Rom hat eine Reihe verschiedener Arten von Fähigkeiten, die von der Art des Kriegers abhängen, den Sie am Anfang wählen. Im Gegensatz zu den konventionellen Krieger-, Schurken- und Magierklassen folgt das Spiel den Kriegertypen, die in der römischen Legion zu sehen sind. Unten sind alle Klassen, Unterklassen und Fertigkeiten in Expeditions: Rome aufgeführt.

Prinz

Diese Klasse ähnelt einer Klasse im Kriegerstil und ist am einfachsten zu verwenden. Die Verteidigung und der Angriff sind sehr stark, was es zu einer bevorzugten Klasse für Prätorianer sowie den Spielercharakter macht.

Unterklassen

Verteidiger  – Konzentrieren Sie sich auf die Überlebensfähigkeit und den Schutz von Verbündeten.

Vorhut  – Stürmen Sie ins Getümmel und setzen Sie ihren Schild als Waffe ein.

Veteranen  – Sperren Sie Feinde ein und widerstehen Sie feindlichen Versuchen, dasselbe mit ihnen zu tun

Fähigkeiten

Klammer: Erhalte zwei Stapel Stark zurück. Für jeden Stapel werden 25 % der maximalen Schildstärke des Charakters zu Beginn seines Zuges wiederhergestellt. Jedes Mal, wenn der Schild getroffen wird, geht ein Stapel verloren. Jedes Upgrade fügt +2 zusätzliche Stark-Stapel hinzu.

Bastion: +10 auf alle Widerstände und maximalen Widerstand

Hardened: +20% Health Maximum

Frighted: -10 Morale to all enemies within range

Nimble: 2 Movement reduction from wearing Light Armour or heavier.

Knockdown: +3 Bludgeoning Damage and applies knocked down to enemies. Enemies will be unable to take any actions. Enemies affected cannot block, dodge, parry, or resist attacks. Standing up will cost half their Movement.

Fortress: Brace restores 25% Shield Strength per stack of Strong.

Repair: Applies jury-rigged to Self. Immune to all negative statuses that affect shields. Removes shield broken, exposed, and sundered from Self.

The Best Defence: Each upgrade adds +20% Shield Damage when at full shield strength.

Flawless Defence: Applies defending to Self. All resistances are set to equal the highest resistance value, and maximum resistance is increased by 10% (+5% every upgrade). Movement is reduced by 3.

Headbutt: 2-4 Bludgeoning Damage. Sets Movement to 0. Applies weakened enemies, which reduces their damage to -50%. If the target is already weakened or Harried, they will be stunned instead, making them unable to take any actions. Stunned enemies cannot block, dodge, parry, or resist attacks.

Opportunist: Your Attacks of Opportunity will apply Weakened, which reduces their damage to -50%. Upgrading will add Stunned to the enemy.

Protect: All direct damage dealt to an adjacent friendly target will be halved and shared between you and the target (Armour is applied separately, and resistance rolls are made separately).

Shake it off: 20% chance at the beginning of your turn to automatically cure one negative status effect currently affecting you. Each upgrade increases this chance by 10%.

Taunt: Force an enemy to attack the taunting character at the start of their turn.

Adrenaline Junkie: +50% damage when Health is less than 25% of Maximum Health.

Battering Ram: +1 Base Damage to equipped shield (+2 more Base Damage with every upgrade)

Stand Fast: Applied to nearby Allies. Immune to Crippled, stuck, stunned, and knocked down. Removes stunned, stuck, and knocked down.

Guardian Angel: Protected now additionally redirects status effects towards the Protecting character.

Shield Wall: Applies Shield Walled and Exhausted to Self then restores Shield Strength to full. +250% shield strength maximum but lose all strong attacks.

Bull Rush: 4-8 Bludgeoning Damage. Move in a straight line, hitting all characters in your way. Applies knocked down to all targets and can injure allies.

Avenger: When an ally is Incapacitated or killed, shield strength is restored to full, and damage increases by +20% for the rest of the encounter.

War Cry: Applies stunned to enemies.

Immovable: grants permanent immunity against getting moved by Rebuke, Shove, Shield Push, Push and Shove, and Counter-Advance.

Veles

This is the rogue-type class, but it is not very useful. It’s as weak as a Sagittarius without their power, and its attack is similar to the Princeps without their defense. We do not recommend this class.

Subclasses

Assassin – Have good mobility and severe single-target damage.

Duelists – They are evasive fighters that dodge and weave between attacks.

Brawlers – Versatile fighters that excel at penetrating enemy lines.

Skills

Cheap Shot: Applies Savage to Self. 100% Critical Chance for the next attack by this character.

Lone Wolf: Become Prowling if the nearest ally is at least six hexes away. Critical chance is doubled, and this character has a 20% Dodge Chance. It is removed when an ally gets closer than six hexes.

