Hi All.
The screenshot below shows the 'profile' dialog that you can call up for any of your units (for example during battle by pressing the 'U' shortcut key or the Unit Profile button on the bottom toolbar).
This shot if of a Mage and it shows 7 buttons along the top edge that give you access to the 7 areas we discussed in the previous post.


(Click to download)
So today we are highlighting Attributes which is probably the most important.
The left most column gives you an image of the unit and details of their 'personality' (Image, Name, Type, Class, Species, Race, Size) as well as their current progress in the game (Level, Experience, Equipped Cost). The button at the bottom of this column shows you if this unit has any points to allocate (after levelling up).
The right side of the screen shows base properties for the unit. The column headers are:
Current - the value of the stat at this moment in time (the in-play value).
Base - the value of the stat without any buffs.
Buffs - any buff currently applied.
Range - the min/max value a stat can have.
Cost - the number of points required to change the Base stat by 1.
The first stat Hit Points is the most critical. 0 Hit Points = Dead!
Only Spellcasters will have Mana Points which deplete as spells are cast.
Both of these first 2 stats can be 'recovered' by resting the unit during battle. This basically means doing nothing for a turn! They can also be recovered by various spells.
Movement Points and Action Points are replenished at the end of each turn.
All moveable units get 12 Movement Points but the cost to enter a tile on the battlefield varies by unit, so plan your moves carefully.
Most units get 1 Action point per turn. Attacking, casting a spell, consuming a potion, using an ability and other miscellaneous activities consume 1 Action Point.
The next section shows stats for Melee combat. These are the Melee Attack Damage (how many hit points damage the unit does) and Melee Attack Strength/Defense Strength. The latter 2 are a measure of how 'good' a unit is at attacking an enemy or defending itself. We will detail the combat mechanics in a later post.
Note that some of the Current values are higher than the Base values. This is because the Mage has an item 'equipped' in the Inventory which improves these stats (and is indicated by the green 'I' in the buffs column). The type of weapon equipped, it's damage type and whether this is a 'Preferred Weapon' are also shown.
Following this is the Ranged section. As a Mage does not have a Ranged Attack (that's for Archers), the only stat shown is how well this unit defends when attacked from afar.
Then we have the Magic Resistance section. Every spell cast upon the unit is checked against these values to see if the unit 'resisted' the spell. This applies to 'harmful' spells like Magic Bolt and 'beneficial' spells like Healing.
The last section covers some general but still very important stats.
Spotting Range dictates how many tiles a unit can see. Principally used when Fog of War is in effect, any enemy units outside the spotting range of your units will be invisible.
Evasion gives a unit a percentage chance to avoid Melee or Ranged attacks. This can also apply to spells cast specifically at the unit if the Directed Spells rule is in play.
Scouting governs the unit's ability to 'spot' hidden objects. This could be a Rogue who is currently Sneaking around the battlefield and who would be otherwise invisible or it could be a hidden Trap.
Sneaking (off the page on the screenshot) allows a unit to be invisible to the enemy whilst moving around the battlefield. A Sneaking unit will not be attacked by the enemy and when it attacks it gains a Damage Bonus. More on Sneaking another time.
Finally another screenshot that shows the different stats available for a unit that has a Ranged attack (Archers). This shot has been scrolled down so you can see Sneaking stat mentioned above.


(Click to download)
Cheers!
Ian & Jann
