver involves swapping your lance for a unique alternative. Upon striking the initial target, the lance detonates, significantly increasing the likelihood of dismounting an enemy knight or inflicting substantial harm to an opposing unit. The impactful explosion is sure to demoralize your target. However, it comes with a drawback—once the fire lance is employed, you'll be left without a weapon, necessitating dismounting to join your comrades with your sword.(NOT ALWAYS GUARANTEED. MAY FAIL. 💔Seriously wounds or 🔥burns a troop. +3 Jousting Effectiveness against a knight. Choose which turn to use this. If you don't, your knight will use it randomly unless you choose not to use it. )
Whistle Kick 3 As you charge into the fray, a well-timed whistle triggers your horse's trained kick, catching your opponents off guard. The simultaneous attack of your lance and your horse adds a layer of complexity to your assaults.(You attack with your horse. Your horse's attacks may break bones.)
Reckless Charge 3 Fueled by an unyielding determination, you charge headlong into battle without regard for your own safety. This reckless attack allows you to strike both enemy knights and troops indiscriminately, but also exposes you to counterattacks from both fronts.
Heavy Armour 3 Donning a heavier, sturdier suit of armor provides enhanced protection, reducing the damage you sustain. However, the added weight exhausts your horse more quickly, impacting its endurance in battle.(Takes 1 less damage. Loses 1 attack turn)

Leadership

Affects your unit stats. The number of troops affected by your leadership is Level/3 rounded up. High tier troops will be affected first. Affected units will remain affected even if higher tier troops get added later.

Name Level Description
Eye for Talent 3 Sharpen your eye for talent with this skill, granting you the ability to discern good troops amidst the ranks. Upon selecting this talent, you'll seize the opportunity to elevate one of your existing troops to a distinguished status, granting them a name and enhancing their capabilities.(Upon selecting the trait, you will get 1 free upgrade. Every unit you purchase will have a small chance of becoming a named unit)
Inspiring Tactician 3 Rally your troops with the strategic prowess of an inspiring tactician. For every morale point your enemy troops lose, your troops will gain half that amount. However, this effect is limited to once per opponent, encouraging you to vary your targets strategically to maximize the impact of your inspirational leadership.
Influential Leader 3 Your commanding presence exerts a greater influence over your troops.(Number of Troops affected by your leadership = Lv/3 → Lv/2)
Hire a Quartermaster 3 By enlisting the expertise of a skilled quartermaster, you remove the limitations imposed on the influence of your leadership. Typically, troops are only influenced in either their offensive or defensive capabilities. However, with this trait, your troops benefit from enhancements to both aspects of their prowess.(The leadership bonus will apply to both offensive and defensive regardless of their leadership influence type)
Charismatic Leader 3 Embodies the ability to uplift and inspire troops in times of distress. With this trait, you possess the innate charisma and leadership qualities necessary to bolster the morale of shaken or panicking troops, guiding them through turbulent moments with your calming presence and words of encouragement.
Unconventional Tactician 3 you gain access to a repertoire of special tactics that possess potent capabilities, yet come with inherent risks. These tactics are highly effective in specific circumstances, allowing you to seize opportunities and gain advantages that traditional methods might overlook.

Tactical Mind

Affects the number of tactical options and their impacts. You need to which tactic to focus on(Offensive or Defensive).

Units

Backgrounds

  • Cost is per man.
  • Bonus only triggers ONCE PER ROUND unless PASSIVE

Leadership Influence Type

  • (O) = Leadership bonus applies to the offensive stat of the unit
  • (D) = Leadership bonus applies to the defensive stat of the unit
  • (C) = Leadership bonus applies to the chosen stat of the unit

Tier I

Backgrounds Offense Defense Morale Cost Bonus
Peasant(D) 1 1 50 1 Gain +1 Morale when using (F)ormation tactics
Thug(O) 2 0 40 2 Gain +1 Morale when using (C)hotic tactics
Hunter(O) 2 1 60 3 Gains +1 Morale when using (S)imple tactics

Tier II

Backgrounds Offense Defense Morale Cost Bonus
Retired Soldier(D) 2 2 55 4 PASSIVE: Panic Immune(Can't get worse than Shaken)
Orzian Skirmisher(O) 3 1 60 5 Gains +1 Morale / Once per round
Sallowtown Spearmen(D) 3 3 50 7 PASSIVE: Counter-Charge in any (F)ormation against Mounted

