The following tables may be sorted by clicking any column headers that contain arrows. Mouse over the header title to see what the abbreviation stands for.
- Champion's name.
- 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.
- 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, check out the sections on Champions and trained units.
- Champion's Element(s)...
- Another huge feature that is unique to Champions is their ability to cast spells. Champions gain access to spells via unique traits when they level up. For every rank in a spell trait a Champion will unlock new spells for use in battle or the strategic game. Champions will never be able to pick entirely new spell traits, instead they can only advance those they start with. This is important to consider when deciding which of your Champions you would like to specialize down a spell casting path.
- Champions are unique from other units in that they can change their equipment at any time. They can acquire new equipment in a variety of ways including notable locations, shops, quests and combat. Make sure to equip any new items you find on your Champions via the Equip menu on the unit details screen in order to take advantage of their bonuses.
- 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.
- 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.
- 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 may be able to move more or less spaces depending on where you are.
- 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 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 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 dictates the speed a unit takes actions in battle. The higher a unit’s Initiative, the more frequently it will act.
- 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 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.
- 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 some ways to increase the damage of critical hits even further.
- Cold Res
- Cold Resistance...
- Fire Res
- Fire Resistance...
- Ltn Res
- Lightning Resistance...
- Psn Res
- Poison Resistance...
- Spel Res
- 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 chance a spell hits.
- Spel Mast
- 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.