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Alliance Vs Alliance/Actions
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__NOEDITSECTION__ When you send a Sworn Sword on an Action, it will resolve its effects against the target right away. A 90-minute (at maximum reduction 27 minutes) cooldown timer begins immediately when the action is sent. While a sworn sword is on cooldown, they cannot be removed from the garrison or sent on another attack, and won’t defend against incoming attacks. The values indicated below are the base values, and can be improved through Talents, Tactics, or sending actions from Intrigue Camps.
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__NOEDITSECTION__ When you send a Sworn Sword on an Action, it will resolve its effects against the target right away. A 90-minute (at maximum reduction 27 minutes) cooldown timer begins immediately when the action is sent. While a sworn sword is on cooldown, they cannot be removed from the garrison or sent on another attack, and won’t defend against incoming attacks. Battle actions are focused on dealing or healing damage, resulting in a reduction or increase in the target camp’s hourly VP gain. Trade actions are focused on adding and removing silver from a camp's Silver Pool, thereby reducing or increasing a camp’s Stat Bonuses. Intrigue actions have a variety of effects with lower risk on losses. Spy is important to learn information about your opponent’s camps. The number of successful spies against a camp over the last hour determines how much information is revealed. When facing overwhelming odds, a Sworn Sword will always succeed on a roll of 1-5, even if they have less than a 5% chance of success. Conversely, the usual automatic failure on a roll of 96-99 does not apply in AvA. Due to the way success chance is calculated, a roll of 100 will still fail. The values indicated below are the base values, and can be improved through Talents, Tactics, or sending actions from Intrigue Camps.