Combat
Combat revolves around roles such as tank, damage dealer and healer. Send the tank in first, focus attacks on one enemy and keep the healer within reach. Select a mobilized settler and hover over an ability to check its range and equipment requirements.
Tank
Give a warrior heavy armor, a sword and a shield. Draw enemies away from vulnerable allies and brace for heavy melee hits.
Damage dealer
Equip an archer with a bow and medium armor, or a mage with a staff and light armor. Focus fire on the tank’s target. When enemies cluster, use attacks that hit several at once.
Healer
Give a priest a scepter and light armor. Stay behind the tank, heal wounded allies and shield anyone about to take a heavy hit.
Interruptions
Taking a hit while using a bow, crossbow, staff or scepter can delay an attack or ability cast by reducing its progress. Melee weapons keep their progress when hit.
Movement and attack progress
When a unit moves to get a target in range, ranged, magic and healing attack progress gradually decreases. Melee-only weapons keep building attack progress while closing the distance, so this movement penalty does not affect them.
Attack speed and casting
Both attack speed and weapon speed affect normal attacks and ability casting. Higher attack speed and a faster weapon shorten the time needed to attack or cast. Weapon speed is a time value: a lower number means a faster weapon.
Common combat effects
Daze
Slows the target’s attacks.
Defensive break
Weakens damage reduction, so incoming attacks deal more damage.
Defensive enchantment
Reduces the damage the unit takes.
Fear
Makes the target flee in random directions.
Frozen
Prevents actions and weakens defenses. An attack from a unit breaks the ice.
Haste
Increases movement and attack speed.
Immobilize
Stops movement and makes the target easier to hit by reducing its chance to dodge.
Offensive break
Reduces the damage the target deals.
Offensive enchantment
Increases the damage the unit deals.
Poison
Deals damage over time and reduces the healing the target receives.
Sleep
Prevents actions until the effect wears off or a damaging hit wakes the target.
Slow
Reduces movement speed.
Sprint
Increases movement speed.
Stun
Stops movement and actions. Hitting the target does not end the stun.
Tip
Mobilize settlers for direct combat orders; stand them down to resume work. Aggressive stance pursues enemies, Hold position keeps the unit in place and Hold fire stops automatic attacks. Attack move fights along a route. Hover an ability for range, equipment requirements and cooldown. Select a caster if needed, then a valid target; right-click cancels targeting. If casting fails, check these requirements and disabling effects.