Unit Stats

There are four main unit stats: aggression, defence, survivability, and mobility. Each has a specific value from 1 to 1,000. If one of the stats has a value of 500, it means the unit has an average rating within its category.

Top-tier unit stats may even be over 1,000 when certain abilities are activated and/or a unit has high-value armour.

Each unit has a key stat that reflects its strength, e.g. heavy infantry units boast a higher survival rate, cavalry is well-known for its mobility, while spear infantry has better defense.

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UNIT ATTACK VALUE
Melee Attack: 

Affects First Strike, increasing the likelihood of earning the chance to attack. Affects Hit Chance when engaged in melee, increasing an attackers chance to successfully hit.


Reload time: 

Defines the length of time required to reload a weapon after firing.


Missile Weapon Range: 

Defines the firing range of a soldier or engine.


Missile Dispersion: 

Defines a unit's accuracy, a lower value results in a unit being more accurate. Dispersion is the amount of deviation from the intended point based on a distance of 100 m, resulting in deviation decreasing/increasing based on the distance to the target. For example, a Dispersion of 0.25 with a distance to a target of 400 m would result in a Dispersion of 1.0 m.


Melee Weapon Penetration Damage: 

Defines the amount of damage dealt to a target. Unaffected by both Body and Shield Armour, this value is applied after a successful roll on Hit Chance during melee combat.


Missile Weapon Penetration Damage: 

Defines the amount of damage dealt to a target. Unaffected by both Body and Shield armour, Missile Penetration Damage is applied when a target's Missile Block Chance proved to be ineffective.


Charge Impact: 

Affects the likelihood of a successful charge. Defines the impact power of a unit when in a charging state. This value is compared against the opposing entities Charge Impact if also charging, otherwise its Charge Deflect value is used. The unit with the higher ratio affects the opposing unit by either knockback, knockdown, or knock-flying.


Morale Flank Damage: 

Defines the amount of morale damage to be applied to a targeted unit when rear flanked. This value is modified by 0.63 when flanking from the left or right.


Melee Weapon Damage: 

Defines the potential amount of damage dealt to a target. Affected by both Body and Shield Armour, this value is applied after a successful roll on Hit Chance during melee combat.


Missile Weapon Damage: 

Defines the potential amount of damage dealt to a target. Affected by both Body and Shield Armour, Missile Weapon Damage is applied after successfully avoiding a soldier's Missile Block Chance.


Impact Damage: 

Defines the amount of damage applied by Charge abilities. Impact damage is a flat value similar to Melee Weapon Penetration Damage and applied when executing a successful charge.

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UNIT DEFENCE VALUE

Missile Block Chance:

Defines the percentage chance that a soldier's shield will block a missile (excludes Light/Heavy artillery missiles).


Shield Melee Defence:

Affects the Hit Chance when engaged in melee, increasing a defender's chance to successfully evade an attack. Contributes to Melee Defence (Melee Defence + Shield Melee Defence) when the direction of attack can be intercepted by the soldier's shield.


Melee Defence: 

Affects the Hit Chance when engaged in melee, increasing a defender's chance to successfully evade an attack.


Charge Deflect: 

Affects the likelihood of successfully bracing against a charge. Defines the deflection power of a unit when it's not in a charging state. This value is compared against the opposing charging unit. The unit with the higher ratio affects the opposing unit by either knockback, knockdown, or knock-flying.

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UNIT ENDURANCE (ARMOUR, WEAPON, AND HEALTH) AND MORALE VALUE
Morale:

Symbolises a unit's psychological well-being during a battle. If this value falls below zero, the unit will enter a "routed" state. This value is reduced in battle by flanking, abilities, damage, and casualties.


Shield Armour:

Affects Armour when receiving an attack (melee and missile). Shield Armour adds to Armour, contributing to the reduction of melee/missile weapon damage (Body Armour + Shield Armour) when the direction of attack can be intercepted by the soldier's shield. Armour effectiveness is always equal to or greater than 90%. For example, an Armour value of 100 is guaranteed to remove at least 90 damage. The actual Armour value applied is random, but in this case would be defined between 90 and 100.


Body Armour:

Affects Armour when receiving an attack (melee and missile). Body Armour adds to Armour, contributing to the reduction of melee/missile weapon damage (Body Armour + Shield Armour). Armour effectiveness is always equal to or greater than 90%. For example, an Armour value of 100 is guaranteed to remove at least 90 damage. The actual Armour value applied is random, but in this case, would be defined between 90 and 100.


Health:

Symbolises the life of a unit represented as points. Reduced in battle by Melee Weapon Damage, Melee Weapon Penetration Damage, Missile Weapon Damage, Missile Weapon Penetration Damage, and ability based damage e.g. Impact Damage.

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UNIT SPEED VALUE
View Range:

Defines a unit's line of sight. The calculation is three-dimensional meaning objects like terrain, structures, and vegetation will modify a unit's view within their View Range. This parameter is also affected by abilities.


Deceleration:

Determines how quickly a unit can stop by defining the rate of change to velocity when decreasing in speed.


Movement Speed:

Determines how quickly an entity can move. This value is affected by ground types and abilities.


Turn Speed:

Determines how quickly a unit can turn around. The higher the Turn Speed, the smaller the unit's turning radius.


Acceleration:

Determines how quickly a unit can reach its Movement Speed by defining the rate of change to velocity when increasing in speed.

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