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Health: The raw amount of damage points a creature can take before it dies.
Regrowth: Amount of health that gets restored at the beginning of every turn.
Endurance : Protects unit from fatigue, which disables regrowth and meditation.

Energy : Each unit ability requires a certain amount of energy to be used.
Meditation : Energy restored each turn.
Initiative : Units with higher amount of initiative points get to act their turn faster.

Offense : Influences the damage output done by all the creature's attack abilities.
Defense : Protects the creature by reducing some of the incoming damage.
Movement : Any creature can move a certain number of hexagons every turn.
There are 9 common types of damage and a rare one called Pure damage that bypasses the formula bellow, doing a fixed non-variable amount of harm no matter what.

Damage Formula
attack damage +
attack damage / 100 *
(offense of attacking unit -
defense of unit attacked /
number of hexagons hit +
source stat of attacker -
source stat of defender)


Minimum damage is usually 1
unless the hit is being avoided.
E7 Night Stalker 3⬡

222

4

66

90

30

80

24

25

1

Arm Shield - this ability is passive.

Reduces a fixed number of damage points from incoming basic attacks.
10 damage points attack reduction.
Upgrade: Reduces from all abilities.

Mega Slicer - costs 30 energy pts.

Slashes nearby foe using the claws. Target loses 3 defense permanently.
30 slash damage & defense debuff.
Upgrade: The debuff can now stack.

Screaming Bat - costs 35 energy pts.

Flying fiend attack that will damage every single hexagon of current row.
10 sonic plus 9 mental to whole row.
Upgrade: Can also target side lanes.

Eclipsing Leap - costs 55 energy pts.

Catapults itself to strike any enemy that has 3 inline hexagons available.
18 pierce + 18 crush damage on hit.
Upgrade: +18 slash damage added.

15

15

15

10

10

5

5

20

20