Jarl
CreaturesStats
Related objects
Abilities
- Daring Upon inflicting a critical hit, the unit's Attack increases by 2, up to a max. +20.
- Hardened 10% resistance to Cold. On snowy terrain, Defense is increased by 50%.
- Enchanted Armor Unit enjoys a 25% resistance to Physical damage, and a 10% resistance to Fire damage. Also, there is a 20% chance that the troop's enchanted armor will absorb half of any damage incurred.
- Runic Knowledge The troop has its own supply of Magic Runes. The Attack Rune increases the damage dealt by the troop by 25% and the Defense Rune decreases the damage received by the troop by 15%. Each Rune is applied automatically once per turn, when inflicting or receiving damage.
- Call to Battle The troop encourages any level 4 allies with total Leadership of max. 250% of the summoning unit's own Leadership, who have already taken their turns. They are roused to action once more and can perform another attack. The use of this skill does not end the Jarl's turn. Vikings receive 8 Attack for 2 turns.
- Sweeping Strike The troop hauls off and performs a strong blow, striking 3 enemies in front of it, causing 20-30 damage.
- Cry//Waaagh! The troop emits a terrifying battle cry. Enemies of level 3 around the Jarl with Leadership of max. 100% of the summoning unit's own Leadership, get frightened for 2 turns and attempt to run away. For each enemy frightened by the Jarl, he receives +1 Morale for 2 turns. Use of this skill does not end the Jarl's turn. This skill cannot be recharged during battle.
- Elemental Axe The troop's battle axe, steeped in the power of the ice-storm, may either freeze or shock enemy troops during a successful strike.
- Shoulder to Shoulder All allies of levels 1-3 standing near the hero raise their own Attack and Defense by 10%.