Calculations[edit | edit source]

This page serves as a reference page for all damage and status effect calculations.

Damage[edit | edit source]

Depending on the damage type defense or resistance is used. In all of the following, the strength refers to the attacker's strength and the defense or resistance is the defender's.

The base damage calculation is as follows:

  • Physical Damage = 10 + (physical strength - defense)
  • Non-Physical Damage = 10 + (non-physical strength - resistance)

When the unit attacks there is the possibility that the attack will range from 20% below to 20% above the base damage (without applying other modifiers).

Lastly, if a unit has the Lucky.png Lucky trait, it has a chance to completely evade the effects of any hostile action, be it an attack, a spell or an ability. This change will increase when the unit has good morale, and this chance will completely disappear when a unit has bad morale.

If the defending unit has weaknesses or protections, they increase or reduce the damage by the corresponding percentage, respectively. If a defending unit has Fire Protection.png 40%Fire Damage Protection, the base fire damage it receives will be reduced by 40%. This is always calculated after the initial damage calculation, including critical strikes and fumbles. Any weakness will work the same way.

Critical Strikes and Fumbles[edit | edit source]

Morale Morale can severely affect the amount of damage dealt. If a unit has bad Morale morale, there is a chance it will Fumble its attacks. This means that the unit deals the lowest amount of damage according to the above calculation, and suffers an additional penalty of 35%.

On the other side, if a unit has good Morale morale, it has a change to Critical Strike the opponent, dealing the maximum of the above calculation in damage, with an additional 35% boost.

Status Effects[edit | edit source]

Similar to damage, status effects depend upon the type of status effect and the strengths of the attacker and the defense and resistances of the defender.

The percent to take effect is calculated as follows:

  • Physical Success = 50% + (5%) x (physical strength - defense)
  • Non-Physical Success = 50% + (5%) x (non-physical strength - resistance)

The weaknesses and protections also come into play. For each relevant protection, the success chance is increased or decreased by 20%. So a unit with Fire Protection.png 20%Fire Damage Protection will have the chances of a fire based status taking effect decreased by 20%. This value is relative to the chance. So a unit with Fire Protection.png 40%Fire Damage Protection, that has a base change of 50% of being affected, will result in:

  • ( 50 * (1 - 0,4) ) = 30% chance of being affected.
  • (base chance * (1 - decimal resistance) ) = final chance.

As in the damage example, the weakness will work the same way:

  • ( 50 * (1 + 0,4) = ) 70% chance of being effected.
  • (base chance * (1 + decimal weakness) ) = final chance.

Protections and Weaknesses[edit | edit source]

Protections and weaknesses compensate each other: for example, a Blight Protection.png 100%Blight Damage Protection and a Blight Weakness.png 60% Blight Damage Weakness together will result in a net Blight Protection.png 40%Blight Damage Protection.

  • This can be used to make immune units vulnerable to an element.
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