Keywords
A keyword is a small rule a unit carries on top of the battle rules. Every Conquest and Duel battle uses them. The worked examples are the game’s own strike preview on an open board, full stacks on both sides, with the low and high damage roll.
First Strike
Struck in melee, it swings back before the blow lands.
Carried by Stilt Lancer.
Worked example. 30 Dire Wolves attack 14 Stilt Lancers. The lancers, all still standing, hit first for 29–48 and kill 3–5 wolves, so fewer wolves bite. Without First Strike the full pack’s 20–40 would land first, killing 1–2 lancers before they swing back.
Charge
+5% melee damage for each tile it covers before the blow, up to +25%.
Carried by Dire Wolf and Knight.
Worked example. 5 Knights that ride 5 tiles before striking 16 Shieldmen deal 34–62 damage and kill 2–3; from a standing start next to them it is 28–50 and 1–3. Every tile past 5 adds nothing.
Reach
Strikes from 2 tiles away; a foe without Reach strikes back from there at 50% damage.
Carried by Spearman and Eelcatcher.
Worked example. 40 Spearmen strike 30 Dire Wolves from 2 tiles away for 13–38 damage. The wolves swing back for 10–20; from the next tile they would have swung back for 20–40.
Volley
Its shot also hits every enemy stack next to the target for 25% of the damage.
Carried by Archer and Reed Slinger.
Worked example. 24 Archers shoot 40 Spearmen for 21–32 damage; the Shieldmen standing next to the spearmen take 5–8 as well.
Taunt
An enemy standing next to it can only attack or shoot a stack with Taunt.
Carried by Shieldman and Bulltoad.
Worked example. 30 Dire Wolves standing between 16 Shieldmen and 24 Archers would kill 2–5 archers, but Taunt makes them bite the shieldmen instead: 19–37 damage, 1–2 killed.
Regenerate
At the start of its turn its wounded top creature is whole again; the dead stay dead.
Carried by Peat Cutter and Shrineback.
Worked example. A Peat Cutter has 11 HP, so a stack whose top cutter is down to its last hit point gets 10 back at the start of its turn; a Shrineback gets up to 59. A creature already dead stays dead, so only a blow that kills whole creatures sticks.
Flying
Flies over rocks and other stacks, but always lands on an open tile.
Carried by Drake and Heron Rider.
Worked example. A Drake moves 8 tiles and the battlefield is 14 tiles wide, so from its own edge it reaches the far edge in 2 turns, over any wall, rock or stack between.
Fear
Enemies next to it fight at 3 less attack.
Carried by Mage and Fen Lamplighter.
Worked example. 40 Spearmen next to 4 Mages fight at attack 1, not 4: their blow does 11–32, not 11–34.
Poison
A melee blow it lands (struck or swung back) also poisons: 25% of that blow again at the start of each of the target's next 2 turns.
Carried by Eelcatcher and Bulltoad.
Worked example. 24 Eelcatchers strike 30 Dire Wolves for 11–33. The wolves then take 3–8 more at the start of each of their next 2 turns (3 turns while the Sedge Mother stands, her Slow Water). A weaker dose never replaces a stronger one.
Undying
The first time the stack is wiped out, one creature rises again at full health.
Carried by Shrineback.
Worked example. A stack of 3 Shrinebacks holds 180 HP. When it is wiped out the first time, 1 rises with all 60 HP, poison gone; the second time it is gone for good.
No Retaliation
Nothing it strikes in melee can strike back.
Carried by Drake.
Worked example. 3 Drakes strike 40 Spearmen for 34–59. Without the keyword the surviving spearmen would swing back for 10–30; with it, nothing comes back.
Pierce
Ignores 50% of the target's defence, bracing included.
Carried by Crossbowman and Heron Rider.
Worked example. A Shieldman’s defence of 8 counts as 4 against a Crossbowman. 10 Crossbowmen shoot 16 Shieldmen for 29–58 damage, not 24–48.
Play Hold or right-click a stack in battle to see its keywords.