Tier III

Backgrounds Offense Defense Morale Cost Bonus
Aylwinic Auxiliary(O) 4 4 45 9 Gains +3 Morale / Once per Round
Margarethan Axemaster(O) 6 4 55 12 PASSIVE:🩸1/20 Chance to injure a random enemy unit(The chance will improve based on the number of Axemasters in your roster)
Baelrican Blademaster(C) 9 9 65 15 PASSIVE: 🧱Heavy Armour (Resists 🩸🦴 50%). Reduces 💔 to 🩸.
  • Higher Tier Units will do more damage against knights starting Round 5

Named Units

Named units represent elite iterations of standard units, boasting enhanced stats and additional bonuses.

Unique Units

Unique units are special, exclusive forces accessible upon reaching Level 10 by selecting a trait to unlock them. They possess distinct stats and unique bonuses tailored to their role on the battlefield.

Troop Status

Name Offense Defense Morale Note
🩸Injury -1(xNumber of 🩸) -1(xNumber of 🩸) -3(x Number of 🩸) A minor injury. Will be fine.
🦴Fracture 0 ~ -3 0 ~ -3 -10 Depending on where, the Stat Reduction may vary.
💫Stunned Temporarily reduces offense to 0.
💔Severely Injury -3 -3 -10 Badly wounded. May not make it.
Name Offense Defense Morale Note
🤢Chemical Injury -2 -2 -10 Severely cripples your troop.
🥶Frozen Can't Act. The following attack will cause 💥Shattered thus instantly killing the troop.
🔥Severe Burn -3 -3 -15 Can cause your troop to die.
  • Morale: 😱Panic(<15) / 😟Shaken(<30) / Normal(50) / 😀Confident(>70) / 😎Intrepid(>90)
  • 😱: Sets both Offensive/Defensive to 0, + 1/10 chance to be demoted. If the unit is already at the lowest tier, then change to Craven.
  • 😟: Reduces both Offensive/Defensive by 50%
  • 😀: Increases both Offensive/Defensive by 25%
  • 😎: Increases both Offensive/Defensive by 50% + 1/20 chance to be promoted(to Named. If already Named, then to Unique)
    • Rounds up or down to the nearest decimal number(will round up for gaining, round down for losing)

Healing

Name Description Cost(Points) Note
🌿Herbalist A local herbalist provides a cost-effective option for treating your wounded soldiers. While her methods may be slow, she offers a budget-friendly alternative. It's essential to note that her reliability might not be absolute, but in the absence of better options, she serves as a viable choice. 1 Can treat 🩸x1
⚕Healer Seek the aid of a healer from the local house of healing to significantly improve the conditions of your men. However, he is not infallible, and his interventions may, at times, unintentionally hasten the inevitable. Balancing the benefits against the risks is a crucial consideration. 2 Can treat 🩸x2 or 🦴x1
🔮Spellcaster A wandering spellcaster possesses the extraordinary ability to pull a man back from the brink of death. Yet, such powerful magic comes at a considerable cost. The question becomes, can you bear the weight of the sacrifices required to wield this extraordinary, life-restoring magic? 3 Can treat 1 troop fully

Tactics

Tactics are triggered randomly in each round, influenced by your tactical mind points, providing a higher likelihood of performing specific tactics based on your choices. Having more points invested increases your chance of triggering and succeeding in performing the tactics.

You can only have up to 5 tactics. If you want a new tactic, you will have to remove one of the existing tactics. You won't get any point back for removing your existing tactic.

Simple Tactics

Tactic Type Description Bonuses & Penalties
Strike Together(S) Offensive Enhances your chances of inflicting injury or demoralizing enemies with a single attack. Suffer -3 Morale vs Shield Wall(F)
Hold Position(F) Defensive Attempts to stand firm against advancing enemies, reinforcing your defensive stance. Prevents Morale Damage vs Dismounted
Break Formation(C) Offensive Strives to disrupt the enemy formation. If successful, their formation breaks down, but failure risks breaking your own formation. Gain +2 Morale vs Hold Position(F) & Suffers 2~5 morale penalty vs Mounted
Charge Attack(S) Offensive Executes a straightforward charge attack. Success results in a melee engagement with the enemy. However, failure leads to the complete breakdown of your formation. Suffer -3 Morale vs Countercharge(F)
Flanking Maneuver(C) Offensive Attempt to outflank your opponents, attacking from the sides or rear for increased chances of success. However, if the maneuver fails, you risk exposing your own flanks. Gain +2 Morale vs Shield Wall(F) & Higher chance of injury vs Mounted
Shield Wall(F) Defensive Form a defensive shield wall, providing increased protection against enemy attacks. Effective against frontal assaults, but vulnerable to flanking or attacks from behind. Reduces chance of injury vs Mounted
Countercharge(F) Defensive Anticipate enemy charges and respond with a countercharge, disrupting their momentum. Requires precise timing and can be highly effective when executed correctly. Chance to dismount Mounted(The chance doubles against any offensive jousting activation trait)
  • Offensive and Defensive tactics use your unit's associated stats.

