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  • Abilities in Battle
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Abilities

Welcome to the Abilities page of the TribeWars Gitbook! In this guide, you'll learn all about abilities, their types, the ability tree, and how to unlock and use them during battles.

Abilities Overview

Abilities are effects used during battles, unlocked through a caveman's ability tree. During the battle preparation, players can choose their “equipped” abilities on their battle ability tree.

There are 4 tiers of abilities:

Basic - Tier 1

Advanced - Tier 2

Master - Tier 3

Ultimate - Tier 4

Each ability has an effect and a cooldown.

Ability Types

Abilities can be passive or active.

  • Passive abilities (auras) are active throughout the battle, with effects happening automatically either every round or with a round cooldown.

  • Active abilities must be activated to take effect and have a round cooldown. Players may choose when to activate an ability with a cooldown of 0.

Ability Tree

Each caveman has 1 ability tree with spots for 14 different abilities across 4 tiers:

  • 5x Basic spots

  • 4x Advanced spots

  • 3x Master spots

  • 2x Ultimate spots

Unlock Tree Spots

Each spot has a cost to be unlocked:

  • Basic spots cost 1 ability point

  • Advanced spots cost 2 ability points

  • Master spots cost 3 ability points

  • Ultimate spots cost 4 ability points

You gain 1 ability point per caveman level (30 in total) and can save or spend points accordingly.

Choose Abilities from Pools

After unlocking a spot, players choose abilities from global or class-specific pools:

  • Global abilities are accessible by all cavemen.

  • Class-specific abilities come from class-specific pools.

Each caveman must have 1 ability of each tier originating from their class-specific pools.

Abilities in Battle

During battle setup, you must choose 2 basic, 2 advanced, 2 master 3 and 1 ultimate abilities, which will be available in the upcoming battle (green boxes on image). You can select different combinations of abilities before each battle.

Most abilities have a range of starting cooldown, when the battle starts. This is randomly chosen within the possible outcomes. For example, a trap might start with a cooldown of 1-3, so it starts the battle with a cooldown of 1, 2 or 3. The same ability may have a cooldown of 3, which means it will take 3 rounds to use again, after using.

During the battle, opponent cooldowns and/or abilities are not visible, only when used/triggered by the opponent.

Ability Pools

At the starting levels, players may only unlock basic abilities (tier 1). An ability pool can only be unlocked if the previous tier has a specific number of unlocked abilities.

The basic ability pool is unlocked from level 1, when you gain your first level, and so your first ability point.

To unlock the advanced pool (tier 2), you must have 4 basic abilities on your tree.

To unlock the master pool (tier 3), you must have 3 advanced abilities on your tree.

To unlock the ultimate pool, you must have 2 master abilities on your tree.

Bonus ability pool has a natural limit, depending on your caveman’s rarity.

After unlocking the ultimate pool, you can distribute the points you get from higher levels as you wish.

Table of Abilities

Class
Tier
Name
Description
Coldown
Type

Any

Basic

False Floor Trap

Place a false floor trap on any free adjacent hex. The trap remains hidden to all enemies. If an enemy steps on a placed trap, the trap pushes them back to the hex that they came from (and they spend 5+5 movement points). The hex gets a hole that no one can go on or pass through for the rest of the game.

3

Trap + Obstacle

Any

Basic

Stun Trap

Place a stun trap on any free adjacent hex. The trap remains hidden from all enemies. If an enemy steps on a placed trap, the trap stuns the enemy immediately and then disappears. You lose the rest of your turn right when you step on the stun trap, lose next turn if pushed on it.

3

Trap + 1-time Effecta

Any

Basic

Infection Trap

Place an infection trap on any free adjacent hex. The trap remains hidden to all enemies. If an enemy steps on a placed trap, the trap applies 1 infection on the enemy, and then disappears. Infection deals direct damage equal to 4% of max HP at the start of each turn, for 3 rounds. Does not affect movement, you can have multiple infection effects at the same time.

3

Trap + Temporary Effect

Any

Basic

Frost trap

Place a frost trap on any free adjacent hex. The trap remains hidden to all enemies. If an enemy steps on on a placed trap, the trap reduces the enemy’s attack speed by 12 for this battle.

