Bad North

Bad North

346 ratings
All Traits introduction
By StillStanding
There are 13 different kinds of flags (14 with blank flag).
I will introduce the effect and application of these flags, including the choice of arms and equipment, hoping to help you.
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Heavy Weapons(Boar)
Basic attacks deal from this squad deal increased knockback and stun effects.

Archer's favorite. Can shoot shields into the water without level 3,even head-on shooting.

Pikes are also available, but you may need more time to finish shields, especially when you on hill.
Sometime your infantry have to wait to clear archers when pikes dealing with enemies on hill.

So,archers better then pikes.
Collector(Chest)
Receives a 50% discount on all item upgrades.
Rounding! 9→5,not 4.

You may get 6 golds from first island if you have stone.
Only need 3+5 to level up if collector takes stone.

Best starting trait with best starting item.
Philosopher's Stone + Collector = rich
Skillful(Eagle)
Receives a 50% discount on all Skill upgrades.
Rounding,too.

Well,better then nothing.
PS:
Pike Charge have unlimited range with level 2.
Plunge have unlimited height with level 3.
Ironskin(Tortoise)
Reduce all damage taken for the whole squad.
Infantry like this, but the effect is not obvious until level 2 or 3.
Popular(Human*3)
Increases maximum squad size by 1.

This trait will change formation,10-man team will not be 334 but 442.343 with some narrow terrains.
So,don't chose pikes , chose archers or infantry.

If you have ring, well, see picture.
17-man team have 16 archers and a commander with his/her flag.
9-man team have 8.
16/8=2.
WOW.
Heavy Load(Clover)
Gains one extra extra use per level on all abilities.

Sounds complicated.
Actually it means you can use your item one more time.
Only for Bomb, Mines and War horn.
Fleet of Foot(Hare)
Increased movement speed for the whole squad.

Increase by about 1/3, the effect is obvious.
Speed is the soldier's asset,so run faster and feels better.
Feels better,at least.
Rousing Speeches(House)
Reduces the time taken to replenish in a house.

Very practical, reduce 1/3 of the time, you can catch up with the next wave when they arrive.

Recommended to Infantry.Archers and Pikes also available.
Mountain(Bear)
This Commander is a giant, towering over other soldiers.

Seems like your commander is a brute, but actually not.
This big guy only stronger then his soldier a little bit, can't knockback enemies.
When he hits people, you can hear the thud, loud and clear.

So, only Infantry fits this trait.It's funny but not really useful.
Fearless(Donkey)
This commander will never flee from battle.

You can't flee by boat in battle. What's the use of this trait? Negative characteristic?
Infantry still can retreat and the Pikes can be dispersed by the enemy. I don't see any positive effect.
I really don't know how this trait benefit me.
Sharp Weapons(Rose)
Basic attacks from this squad deal increased damage, but with reduced knockback and stun effects.

Never give this trait to Archers! Never! Or you can't shoot shields from boats into water at all.

Recommend to be Pikes, kill faster is very important.

Not suitable for Infantry. Don't ask me why.
Energetic(Hourglass)
Reduced cooldown time on all abilities.

Reduce about 1/3 time.
Take a Warhammer and your commander will become THOR.
You can hammer down every two wave.
Infantry > Archers/Pikes
Sure-Footed(Tree)
Resistance to knockback, stun and launch effects.

Infantry's favorite trait.
You can't be knocked down by a ship landing. Neither a brute nor a big bow can knock you back.

Pikes can face boats alongside the shore with this, but they more often need to face a large number of enemies at intersections, so it's better to be Infantry.
37 Comments
Eric 2 May @ 6:37pm 
Out of all of these traits I think the Donkey is the worst
Eric 2 May @ 6:37pm 
La La La Lava Chi Chi Chi Chicken!
Sir Eats Alot 29 Jun, 2024 @ 1:08pm 
I put sharp weapons on infantry, and it seems pretty good (i generally put them at the very front), so why not sharp weapons for infantry?
Cat 9 Jun, 2024 @ 1:52pm 
think in your head ´In one corner we have Mountain Infantry Commander and in the other corner we The Brute, place your bets in now, Who's gonna win and who's gonna lose´ But that would be interesting tho
Slebtistic 23 May, 2024 @ 9:57am 
For mountain (Bear), not only they do so much more damage, but they are also tankier. When receiving a leader with the mountain trait, that unit immediately should be a shield unit. Why? Because shield units are the only ones that have the leader fighting amongst the ranks. So the damage mountain's damage output is used. Not only that, shield units is a hazardous job and are the ones usually receiving the most casualties. The mountain, will make that unit more survivable as the leader can take more damage than normal leaders. I've seen my mountain get tossed around by enemy giant horrors (melee) and still made it into a building for replenishment. If you use the mountain as a pike unit, the leader will usually stay at the rear most end of the formation, wasting the mountain's damage output. Same goes with archers, therefore shields are the only unit that the mountain is suited for.
Chf. Squiggy McBooty 25 Sep, 2023 @ 3:04pm 
I could very easily be wrong, but off a few casual observations it seems that fearless may stop pikemen from breaking formation.
DustyPotato 9 Sep, 2023 @ 2:24pm 
Mountain is only good when you upgrade it, then he literally can 1v1 a brute.
Geof Morgan 24 Aug, 2023 @ 10:19am 
i think the best unit for fleet of foot would be archer, it allows him to easily get away from close units
penguin_coder 15 Jun, 2023 @ 8:12pm 
the sharp weapons does knock shields off from an angle at least on very hard.
it works effectively on berserkers as well those things are basically the only reason i bring archers in the first place.
rayulph 30 Apr, 2023 @ 10:07am 
?