Entities /

Minerva

Abilities

Jump

Jumps to the target location. Cannot jump up cliffs. Jumping down great heights can cause injury. Jumps can be used to quickly escape close undeads before they reach you. Or to move faster paired with the Sprint, but keep in mind that in this case, the cooldown will prevent it to be used in an emergency case.

Cooldown 6 s
Cast 0.1 s
Range 22

Sprint

Toggles sprinting on and off. Sprinting increases movement speed by 1 for up to 8 seconds, which slowly drains off. Recovers over up to 15 seconds while not sprinting. "Double time!" The less points the sprint bar has, the less fast you run. For optimal long runs, don't sprint more than 2,5s, then wait for full sprint bar and use the jump during this non sprinting time.

Cooldown 20 s shared
Applies

Linked by name: the ability's effect slot is empty in the map data; these are the numbers of the effect that carries its name.

Weapons

WeaponDamageRangePeriod (s)DPSNotes
MinervaFist1351.21.590+0–30 roll · ignores 1 armor · melee
ThrowRocks10071.283splash: 100% within 0.5, 25% within 2.5

Damage is the direct hit, before the roll on top and the target's armor. The notes column carries what else the shot does, read from its effect tree: the roll, armor it bypasses, splash rings as a share of the damage within a radius, and damage on other branches such as an upgrade's rounds.

Lineage

Inherits from Zergling (base game / dependency)

In the script

Every trigger of the map's script that names this unit, read from the Galaxy source: what makes the trigger fire and what it does with the unit. Names link to the mission flow graph when the trigger is part of it.

TriggerFires whenDoes
Ch3b Heliport spawns it
DNH All In spawns it
Enter Mayor Escort unit enters Mayor Escortspawns it
Undead Spawning Tier 1 at 1:30 game time
every 4:40
spawns it