This guide provides a basic primer on the game’s combat mechanics as well as a bestiary for every creature in the game. The bestiary includes each creatures’ statistieken, passive abilities, and special attacks.
There will probably be errors with some of the information as I didn’t have the desire to triple-check everything and do extra playtesting for some of the more obscure things so if you find any errors, or have new information to add, then leave a comment with proof of your claim and I’ll look into it.
Combat Mechanics
COMBAT ORDER
Combat in this game is turn-based but all actions are resolved according to the four phases below:
- Selection
This phase is when creatures will either turn in a certain direction to indicate that they will move during the Movement phase or shake to indicate that they will attack during the Aanvals phase. A creature can also turn and shake which indicates that they will attack. This phase is when you will choose whether to move or attack. - Movement
This phase occurs next which means that attacks will always miss a creature that has selected to move (exceptions aside). - Aanvals
This phase determines the order of each creatures’ attack and then resolves each attack and applies the damage; Echter, I am not sure how the game determines this order. Aanvullend, there can only be one “clash” per turn which guarantees that damage will be dealt when attacking, or being attacked by, multiple creatures at once. - End-of-Turn
This phase is reserved for status effects such as Poison, Burn, and Regen to take place.
This means that much of the game comes down to learning creatures’ patterns so you can predict where they will move during their turn if you are attacking them or move out of their attack range.
MECHANICS
- Creatures’ attacks are telegraphed by their token “shaking” op zijn plaats. There are a few rare exceptions to this and those creatures have the Cloak ability. If they didn’t shake then they will move to an adjacent square.
- Creatures either move in the direction they are facing or by strafing left or right. The game ends up being a guessing game and some creatures are easier to predict than others. There are also some exceptions where enemies will move backwards but these are very rare and I believe I have only seen it with Cryptworms en Sandworms.
- Creatures usually have a set pattern that they follow which will typically involve using each of their attacks once and then moving. Some creatures differ slightly and move twice in a row (such as Giant Rats) but I haven’t listed each pattern here, especially because your actions can influence these patterns.
- Creatures will break their standard pattern if you are too far away and will move up to you until they are generally within three squares of you, at which point they will begin their pattern. Creatures with long-range attacks are an exception to this.
- Creatures which are facing a certain direction cannot attack the squares to their sides (or back) unless they have a special attack that allows them to do so. This means that it is almost always safe to move to an enemy’s flank when they are preparing for an attack.
- If you are attacking multiple squares and a Groot-size creature is occupying more than one of the affected squares, it will take damage from that attack for each square that it is occupying. This makes a character like Gilfane especially effective at taking down Groot creatures.
OPMERKINGEN
- If an entry has multiple names, this means that they all share the same stats.
- If an entry has multiple names or types but has different stats, their respective stats will be denoted by the corresponding bullet points. For example if Commoner A, Commoner B, and Militia are listed together but give a different amount of Souls then there will be three bullet points with the three different Souls values (one for each, respectievelijk).
- If an entry has multiple names, de Special Attacks are shared between all of them unless otherwise specified.
- A creature will always deal the amount of damage listed in the Schade column of the table unless they use a Special Attack which specifies how much damage it does.
- A creature can have multiple Passive Abilities of Special Attacks and each one is denoted using bullet points.
- A Normal Attack that has multiple properties is denoted using bullet points.
- A Special Attack that has multiple modifiers is denoted using + symbols.
Passive Abilities
Status Effects
Special Attacks and Modifiers
Orcs
• Orc Servant
• Orc Ranger
• Orc Ranger: Range 3
• Orc Guard
• Thrust 3
A | B | C
• 4
• 7
• Full Sweep + Self-Harm 1
Goblins
• Goblin Torturer
• Goblin Assistant
• Goblin Lackey
• 2
• 2
• 4
• Any Goblin with a spear: Thrust 2
• Second Goblin A
• Second Goblin B
Humanoids
• Dodging
• Dodging
• Pathos Illusion
• 1
• Mathos Illusion
• 1
• Three-Way + Weakened 2
• Mirror Demon Illusion
• 1
• Three-Way + Range 1 + Stunned 1
• Kosben Minamin: Thrust 3 + Burn 2 + 1 schade
• Master of Earth: Thrust 3
• Master of Water: Two-Way + Weakened 2
• Regen
• Tackle
• Tackle
• Two-Way + Weakened 2 + Quick
• Two-Way + Weakened 2
• Two-Way + Weakened 2 + Quick
• Tackle
• Double Thrust 3 + Web 1
• Full Sweep + Stunned 1
• Pressing 3
Beasts
A | B
• 4
A | B
• 6
• Quick
• Burn 2
• Tackle
• Full Sweep
• Tackle
• Pressing 2
• Flock of Bats
• 4
• 5
A | B
• 5
A | B
• 5
• Tackle
• Immunity to Burn
• Full Sweep + Burn 2 + 2 schade
Undead
A | B | C | Crew
• 4
• 7
• 4
• Immunity to Lifesteal
A | B
• 7
• Immunity to Lifesteal
A | B
• 7
• Immunity to Lifesteal
• Full Sweep
A | B
• 6
• Immunity to Stunned, Immobilized, Burn, Vergif, Lifesteal, Knocked Back
• Range 2 + Thrust 2 + Grabbed
Constructs
• Thrust 3 + Burn 2 + 1 schade
• Tackle
• Immunity to Burn
• Full Sweep
Miscellaneous
• Two-Way
A | B
• 4
A | B
• 5
A | B
• 7
• Zagor’s Left Glove
Dat is alles wat we vandaag hiervoor delen The Warlock of Firetop Mountain gids. Deze handleiding is oorspronkelijk gemaakt en geschreven door zZz. Voor het geval we er niet in slagen deze handleiding bij te werken, U kunt de laatste update vinden door dit te volgen link.