Crystal
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Crystal
| |
Unit Type | |
Crystal Allied units within the crystal's aura enjoy increased defence. The crystal's health depletes over time. | |
Information | |
Recruited by Emeric | |
Combat type: | Ground |
Movement: | |
Range: | |
Sight: | 3 |
Effective: | |
Vulnerable: | |
Capture: | No |
Crystals are a ground unit type. They're created by using Emeric's groove.
They are a non-interactive unit that cannot move, fight, or capture structures. Instead, they generate a protective aura that improves the defense of all allies within 3 tiles
Defence Aura[edit]
The unique property of the Crystal is the defence-granting aura within 3 tiles of the crystal. Within the range, all tiles have functionally +3 defence on top of their original defence stat, to a maximum of 4. This works for defence-reducing tiles like Shore and River, which become +2 and +1 defence respectively.
Any tile with at least 0 defence will become at least 3 defence, and therefore will enable the Mage critical condition.
While the Crystal functions as a ground unit, its aura works on Sea and Air too, meaning air units (e.g. Aeronauts) and water units (e.g. Turtles) can receive defence boosts.
Strategy[edit]
- See also: Emeric
Reinforcement[edit]
Unlike most units, the Crystal cannot be reinforced at all. They can, however, still be healed by Errol's groove and Mage healing.
Damage Matrix[edit]
- See also: Damage Matrix
Villager | Soldier | Spearman | Dog | Mage | Archer | Giant | Cavalry | Wagon | Ballista | Trebuchet | Thief | Rifleman | Balloon | Aeronaut | Sky Rider | Dragon | Barge | Turtle | Harpoon | Warship | Amphibian | Commander | Building | Stronghold | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attacks | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Defends | - | 105 158 |
105 158 |
105 158 |
105 158 |
105 142 |
105 263 |
105 158 |
- | 105 158 |
105 158 |
- | 105 158 |
- | 105 131 |
- | 105 210 |
- | - | - | 105 158 |
105 210 |
105 | - | - |
The damage they receive is universally 105%. However, due to the Crystal's own protective aura, it will never actually receive this amount of damage.
At minimum, a healthy unit will deal 60% damage, this means the crystal can never sustain more than 2 standard attacks. Additionally, after a single turn, the Crystal is susceptible to being destroyed in a single hit when on Plains or Road. Furthermore, if positioned on a Beach or River, it will receive at least 80% damage, causing it to shatter immediately on the start of the next turn. It is extremely vulnerable to all attacks, and significant healing must be used to prevent it being shattered early.
Trivia[edit]
- Despite appearing to be functionally a structure, the Crystal can still be targetted by various abilities that only work on combat units. This includes:
- All enemy and ally Grooves
- Spells from the Mage and Sky Rider
- The crystal will die in Orla's Scorching Fire
- There is a bug that when an event converts the team of a crystal, its aura will not immediately change colour, however the effect of the crystal will transfer fully.
- The Crystal is the only method in the game of giving air units a non-zero defence stat.
- In lore, they are known as Cherrystones, invented by Emeric, and named after the Kingdom of Cherrystone.
- Even if the Crystal itself is not seen in Fog of War, the aura it emits can still be visible from further away.
- Crystals are one of three instances of a summoned unit which takes the same damage from all enemy sources at 105%. It shares this trait with the Shadow Sisters and Sparrow Bombs summons.
References[edit]