06 The Sovereigns & Factions

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· Traits - The most defining characteristics of any unit are usually their Traits. Traits are special bonuses, stats and abilities that any unit can possess. They are visible both on the unit info pane and the unit details screen and are easily recognized by their unique icons. While any unit can have Traits, different traits are restricted to certain types of units and they can be gained in a variety of ways. For more information on Traits, checkout the sections on Champions and trained units Unit Attributes - Beyond Traits, there are core attributes that every unit shares Level - All units in the game can gain experience by defeating other units in combat. As they do they will eventually gain levels, increasing their combat effectiveness. While all units get more powerful as they level, you will find that some increase in strength much quicker than others Race - The race of a unit is very important. All of the playable races in Fallen Enchantress have a Trait they confer to a unit, which can be viewed on the unit details screen. While the creatures of the world don’t get special Traits based on their race, it is still important to consider what race they are in certain situations. For instance, there are Traits that increase a unit’s combat effectiveness versus a specific race of monsters recognizing these advantages can turn the tide in a battle Wages - Wages are the amount of Gildar you must pay a unit every turn in order to retain its services. Note that your Sovereign and creatures recruited from the wild are unique in that they do not require wages History - Most units have a unique history chronicling their journey through the ages. They can be a great source for more of the lore and depth of the world Moves - Moves represent the number of tiles a unit can move in a single turn, both in the strategic game world and in tactical combat. Some terrain is easier or harder to walk through than others. As a result, you maybe able to move more or less spaces depending on where you are Attack - Attack is the total damage a unit can do with a standard attack. Note that in combat your actual damage will be in a random range up to your maximum Attack and reduced by your enemy’s Defense Defense - Defense is a measure of how much protection you have against all physical attacks. It’s important to understand that Defense is not flat damage reduction. While you will take less damage as your Defense increases, it will not always scale directly and instead depends on the Attack values of your opponent Hit Points - Hit Points are the measure of how much punishment a unit can take before dying. When damaged, a unit will heal a certain number of Hit Points every season up to its maximum value. As units gain more levels their Hit Points will increase Initiative - Initiative dictates the speed a unit takes actions in battle. The higher a unit’s Initiative, the more frequently it will act Accuracy - Accuracy is the percentage chance a unit has to hit another unit with a physical attack in combat. Even if a unit has an accuracy over 100%, it could still miss occasionally because of its target’s Dodge value Dodge - Dodge is the percentage change a unit has to completely evade a physical attack in combat. When a unit is attacked, the actual chance it will be hit is the attacking unit’s Accuracy minus the defending unit’s Dodge Crit Chance - Critical chance is the percentage of the time a unit attacks that they will inflict a critical hit. Critical hits do double the damage of normal attacks. There are someways to increase the damage of critical hits even further Elemental Resistances - Units have a different resistance stat for each elemental damage type in the world. The amount of resistance a unit has to a specific damage type is a percentage reduction of all damage taken of that type. While Defense does not reduce elemental damage from standard attacks, your elemental resistances will still apply and reduce that damage Spell Mastery - Spell Mastery functions as your accuracy with spells. While a number of spells hit no matter what, those that are marked as “resistable” must first make a spell attack roll in order to hit. In these cases, the casting unit’s Spell Mastery is the percentage chance that it will hit and reduced by the defending unit’s Spell Resist Spell Resist - Spell Resist functions as your dodge with spells. While a number of spells hit no matter what, those that are marked as resistible must first make a spell attack roll in order to hit. In these cases the defending unit’s Spell Resist is subtracted from the casting unit’s Spell Mastery to determine the

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