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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.
A5 Gilded Maiden 1⬡

100

4

25

105

35

40

11

17

4

Banned Touch - this ability is passive.

Every 5th melee hit taken, the attacking unit is turned to gold for a whole round.
Units remain golden even if attacked.
Upgrade: Own attacks can turn to gold.

Ruby Sceptre - costs 10 energy pts.

Pokes nearby foe using the neat staff. This attack has 1 hex extended reach.
12 crush + 5 pure damage per attack.
Upgrade: Regains up to 5 health on hit.

Winged Sphere - costs 30 energy pts.

Heals an ally or damages an enemy that is at the target location after one round.
30 heal for ally or burn damage to a foe.
Upgrade: 5 area damage / heal on miss.

Searing Light - costs 40 energy pts.

Conjures an energy beam that causes multiple burning hits to first unit met.
2 hits x 13 burn damage every attack
Upgrade: One extra burn damage hit.

10

10

10

0

8

6

4

3

10