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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.
WS Shadow Leech 1⬡

40

0

0

40

15

25

5

5

6

Ethereal Shape - this ability is passive.

Passes through any obstacles and also takes only half of the incoming damage.
Will not be able to stop over obstacles.
Upgrade: Causes delay to enemy units.

Palm Jaw - costs 10 energy pts.

Bites nearby foe by using its own hand, stealing the energy points cost from it.
12 pierce damage & 10 energy transfer.
Upgrade: Kills steal all the energy left.

Sorrow Visions - costs 15 energy pts.

Causes a foe within 5 hexagons to skip its next turn if not taking any damage.
Can not target any enemy summoners.
Upgrade: 13 mental damage if awaken.

Sleeping Mummy - costs 25 energy pts.

Meditative state that heals 20 points if not being disrupted for a whole round.
15 bonus defense while in this stance.
Upgrade: Will always restore 5 health.

6

6

6

4

4

4

5

0

10