Shiv: 1-4 Piercing Damage. Make a quick, off-hand attack at half damage. This does not cost an Action Point.

Born Ready: Grants 30% of max focus at the beginning of combat. Every upgrade adds 30%

Tactical Advance: Applies Tactical to Self. The character will not incur Attacks of Opportunity and not activate traps. Upgrade adds +3 Movement Maximum.

Pankration: Increases unarmed damage by 100%.

Assassinate: +40% damage against enemy leaders

Sneak Attack: 2-6 Piercing Damage & Generates 1 Focus. Sneak attacks deal +50% damage on your first two turns. Upgrade for 50% more damage.

Bloodthirsty: Killing an enemy grants one stack of Bloodthirsty. Applies Bloodthirsty to Self, which gives +5% damage per stack. Each upgrade adds +10% damage.

Dodge: Applies Dodging to Self. The next attack against this character has a 50% chance to inflict no damage or adverse effects.

Clear Path: Upon killing an enemy, replenish 3 Movement points for all nearby allies.

Feint: Move through a hex occupied by an enemy, ending up in the hex behind them.

Focus Master: +1 Focus Maximum. Every upgrade adds +1 Focus Maximum.

Marathon: Applies Inexhaustible to Self. Movement is unlimited until the character stops moving.

Kill on Ground: Finish off an Incapacitated character and inflict -10 Morale on nearby enemies.

Slippery: Dodge will last until the beginning of the character’s next turn and will no longer end after the first attack.

Pugilist: +1 Focus per attack when using any unarmed skill.

Boast: Applies Boasting to Self. If the character’s next attack kills an enemy character, all allies gain +10 morale. If it does not, all enemies gain +10 Morale.

Rush: Restore your Action point. Upgrade adds +1 skill charge.

First Strike: Deals 50% increased damage to targets with full Health.

Quick Witted: +1 focus Per attack

Duel: Calls out a specific enemy, making your next attack against them more powerful. Applies Challenged to enemies. The next attack will deal double damage and apply Stunned and Bleeding.

Reaper: Every time the character kills an enemy, their Action Point is replenished, all used skills are reset, and movement is fully restored.

Reliable: Glancing blow restores the used Action Point. Upgrade for double glancing blow damage.

Sagittarius

This is the archer-type class, which is very useful. When a Sagitarrius levels up to around five, they’ll take enemies out in a shot or two.

Subclasses

Marksmen – Defensive archers that deny areas to the enemy.

Hunters – Close-range multi-target shooters.

Snipers – Prefer to pick off single targets at a great distance.

Skills

Interrupt: 12-15 Piercing Damage. Nock an arrow and wait for an enemy to move within an 80-degree cone in front of you, then shoot the enemy. Upgrade boosts this angle to 160 degrees.

Point Blank: 100% Critical Chance for ranged attacks against adjacent characters.

Quick Shot: 8-11 Piercing Damage. Shoot two individually selected targets with -30% accuracy and 30% chance to miss. Shielded enemies will deflect them.

Versatile: Performing an attack makes you Versatile. Versatile improves your next ranged attack by 50% if the attack was a melee attack. Versatile improves your next melee attack by 50% if the attack was a ranged attack. Upgrade adds +1 Pierce Armour.

Ranging Shot: Applies Spotted to enemies. Ranged attacks against targets deal full damage, regardless of distance.

Marksman: +2 Accuracy. Each upgrade adds +2 Accuracy.

Vigilant: Interrupting can now attack two targets before it ends.

Rebuke: 3 Bludgeoning Damage. Push the target one hex away from you. Requires an empty hex behind the target.

Lure: 2-4 Bludgeoning Damage. Applies Lured to enemies, which prevents them from taking cover.

Skirmisher: Versatile has 100% Critical Chance if the previous attack was a killing blow.

Spotter: Ranging show now shoots two arrows.

Mark Target: Applies Marked to enemies. The next ranged attack against the selected character will deal double damage. Upgrade to boost this to 250% damage.

Gracing Shot: The character’s next ranged attack will deal Slashing damage. Upgrade to deal +50% extra damage.

Powerful Kick: Rebuke will additionally apply Knocked Down to the target. Enemies will be unable to take any actions. Enemies affected cannot block, dodge, parry, or resist attacks. Standing up will cost half their Movement. Upgrade to additionally apply Tactical to yourself.

Pinning Shots: All ranged hits within two hexes apply Crippled. Targets receive -50% movement. Upgrade to increase this to four hexes.

Arrow Stab: 5-6 Piercing Damage. Stab an enemy for half damage and inflict Bleeding. If the target is flanked, they also become Stunned. Bleeding applies -2 Health per stack each turn. Stunned enemies cannot take any actions. They cannot block, dodge, parry, or resist attacks.