2

Trap + Debuff

Any

Basic

Bleed attack

Applies 1 bleed on the enemy on every successful attack. Can stack with bleed from other sources.

Passive

Negative effect

Any

Basic

Poison attack

Applies 10 poison on the enemy on every successful attack. Can stack with poison from other sources.

Passive

Negative effect

Any

Basic

Hard Armor

Negate all negative effects from all sources, for 2 rounds.

6

Temporary Aura + Temporary Effect

Any

Basic

Meditate

Increase the effect of all your buffs by 25%. Does not apply on temporary buffs. Applies only on your caveman buffs, not spawns (decoys etc.).

Passive

Aura

Any

Basic

Bloodlust

Activate to enter attack mode. Gain 25 damage multiplier, but lose 12 armor for this battle. (Multiplier type depends on each caveman’s class.)

1 USE ONLY

Buff + Debuff

Any

Basic

Beehive bomb

Throw a beehive bomb on a hex within 5 range. It explodes next turn, dealing 70 direct damage and stuns all targets on the beehive tile and all adjacent tiles.

4

Throwable + Temporary Hex attachment + 1-time Effect

Any

Basic

Tiger strike

Every 3rd attack, gain 40 damage multiplier for this attack. All extra attacks in a turn also count towards a 3rd attack.

Passive

Aura

Any

Basic

Divine armor

When your HP is below 50%, gain 30 armor.

Passive

Aura + Buff

Any

Basic

Ether

When you evade a melee attack, return 35% of enemy base and active weapon damage as direct damage.

Passive

Aura

Any

Basic

Shapeshift

Sacrifice (lose) 8% of your max HP to permanently gain 20 damage multiplier for this battle, stackable.

3

Aura + Buff

Any

Basic

Fortify

Reduce the effect of all your debuffs by 50%. Applies only on your caveman debuffs, not spawns.

Passive

Aura

Any

Basic

Dodge

Gain +30 block but -10% chance to block each turn, for this battle.

Passive

Buff + Debuff

Any

Basic

Guardian angel

Heal 15% of your lost HP from every successful incoming attack.

Passive

Aura + Healing Effect

Warrior

Basic

Mega Block

Gain +50 block and 100% chance to block, until your next turn. All incoming negative effects have double effect.

4

Temporary Buff + Temporary Aura

Ranger

Basic

Slow attack

Every time you successfully attack an enemy, you have 50% chance to apply 2.5 slow negative effect on the enemy.

Passive

Aura + Negative Effect

Ranger

Basic

Longshot

Gain 2 ranged damage multiplier for each hex between you and the target (equal to the distance between you and the target).

Passive

Aura

Ranger

Basic

Spike trap

Place an spike trap on any free adjacent hex. The trap remains hidden to all enemies. If an enemy steps on a placed trap, the trap deals 45 direct damage and stops enemy movement immediately, and then disappears.

4

Trap + 1-time Effect

Assassin

Basic

Swift attack

Whenever you perform a second attack, you have a chance of performing a 3rd attack, using your attack speed, as normal.

Passive

Aura + Buff

Assassin

Basic

Weakness

Choose an enemy. The target enemy has reduced evasion, armor, and block by 15, for 2 enemy turns.

6

Debuff

Assassin

Basic

Panther reflexes

Gain +200 evasion until the next time you successfully evade.

4

Temporary Buff

Bonus

Basic

Blinding Trap

Place a blinding trap on any free hex within 3 range. The trap remains hidden to all enemies. If an enemy steps on a placed trap, they lose -12 Evasion or -12 Armor for this battle, whichever is higher.

4

Trap + Debuff

Bonus

Basic

Leech trap

Place a leech trap on any free adjacent hex. The trap remains hidden to all enemies. If an enemy steps on a placed trap, the trap deals direct damage to the enemy, equal to 7.5% of the enemy max HP and you heal HP equal to 7.5% of your enemy's max HP.

3

When the enemy steps on placed trap

Bonus

Basic

Class aura boost

Triple your chances of activating class aura on all checks. If class aura triggers, all its effects are boosted by 50%.

Passive

When a class aura is activated

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Last updated 2 months ago