Welcome, Guest. Please login or register.
February 12, 2012, 06:06:39 AM
Home Help Search Login Register
News: All registrations must be approved because of spam, please contact support with your member name: http://www.chroniclogic.com/contact_form.php?section=feedback

+  Chronic Logic Forums
|-+  Zatikon
| |-+  Units
| | |-+  Zatikon Tips
« previous next »
Pages: [1] 2 Print
Author Topic: Zatikon Tips  (Read 3760 times)
Kran
Sr. Member
****
Posts: 394



View Profile
« on: June 09, 2009, 02:51:38 PM »

I created this topic to help players to understand ALL unit relations. Follows
Version 1.06
^^

Bowman's will attack aproatching enemyes when overwatch ability is turned on. Overwatch will allways turn off when bowman moves. When another unit make the bowman to move (Like ballista push, fanatic Zeal), the overwatch is not cancelled.

Fire archer's Attack is not affected by its power. Increasing fire archer power doesn't affect the damage inflicted.

Longbowman will allways attack spotter attacked enemyes, when attack is succesfull. Succesfull attack means when the attack is not cancelled. Attack is still considered succesfull if damage inflicted is 0. Units that attack multiple units, like the warrior and the fire archer, when become longbowman spotter, will cause longbowman to attack multiple times at once when attack affect lots of enemyes. Spotter allways attack first that the longbowman.

Diabolist. The detonate is a spell, and cant be directed to innorganics. But when you detonate a unit, surrounding innorganics are affected. Detonate explosion is considered neutral and can't be dodged, parryed or cancelled.
Killing archangels, killing units that will rebirth (Feathered serpent special ability), or killing dopleganger twins doesnt give diabolist a soul. Diabolist`s sacrifice doesnt give diabolist exactly 2 souls. Only give it one extra. Sacrificing doplegangers twins, archangels, units that will rebirth only give diabolist 1 soul. Diabolist will not die if martyr caught in detonate explosion. Diabolist will not get murderer when unit dies in explosion but the unit that get detonated is a dopleganger twin, archangel or a unit that will return to castle by rebirth.

Necromancer. If a skinwalker or a mimic become a necromancer, and it transform to lich, they will be no more longer mimics or skinwalkers. Exept with Druid's purge. Necromancer kill ability doesnt affect innorganics.

Lich. The lich will only get inflicted damage as life when attacked enemy isn't immune to spells and skills.

Summoner. Damned units still maintein poison, but loose all other atributes. They return as normal units when purged.

Witch. Sickness spell isn't considered a damage, and change actual and maximum life. Toad transformed units will maintein possessed and poison and can be purged to become normal units again. Witch curse affect every organic unit, exept of gateguard while in castle. Curse cant be cancelled by archangel's aegis.

Archangel aegis defend againt innorganic attacks. Transformed Archangels do not return to castle. Killing an archangel doesnt give diabolist any souls.

Paladin dies immediactly againt obliterate and unit that kills immediactly. Its sanctuary doesn't trigger when the unit is protected by a sycophant or a shield maiden.

Priest's converted enemyes still have all bonusses/injuries.

Shield maiden only receive damace triggered at the protected unit. When the protected unit had the attack redirected from another unit, the shield maiden doesn't receive it's damage. If one shield maiden is protecting another shield maiden/sycophant that protecting/serving a unit, and the unit receive a damage, the damage inflicted in the first shield maiden/sycophant.

The templar only heal self in attack when attacking organic units. The templar cant become indestructible in castle.

A diplomat can still truce other units under truce immunity. Truced shield maiden cant defend protected unit's damage. Armistice can be cast in end of your turn, and ends at beggining of your next turn.

The tactican contingency is immediate.

When sycophant flatter an enemy, it turns to enemy and both become immune to all allies. (Your enemyes). In the turn the flatter, he is immune also to enemyes (You), until beggining of his next turn (Enemy turn). You can still flatter an enemy, attack the flattered enemy with other unit, attack will redirect to sycophant, and if he dies, the other unit dies too.

The confessor dont need to be in game to units be set as murderer. Murder stats can be removed with purge, and are not removed with damn, tranform, convert. Units are not considered murderers when they kill dopleganger twin, archangel or unit that will return to castle in rebirth (Feathered serpent special ability). Units doesnt become murderer by killing innorganics. Innorganic units will never be affected by penance.

Heretic doen't need to survive to cause reckoning.

Fanatic will allways trade places with enemy even if the target enemy dies. The fanatic zeal dont trigger when attack miss. Zeal doesn't activate abilityes that trigger from movement or vigilant funcitions (Automatic attack)

Only the last unit attacked the martyr dies when martyr dies. When 2 units attack the martyr at once and martyr dies, the question is resolved with sequence ID. Martyr retribuction is a spell, can be cancelled with aegis. Poison doesn't trigger this ability. Witch sickness trigger this ability.

Cavalry overpower does'nt trigger with enemyes at 4 power. Only 3 or less.

Lancer's joust only triggers in enemyes that are at most 90º from the direction where lancer moves. Lancer attack is allways triggered after movement. That help understanding relactions like lancer vs shield bearer and lancer vs swordsman.