Eagle Eye: Applies eagle-eyed to Self. Full-ranged damage at ally distance up to the maximum range.

Walk Your Shots: +2 optimal range, but this does not affect the maximum range. Each upgrade adds +2 optimal range.

Steady Hands: +100% Critical Chance for all ranged reaction attacks (like Interrupt and Overwatch).

Overwatch: 8-11 Piercing Damage. Applies Overwatching to Self. Every time an enemy within six hexes attacks an ally, the character shoots that enemy. The character can only shoot one enemy per turn.

Barrage: Applies Barrage to Self. Every time the character shoots a target, they regain their Action Point. Accuracy is reduced by 33%.

Find Weakness: At the beginning of every round, you will gain the status effect of Finding Weakness. Applies Finding Weakness to Self. This character’s next ranged attack will apply either Bleeding, Weakened, or Hurried.

Seize Ground: Start combat with double Movement for the first two turns. Killing a target further away than 12 hexes will replenish a charge of a random weapon skill.

Assist: 8-11 Piercing Damage. Target provokes an attack of opportunity as if they have moved.

Triarius

This is the medic (or mage-type) class. Only experienced players should pick this class, as it doesn’t help out much in battle. You’re given one by default.

Subclasses

Medics – Heal their teammates and remove negative effects.

Flagbearers – Control the battlefield by buffing allies and moving enemies.

Destroyers – Deliver devastating attacks that damage enemy armour.

Skills

Field Medic: +15% more Health resorted when healing. Upgrade adds another +15%.

Logistics: Applies Coordinated to Allies, which gives +2 Movement Maximum. Upgrade for +3 Movement Maximum.

War Horn: Applies Rallied to allies, which gives +25% damage. Upgrade for +1 status effect duration.

Bolstering Presence: You gain Bolstering Presence, which applies Bolstered to all adjacent allies. Characters who are Bolstered cannot fail Morale Checks.

Deathblow: 10-12 Bludgeoning Damage. +50% damage against a target who is Stunned, Stuck, Knocked Down, or Sundered. Upgrade for doubled damage against enemies who are Stunned, Stuck, Knocked Down, or Sundered.

Fortune Favoured: +5% Critical Chance. Upgrade for +10% Critical Chance.

Cure: Removes Bleeding, Burned, Poisoned, and Burning from allies. Will provoke Attacks of Opportunity.

Poisoner: 5% chance that any of your attacks apply Poisoned. Applies poisoned to enemies, which deals 2 Poison Damage. Enemies with this effect cannot be healed. Upgrade to increase the chance to 10%.

Guidance: Downing an enemy awards +5 Morale to allied character within three hexes. Upgrade to increase Morale gained to +7.

Inspire: Restore the Action Point to an ally who has spent theirs. This will provoke an Attack of Opportunity.

Shredder: +1 Armour Shred.

Quick Lunge: 4-5 Bludgeoning Damage, cannot shred Armour. Applies Crippled to enemies and gives -50% movement.

Good As New: Cure now also restores +25% Health per Status Effect cured.

Revive: Bring an Incapacitated target back to action with 25% Health. The target will retain any unused Movement, but their Action Point will be spent. This will provoke an Attack of Opportunity. Upgrade to increase the revive to +50% Health.

Ruse: All Enemies within the area of effect will move out of that area.

Orator: Inspire now resets the target’s cooldowns as well.

Reckless: Applies Reckless to Self, which adds +50% Base Damage and +1 Armour Shred. All resistances are reduced to 0, but the character cannot use tactical items. Upgrade to double Base Damage.

Quick Feet: You will no longer trigger an Attack of Opportunity when moving around an enemy, and you will only trigger it when disengaging.

Interference: If an enemy within your reach attacks an ally, you get to make your Attack of Opportunity against that enemy.

Curse: Applies Weakened to enemies, which gives them -50% damage.

Embarrassing Ruse: Ruse now also inflicts -10 Morale. Upgrade to increase effect to -20 Morale.

Rousing Speech: 8 Healing and restore 25% Health of all allies. Upgrade to get an extra charge.

Sunder: 10-12 Bludgeoning Damage and 2 Armour Shred. Sets the target’s Shield Strength to 0 before dealing damage to the target. The attack cannot be resisted. Sundered causes shield strength not to be restored at the beginning of the targeted character’s turn.

Finisher: Das Angreifen eines Gegners, der betäubt, festgefahren oder niedergeschlagen ist, stellt 10 % Gesundheit wieder her. Wenn der Angriff den Feind tötet, wird der Aktionspunkt zurückerstattet und die Abklingzeit von Todesstoß zurückgesetzt. Upgrade, um 20 % Gesundheit wiederherzustellen.

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