[Guide] Map / Strategy Battle skill info?

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kenshindono
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[Guide] Map / Strategy Battle skill info?

Post by kenshindono »

i could have sworn i found a list here before on what the skills in strat battles do, but for some reason i cant find it. Anyone know where theres one? The game only tells you what they do pre battle if you have them in an active party, not a list of what they all do
Eyedol
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Post by Eyedol »

I'm trying to recite them from memory, so bear with me ...

Map-based
  • Recover - 50% mHP recover
    Thunder - 40% of enemy's mHP is calculated as damage
    Barrage - Long-range attack
    Flowing - Full HP recover
    Dawn - Calculates 20% of enemies' mHP as damage, recover 50% mHP of all allied units within range.
    Catapult - Long-range attack
    Star - 30% of enemies' (within range) mHP is calculated as damage
Battle-based
  • Charge - 20% of enemy's mHP is inflicted as damage (like other command skills, your unit takes no damage)
    Rage - 40% of enemy's current HP is inflicted as damage. Note: it will never destroy a unit
    Cyclone - Calculates 30% of enemy's mHP as damage, recover 50% mHP.
    Mother Earth - Hit for 40% of mHP as damage.
    Gnaw - DEF-10, ships only
    Ambush - Free Attack (no HP loss)
Support
  • Frenzy - ATK+5, DEF+5, SPD+1
    Weakness - Enemy's DEF-5
    Muddle - Enemy's ATK-5
    Rest - 1HP every 3 secs.
    Relief - 10HP after battle, if unit not eliminated
    Fortify - DEF+5
    Nourish - 3HP every 10 secs.
    Rumors - Enemy's ATK-10
    Balance - "equalize" damage values ... not sure what that means
    Survival - DEF goes up as HP goes down
    Extra - Adds +1 to the Special Skill
    Morale - +5 attack
Speed - Mobility on land +1

EDIT: Updated.
EDIT #2: Updated a little more.
Last edited by Eyedol on Fri Apr 14, 2006 2:13 pm, edited 3 times in total.
KFCrispy
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Post by KFCrispy »

i don't understand the descriptions of some--rage is "40% of HP", charge is "20% [or so] of HP"--who's HP, and is it max HP? your own max? your own current? enemy's max? it's certainly not enemy's existing because it CAN defeat units.
thcrock
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Post by thcrock »

Enemy's max, I believe.
JG Chan
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Post by JG Chan »

Not all of them, I believe. Rage seems to be based on current HP. I did it with Talgeyl on a unit with 40/300 HP and it didn't kill. Maybe someone should check and confirm, though.
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Ced The Lad
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Post by Ced The Lad »

Rage takes out 40% of the enemy's TOTAL REMAINING HP. So as you can see, it's good as a first attack (Especially against the Queen's Knights), but don't use it to try and kill off a unit, since they will likely live.

And I noticed that the Charge command (Damage equal to 20% of your total hp) does extra damage against infantry due to regiment advantage.

Barrage works similarly, but it's an actual long range archer attack. So that means it's super effective on Cavalry, normal damage to archers, and not very effective on infantry.
Cyclone - Calculates 20% of enemy's mHP as damage, recover 30% HP.
Mother Earth - Hit for 40% of mHP as damage.
I swear I remember the recovery as 50% not 30.

And as for Mother Earth, that's way too high, I believe. I think it's 30% or even 20%.
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kenshindono
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Post by kenshindono »

tnx. does anyone know what balance does? its been asked on a few different forums but no ones ever really figured it out
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Ced The Lad
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Post by Ced The Lad »

I never tried out Chuck in battles just because no one else knows what it does either. "Stabilizes Damage values" . . . whatever.

If I had to guess, I believe that you would give and take a set amount of damage to every regiment regardless of regiment advantage/disadvantage. Don't quote me on that, though.
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adezero
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Post by adezero »

Eyedol wrote:I'm trying to recite them from memory, so bear with me ...

Map-based
  • Recover - 50% HP recover
    Thunder - 40% of enemy's mHP is calculated as damage
    Barrage - Long-range attack
    Flowing - Full HP recover
    Dawn - Calculates 20% of enemies' mHP as damage, recover 50% HP of all allied units within range.
    Catapult - Long-range attack
    Star - 30% of enemies' (within range) mHP is calculated as damage
Battle-based
  • Charge - Free attack, no loss of HP
    Rage - 40% of enemy's mHP is inflicted as damage.
    Cyclone - Calculates 20% of enemy's mHP as damage, recover 30% HP.
    Mother Earth - Hit for 40% of mHP as damage.
    Gnaw - DEF-10, ships only
    Ambush - Free Attack (no HP loss)
Support
  • Frenzy - ATK+5, DEF+5, SPD+1
    Weakness - Enemy's ATK-5
    Muddle
    Rest - 1HP every 3 secs.
    Relief - 10HP after battle, if unit not eliminated
    Fortify - DEF+5
    Nourish - 3HP every 3secs.
    Rumors - ATK-5
    Balance - "equalize" damage values ... not sure what that means
    Survival - DEF goes up as HP goes down
    Extra - Adds +1 to the Special Skill
EDIT: Updated.
weakness is -5 enemy defense
muddle is -5 enemy attack
rumors is -10 enemy attack
also, morale +5 attack
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Kak
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Post by Kak »

Eyedol wrote:I'm trying to recite them from memory, so bear with me ...

Nourish - 3HP every 3secs.
also telling from memory... weren't 3HP each 10 secs?
KFCrispy
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Post by KFCrispy »

definitely
Aldo
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Post by Aldo »

I used Rage on an enemy with 1 HP left...still lived haha
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kenshindono
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Post by kenshindono »

if you use a rune archers skill like rage or something on a unit they're weak against (infiltry or something) does it do less dmg or is i t independant of unit str vs other units?

it seems to me that it does less dmg but im not quite sure
Aldo
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Post by Aldo »

kenshindono wrote:if you use a rune archers skill like rage or something on a unit they're weak against (infiltry or something) does it do less dmg or is i t independant of unit str vs other units?

it seems to me that it does less dmg but im not quite sure
It's all based on whether the skill is current HP or maximum HP. Rage is at its strongest when the unite is at full life, but gets weaker as their current HP drops. Cyclone on the other hand will do the same damage whether the unit is at full, half, or 1 hp.

Rage cannot destroy a unit, whereas an ability with maximum hp % damage can, such as charge or cyclone.
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Ced The Lad
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Post by Ced The Lad »

In that case, probably not. Magic attacks have always been useful for me against Infantry types. I use them to blast Queen's Knight units before sending horsemen against them.



And as I pointed out before, Barrage is pretty much an Archer attack at long range. So while you won't take any damage, it's practically useless to use this against Infantry regiments. Use it to pick off Horsemen.

I figure this is why most of the Enemy Generals were Infantry in the first place. They didn't want players to abuse the strengths of the archers. *IMO the best Land type in this game* Cavalry is also few and far between in the earlier portions of the game.

Charge does extra damage if you have regiment advantage.
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