Poison is computed before the berseker's relentless, so, if your berseker have 1 life and is poisoned, it will die at the end of your turn. "died" bersekers can be purged, return to castle. All these things restore the berseker. "died" berskers cant be healed and cant get +1 life from healers.

Geomancer. When a rock is broken, the captive is stunned. Units can be deployed the turn geomancer move the castle.

Changeling. Target is usable the turn traded. Some units that hava abilityes/injuries that trigger at end of turn may get such abilities twiced. Example poison, channeler's energy.

Dopleganger twin just copyes injuries of the original. Things like empower, flying and etc, doesn't trigger. Possessed, poison and damage triggers. When 4/10 lifed dople spawn a twin, the twin will get 4/5 life. When 7/10 lifed dople spawn a twin, the twin will get 5/5 life. Dopleganger twin doesnt give to diabolist any souls.

Skinwalker. When lots of units dies at once, it is decided by Sequence ID.

Ballista still push enemyes when damage = 0. Ballista doesn't push enemyes when the attack cancelled. Ballista push doesn't activate abilityes that trigger from movement or vigilant functions (Automatic attack).

Axeman. Cleave is permanent. You cant enchant cleaved units and get armour back. To get armour back, you need to purge or return them to castle. Cleave/slay only trigger when attack is succesfull (Not miss).

Footman's Rush triggers abilityes for both movement and attack.

Gate guard can never be deployed outside of castle square, even with conjurer portal. Poisoned gate guards still loose life in castle square, but gate guard can't get poisoned in castle square.

Warrior. When warrior "kills" a bersker, warrior doesn't get extra action the turn, and doesn't get extra action next turn too (When it dies). Same applyes to immortallity (Archangel) and rebirth (Feathered Serpent). Warrior doesn't get extra action by destroying innorganics.

Armory isn't permanent.  Ends when armory destroyed and affect units deployed/summoned/created after the armory deploy.

When 2 martyrs should die in a whirlwind, the last deployed martyr survives.

Alchemist. Love potion can be restored with purge.

Wizard. Ranger is considered a range unit, even when wielding a sword, so, will get 2 range flight if wizard levitate. Flying mounted units only get 3 range flight. (Exept mounted archer).

Conjurer gates can only return allyes to castle. Also, invert is independant. So, shield bearer can't block, what it should, becouse the conjurer that make the attack happen. Conjurer doesnt become murderer when invert explosion kills. Martyr doesnt kill conjurer in invert.

Hydras that get more life than usual, still only have 6 heads. When 10 life hydra gets 7 damage, it gets 3 life and 1 head only. Same applyes to hydras with less lifes than usual.

Feathered Serpent rebirth doesn`t give diabolist any souls.

Vigilant attack when triggered cost unit action points. Skills from units are not triggered when unit is stunned, but spells and neutral things are. Counterattack is not performed by stunned swordsman, and swordsman counter attack is free.

Sequence ID determine who is damaged first. Each unit is deployed with sequence ID = 0, and e sequence ID is increased by each new unit in game. Lower sequence ID means that unit will be damaged later. Martyrs are allways strack last.

I think i could be usefull to someone.

Kran
« Last Edit: January 09, 2010, 11:49:36 AM by Kran » Logged

My enemies will be made in steps to my glory
Lumen
Full Member
***
Posts: 52


View Profile
« Reply #1 on: June 09, 2009, 07:13:03 PM »

Wizards MAY, in fact, levitate an opponent's unit, despite what the ability says.  I guess it could be a bug, but I think it's just a great tool  Wink .  The levitate stuns the enemy's unit.

You sure about the rangers wielding a sword only flying 2 spaces?
Logged
Kran
Sr. Member
****
Posts: 394



View Profile
« Reply #2 on: June 10, 2009, 05:09:02 PM »

Yes, wizards can levitate enemy units. About the ranger, yes, i'm sure. The problem is that give enemyes flight, and cant be used twice. You cant give flight again to flying units. So, this is not a much great tool after all, but can help some endgames. I will periodically update the list, and if someone still have some question, just post it and i will try test.
« Last Edit: June 10, 2009, 05:11:53 PM by Kran » Logged

My enemies will be made in steps to my glory
Chronic Logic - Josiah
Administrator
Hero Member
*****
Posts: 900



View Profile
« Reply #3 on: June 15, 2009, 11:27:39 AM »

I have made this topic sticky, I am going to clean it up and only keep comments relating to helping users understand the game.  Thank you Kran!
« Last Edit: June 15, 2009, 11:29:37 AM by Chronic Logic - Josiah » Logged
Wakrob
Jr. Member
**
Posts: 26


View Profile
« Reply #4 on: June 17, 2009, 05:36:24 AM »

Maybe you could change the title to 'Guide' instead of 'Guild', since im almost sure thats what he meant.
Otherwise Im joining the Guild!

