Every unit, Hero, Lord and other entity on the battlefield is characterized by a set of statistics (also referred to as their "Stat Line") that may seem arcane at first, but are really quite understandable.
The following are divided into three sections: Survival (what determines survival on the battlefield), melee combat (the science of punching people in the face) and ranged combat (the art of sticking them with pointy stuff from afar).
Additionally, units can have a variety of passive or active Abilities or Spells, all of which will be shown by a series of icons at the bottom of their unit card. During battle, their may be an additional row of icons below that, which display temporary buffs and debuffs that the unit is currently under the effects of.
Survival[ | ]
- Hit Points
- This determines how many hits a unit can withstand alongside armour and melee defence.
- Armour
- How resistant a unit is to missile fire and melee attacks.
- Shield Armour
- Reduced damage due to shield
- Shield Defence
- Defence or evasion bonus attained from the shield
- Melee Defence
- This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles!
- Missile Parry (with shield)
- The percentage change that the shield will block (non-artillery) missiles.
- A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle.
- Speed
- This is how fast a unit moves.
Melee[ | ]
- Weapon Strength
- The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour.
- Melee Attack
- This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill.
- Bonus vs. Infantry
- The melee bonus this unit receives when fighting against infantry. +5 Bonus vs. infantry means +5 melee attack and +5 damage when fighting infantry (The damage is split between base and armour-piercing based on the unit's ratio of Base damage:Armour-piercing damage).
- Bonus vs. Large
- The melee bonus this unit receives when fighting against large creatures.
- Charge Bonus
- This increases a unit's melee attack and damage when charging.
Ranged combat[ | ]
- Missile Damage
- The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour.
- Range
- A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
- Accuracy
- The likelihood of hitting the enemy when firing. Accuracy is improved by experience in battle.
- Ammunition
- The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished.