Expedition Viking Armor Piercing

Skills are abilities which characters may learn by allocating skill points. Skills determine how effective the character is when in combat and during camping. Some skills require a minimum stat level in order to have skill points allocated to them. A character does not have to be present in the party to earn skill points whenever a quest, a battle or other task is completed which gives skill points as a reward. Since this game doesn't work with experience and levels, you can gain access to ranks 3, 4 and 5 by spending a certain amount of skill points. The thresholds for these ranks are 100, 175 and 250 skill points respectively. The five skill groups are :

Weapon skills define how good a character is with specific weapons and unlock several abilities as you progress. Weapon skills have five available tiers. At every tier, a passive damage buff to that specific weapon type will be given for all attacks. A unique skill will be unlocked at tier one, three, and five.

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Smack an adjacent target for 50% Damage, making them Concussed (Physical Resistance; Endurance -3), and then take 1 step back without incurring Attack of Opportunity

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Performs a wide-arced attack with no Armour Piercing Damage that simultaneously hits the target and any characters standing on either side of the target, but which cannot damage shields

Makes 2 attacks at half damage, on the same target or on 2 different targets, that each attempts to cause Bleeding (Physical Resistance; -8-16 Hitpoints per turn)

All enemies adjacent to the target hex get the status effect Spotted (Cannot use low cover; ranged attacks vs. character have +25% Accuracy)

Armour Of Vulcan

Deals normal ranged damage but also sets the target hex on fire, applying the status effect Burning (-20-30 Hitpoints per turn) to anyone in the hex. Can also target flammable objects such as haystacks

Launches mushroom that explodes into a cloud of dust spores that covers the target hex and all adjacent hexes for 1 turn, treating them as full cover for purposes of ranged attacks

Any character within a 2-hex arc at a 6-hex distance or less have 75% chance to be Harried (Mental Resistance; Base DR is 0%), 50% chance to be Blinded (Mental Resistance; Perception -5), and 25% chance to be Concussed (Physical Resistance; Endurance -3). The attack deals no damage

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Launches a bladder which spreads oil across the target hex and all adjacent hexes. Any occupying character gets the status effect Flammable (Burning will last twice as long)

Pushes the target 1 hex away and applies the status effect Knocked Down (Physical Resistance; Unable to act, cannot block, Base DR is 0%; recovering costs 2 moves). This ability is nearly the same as Rebuke with the passive skill Powerful Kick.

Attack at full damage and apply the status effect Stunned (Physical Resistance; Unable to act, cannot block, Base DR is 0%) if the attack isn't blocked. Provokes Attack of Opportunity and cannot be used against characters with helmets

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One-Two is an action that allows you to attack twice, or two different enemies. If you are being attacked on two sides, you will attack both of the opponents with an unblockable attack. Only knives and axes can be wielded off-hand.

Postpone a ranged attack until you have at least a 75% chance to hit an enemy during the enemy turn, or until an enemy closes to within 6 hexes.

A kick that moves the target one hex away. Can be upgraded with the 'Passive Skill' called 'Powerful Kick' to make opponent 'Knocked Down' (Physical Resistance: Unable to act).

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Throwing (at Skill Points 3/6/9/12/15). Throw Rock - It is difficult to be accurate with the stone, even after you have performed it after a regular attack.

Throw Axe - a ranged attack over short distance. They do not have to carry raneged weapons to attack a nearby enemy.

Support Skills help allies by buffing, hindering enemies by debuffing, or provide tactical advantages without dealing direct damage. In addition, the support skill healing can be used to cure injured hirdmen and the witchcraft skill can be used at a camp to produce medicine which requires herbs as ingredient.

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This skill can only be used by Northumbrians, thus the only long time party member with access to this skill is Morcant.

This skill can only be used by Norsemen and only Norsemen benefit from using the abilities. You need 4 Sense to have access to all skills.

Gives every allied unit one extra movement in the current turn. In case they spend the attack on movement as well, they can move two spaces more in that turn.

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Gives a chosen friendly unit one extra attack. The extra attack can only be spent by using a normal attack or a skill which requires an attack, can't be used for movement like a normal attack action.

Gives every allied unit adjacent to the user the same damage reductions as the user. In case one or two damage reduction are higher than the user, this skill doesn't lower them. Great skill for tanks and other units frequently found in the shieldwall.

Whenever the character moves a hex, the hex where the unit walks to, will be checked on the presence of traps. In case there is a trap, the character will halt at the previous hex in the chosen route and the hex with a trap, has a red circle inside it.

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Increases the chance to spot non-combat traps. Whenever the character moves a hex with spot traps activated, all adjacent hexes will be checked on the presence of traps.

If an enemy fails to pass a mental resistance check, he/she will be demoralised for one turn, which gives a -50 penalty to max. ranged accuracy.

Skills

Gives the target the Venomous effect, which makes his attacks apply the Poisoned status on hit (character takes 15-30 damage at the end of the turn).

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Has a 50% chance to inflict Panicked (Mental Resistance; Character will behave erratically), 25% chance to inflict Frightened (Mental Resistance; Perception -1 and Sense -1), and 25% chance to inflict Terrified (Mental Resistance; Perception -3 and Sense -2).

Utility Skills are useful for keeping the party equipped, happy, well fed and in general help the party to function as a whole. They are the skills used when you are at a campsite. These skills are used to guard the camp, keep your party well equipped, scout the area for resources or game and other tasks.

While visiting any camp site, the party can also use the support skills healing to cure injured hirdmen and witchcraft to produce medicine, which requires herbs.

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In the table below, you can find in detail what the effects are per rank when you invest in a rank of an utility skills and how much skill points it cost per rank and in total for each skill.

The 29 passive skills are skills which can improve the overall combat effectiveness of a character who possesses them, for example, by improving damage, increasing movement and lowering accuracy penalties which don't have to be or can be activated during battle. In the table below you can find out:

Increases amount of damage against enemies with damage reduction. Combined with high armor piercing weapons, you can deal good damage, even vs. enemies with 70%+ DR. Useful for all damage dealers.

The Wolf's Armor

Useless if character is not wearing hide armor or better. If you want to improve movement no matter what armor the character wears, invest in Strider.

Review:

Good for front line units. Can be combined with the panic ability of Morcant or the Ruse ability from Leadership. This forces enemy units to flee and might trigger attacks of opportunity.

Not recommended. Point blank shots can be missed, depending on accuracy. A ranged attack in melee range provokes an attack of opportunity. The enemy attack is dealt before the ranged attack, so you will suffer damage. Very dangerous if the target has the Opportunist skill, which stuns on hit.

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The knock down effect knocks down the victim for 1 turn, which gives the party this and the next turn to attack the target, who can't block or move.

A nice substitute for the Feint skill, since this skill allows you to walk through the enemy lines without suffering an attack of opportunity, though the enemy won't lose the opportunity attack for the turn and you must stay in adjacent hex.

Great ability for damage dealers who also have the quick feet passive skill, because it allows the character to manouvre around the target and improve the odds of flanking

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Since interruption is a free skill, this passive skill is also available for characters with no ranged skills. With this ability they can wield ranged weapons with good accuracy, but you can't choose your target with interruption.

Hirdman with access to the leadership skill, can gain better results by investing 6 more SP in the first two ranks of leadership, though it cost more LP.

It is possible to change the location of all character skills on the bottom bar in game. Click the info button and then click again on the character whose skills you would like to change to select them. All available skills will now be

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