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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.
S5 Impaler 3⬡

190

13

37

85

13

60

13

7

4

Electrified Hair - this ability is passive.

Converts up to 1/4 of incoming shock damage into missing energy points.
Conversion happens even if fatigued.
Upgrade: Overflowing energy heals.

Hasted Javelin - costs 15 energy pts.

Horn attack that restores all depleted movement points if it damages target.
30 pierce damage & resets movement.
Upgrade: Hit gains 10 poison damage.

Poisonous Vine - costs 20 energy pts.

Tangles a foe within 2 radius for a turn, causing it some damage if it will move.
25 poison damage triggered if moving.
Upgrade: The vine will last indefinitely.

Chain Lightning - costs 40 energy pts.

Releases a lightning bolt that will arch, shocking multiple adjacent creatures.
20 shock damage that can arch nearby.
Upgrade: The arches will not kill allies.

5

2

4

20

3

18

18

6

10