![]() The bottom half of this panel is called the "Abilities List", since it is mostly dedicated to displaying the unit's Abilities, as well as any additional magical effects that the unit is currently enjoying / suffering from. In order to determine which abilities a unit has, all you need to do is look at the unit's details panel (right click on the unit). This is a key factor in all tactical and strategic considerations in Master of Magic. Since a unit's Abilities (or lack thereof) will often determine its usefulness to a great extent, it's necessary to understand how they affect the unit's performance. ![]() But only one known effect, in one specific scenario, will actually remove one of a unit's default abilities (and only to immediately replace it with another ability!). Some effects can temporarily disable one of an enemy unit's abilities. Of course, many spells and magical effects are designed to add new Unit Abilities to a unit (whether temporary or permanent). Once the unit is created, it will normally keep all of its initial Unit Abilities for as long as it continues to exist. ![]() The same works in reverse: a newly-created Troll Spearmen unit will never have Magic Immunity, Illusions Immunity or Lightning Breath, because the game data says that it shouldn't. The number and type of these Abilities is determined by the game's rules, based entirely on the unit's type.įor example, a newly-created Sky Drake unit always gets the abilities " Magic Immunity", " Illusions Immunity" and " Lightning Breath 20", because the game data dictates that it should. With 54 Unit Abilities available, studying a unit's Abilities further helps to determine which units you need to get for your army - and also to figure out the proper uses of each unit you own, in combat or otherwise.Ī unit gets a set number of Unit Abilities the moment it is created. A unit that can move quickly through a certain type of terrain is often used to lead other, slower units through the same kind of terrain. For example, a unit whose Abilities give it a Defense bonus against a specific kind of attack will be very useful when fighting enemy units that use this attack. Thus, a unit's set of Abilities often gives it a distinctive advantage in specific situations. Yet another ability might even change the way the unit moves (whether in combat, on the map, or even both). Another might give special bonuses that other units don't get. The variety of Unit Abilities is quite large - including 54 different types of abilities - and each of them gives a different advantage!įor example, one ability may enable a special action for all units possessing it. These abilities give the unit an "unusual" advantage that most other units don't get at all. The value of each "attribute" determines how well the unit will fare in basic combat.Īdditionally to these "mundane" properties, many units also have a set of assorted Abilities. They are listed clearly at the top of a unit's details panel, and in many other places too. Attributes include Melee Attack, Defense, Hit Points, and so on. The most mundane (and ubiquitous) properties are called "attributes", and nearly every unit has the same set. ![]() This serves to determine how well the unit would do in different situations. In Master of Magic, each unit type has a set of properties that define its strengths and weaknesses.
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