Advanced Tactics(Need Tactical Mind Lv6 or higher)

Tactic Type Description Bonuses & Penalties
Feign Retreat(C) Defensive Cunningly withdrawing to lure adversaries away before unexpectedly turning back to strike with force. This maneuver aims to disrupt their formation, sow confusion, and create an opportunity for counterattack.
  • Bonus MORALE DAMAGE against (F)ormation Tactics
  • May induce CONFUSION among your adversaries
  • Increased likelihood of failure when attempting this maneuver while having numerical superiority over your adversaries.
Hammer and Anvil(F) Offensive A timeless military strategy dating back to antiquity. In this strategy, you embody the role of the hammer, delivering decisive and forceful strikes, while your men form the sturdy anvil, providing a solid foundation and resisting the enemy's advance. The effectiveness of this tactic is heightened when executed from horseback, particularly by skilled jousters, allowing for swift and impactful maneuvers on the battlefield. However, should the anvil falter prematurely or the hammer lack the necessary strength, the tactic risks failure, potentially instigating chaos and disarray among your forces.
  • If successful, DEVASTATE enemy morale
  • If successful, Inflict a range of wounds on the enemy ranks
  • If unsuccessful, DEVASTATE your men's morale
Iron Wall(F) Defensive Forget the flimsy shield wall - the Iron Wall is where disciplined soldiers transform into an impenetrable fortress of steel. Shoulder to overlapping shoulder, clad in superior armor, this formation can withstand a frontal assault like an unyielding mountain. But the Iron Wall's true strength lies in its flexibility. Unlike the shield wall, it can shift and pivot, crushing flanking maneuvers and leaving enemies exposed. Mastering the Iron Wall demands ironclad discipline, but for those who do, it's the ultimate defense, turning the tide of battle in a whirlwind of coordinated steel.
  • Increases the Defensive stat by ½ of the Offensive stat.
  • Decreases the morale penalty incurred from being countered by half.
  • More susceptible to knight strikes.

Tactical Advantage

(S)imple tactics are more effective against (C)hotic tactics. (C)haotic tactics against (F)ormation tactics. (F)ormation tactics against (S)imple tactics.

  • S > C > F > S

Advantage Calculation:

  • Tactic Type Check(S, C, F) = Winner gains 5 + (Round Number) Advantage
  • Pick the most suitable troops in the unit.
  • Level Difference Check
  • Offensive or Defensive Tactic. For Offensive, add Unit's Offensive number. For Defensive to the opposite.
  • For (C) and (F), add unit numbers associated.
  • Advantage Added(Both from stats & Tactical Advantage)
  • = Final Total(Damage to one of the troops or spread around depending on the circumstance)

Impact

Offensive and Defensive impact trigger chances are separate.

Level Impact Multiplier Unlock Impact Type Usable by Knight?
1 x1.0 Morale Damage
2 x1.1 Morale Boost
3 x1.2 Lower Enemy Defense
4 x1.3 Lower Enemy Offense
5 x1.5 Cause Injury to Unit ✅+1 to Injury
6 x1.7 Cause Injury to Knight
7 x1.9 Retaliate
8 x2.1 Critical Hit(1/20 Chance)
9 x2.3 Instant Kill(1/20 Chance) ✅1/12 Chance
10 x2.5 Magic Steed(Your troops become mounted for one turn)
  • When crafting a custom tactic, you must allocate a number of points equal to the desired impact level you wish to add.

Points

After each round, depending on your performance, you will receive game points. You can use them to either improve your knight's stats or your unit stats. Or you can improve your tactics.

Rounds