Wak
Logged
mongolian
Sr. Member
****
Posts: 351



View Profile
« Reply #5 on: June 17, 2009, 06:18:15 PM »

Not sure if these are guide worthy, but here are my tips:

Abjurer - Remember, he can target your own units to be unsummoned.  Perhaps more powerful then unsumming your opponent's units.  Also, take use of his +1 armor ability in stalemate situations.

Hydra - is great in conjunction with pieces that add actions and HP.  With more HP, he can make more critters per turn.

Magus - Try to analyse your opponent's army before you go into spirit mode.  Try to calculate how many will-o-wisps can help and don't go too overboard on it.

Wizard - He's one of the best units, always remember that if he gives himself flight, he can jump, then swap another one of your pieces.  (THIS ABILITY SHOULD BE BAN TO FRIENDLY UNITS)

Enchanter - When calculating who to give a +1/+1, always try to focus on giving units the 2 armor.  Then prioritise in your army which order those additional pumps should take place if you have the time.

Barbarian - Works great with units that can protect it.  But, more importantly, try to stay defensive with it when at all possable.  

Quartermaster - if your army isn't heavy on actions, It might be more adviseable to save $50 and pick the Quartermaster over the General.  It's very specific per army.

Healer - Don't forget that it can heal itself.  Try to get the units you want 1 more HP then the attacking pieces power (usually power2-4).

Templar - This unit can heal all the time!!!  So , he's actually not the best piece you want to lead an attack, but follow through with.  Try to avoid making it invinciple unless it's position is vital to defend or attack.

Archer - Never swap an archer if need be.  This is almost always a trap.  Archer can be one of the most deadly units it you keep it alive.

Summoner - Always start off making more imps versus turning an imp into a demon.  For the most part this is situational, but more often then not, a swarm of imps can pick off the 1 target your looking to get, vs keeping 2-3 strong demon's.


« Last Edit: June 17, 2009, 06:20:16 PM by mongolian » Logged
Kran
Sr. Member
****
Posts: 394



View Profile
« Reply #6 on: June 19, 2009, 10:25:37 AM »

I would add that templars work very well  exactly becouse it is the only combat unit that can heal.
Also, when fighting with diabolists, remenber to count the souls. When you have a diabolist, and it have only 1 soul, many times you can kill a unit with other unit to get diabolist the other soul it needs. Remenber also that units detonated also give souls to diabolist.
Logged

My enemies will be made in steps to my glory
Jezebeau
Full Member
***
Posts: 84


View Profile
« Reply #7 on: June 20, 2009, 01:42:59 AM »

Barbarian - Works great with units that can protect it.  But, more importantly, try to stay defensive with it when at all possible.

Defensive doesn't really work with the unit.  Its base power is three, and it's built around momentum.  It's one of the best fliers in the game.

Regarding the diabolist: always keep in mind that you can blow up your own units if you don't have the range to hit an enemy.  I've lost games by forgetting this.
Logged
Kran
Sr. Member
****
Posts: 394



View Profile
« Reply #8 on: June 20, 2009, 09:17:04 AM »

Barbarian have to be used in counterattacks, or againt units lots of units. Remenber that sometimes when there are no much enemyes, it more usefull to attack once and move twice, instead of attacking 3 times and then out of enemyes in next turn ^^. Many times barbarian main utility is to  make enemyes retreat, than you can advance rest of your units.
Logged

My enemies will be made in steps to my glory
Kran
Sr. Member
****
Posts: 394



View Profile
« Reply #9 on: June 20, 2009, 10:20:47 AM »

About the sycophant, when possible, try to place a footman near the sycophant after flatter. That will impeace it from running away
Logged

My enemies will be made in steps to my glory
Lunaraia
Sr. Member
****
Posts: 251


View Profile
« Reply #10 on: August 14, 2009, 10:44:29 AM »

why bother to sacrifice a footman? just use 1 single tower if it's within reach ihe unit it's guarding are dead anyway they try to put it unless they damage their own units to get it out of there win in in my book also sycophant renders already placed protection null and void useful for breaking down acolyte shieldmaiden combos
Logged

Bad guys are no problem when you're an asshole yourself
Kran
Sr. Member
****
Posts: 394



View Profile
« Reply #11 on: August 28, 2009, 11:03:55 AM »

Towers can be easily distracted
Logged

My enemies will be made in steps to my glory
Lunaraia
Sr. Member
****
Posts: 251


View Profile
« Reply #12 on: August 28, 2009, 07:44:24 PM »

true but usually at the cost of atleast 2 commands, and then another 3 to get the syco as far away as possible and with a good placement 3 won't even be enough to get it out of the towers range
Logged

Bad guys are no problem when you're an asshole yourself
Kran
Sr. Member
****
Posts: 394



View Profile
« Reply #13 on: August 31, 2009, 03:36:18 AM »

A footman is cheaper. But this is not the best place to discuss this, wouldn't you agree?
Logged

My enemies will be made in steps to my glory
Lunaraia
Sr. Member
****
Posts: 251


View Profile
« Reply #14 on: August 31, 2009, 12:00:13 PM »

true
Logged

Bad guys are no problem when you're an asshole yourself
Pages: [1] 2 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!