Unit Stats
Lua error in package.lua at line 80: module 'Dev:Mbox' not found.{{#switch: |={{#switch: {{{1}}} |nocat= |}} }}
Values/Information from before the beta are in [X]
Stats are numerical values that affect the skills of a specific unit. The higher a certain stat the better that unit is at something. Stats can be heavily affected by traits, age, and culture. Usually a unit's base stats will be quite low and can improve over time depending on the creature.
Bar Stats
Units are happy if they 60% or more happiness. Unhappy if less than 30%. Increases chances of units becoming best friends. If units have less than or equal to 50% happiness then they are more likely to say home longer
Icon | Stat | Effect | Min | Max |
---|---|---|---|---|
File:IconHealth10xEdit.png | Health | How much hit points the creature has | 1 | ∞ |
File:IconHappiness 510x.png | Happiness | Determines if a unit is happy, find best friends, and tasks | -100 (0%) | 100 (100%) |
File:IconMana10x.png | Mana | How much magic a creature can use | 1 | ∞ |
File:IconStamina10x.png | Stamina | How often units can perform tasks | 1 | ∞ |
File:IconHunger10x.png | Hunger | Displays when units will starve/have to eat | 0% | 100% |
Basic Stats
Icon | Stat | Effect | Min | Max |
---|---|---|---|---|
File:DamageStat10x.png | Damage | How much damage a creature does (1 warfare gives +0.2) | 1 | ∞ |
File:DefenseStat10x.png | Armor | Reduces the damage dealt by enemies | 0% | 99% |
File:CriticalStat10x.png | Critical Chance | Chance that a creature does more damage than usual. Damage will be treated as it's max when a critical is hit. |
0% | ∞* |
File:SpeedStat10x.png | Speed | How fast a creature can move | 1 | ∞ |
File:AttackspeedStat10x.png | Attack Speed | How fast a creature can initiate an attack | 0.5 [1] | 10 [300*] |
[*Critical Chance does not provide any benefits past 100%, Attack Speed does not increase past 264 despite the cap being 300]
Civil Stats
[OLD, These stats are only shown on / applicable to humans, elves, dwarves and orcs and are in most cases only used by kings and leaders. These stats define the ability of units to manage villages, kingdoms and other civilized aspects of the game.]
All of these stats were added in the Civilization Update (except intelligence which was added in version 0.10.0). In-game the color of these stats will differ based on how high the number is: Red 0-3, Orange 4-19, Green 20-999 They are only used for civilized actions as their name implies and they grow as a unit ages (the rate at which they various stats grow depends on the unit's civ). These are all used to determine what plots a unit can used. They all (except intelligence) can also affect clan creation succession and a king/leader's personality. They are all doubled if unit's have the budding status. If a units highest civil stat is X then their personality (used by leaders and kings) is Y: Diplomacy = Diplomat, Warfare = Militarist, Stewardship = Administrator, All three the same = Balanced
File:IconShowTalkBubbles10x.pngGaining civil stats through conversations: Every time a unit has a conversation all civil stats are checked in the same way individually. There is a 30% chance the game will check if the selected stat of unit 1 is bigger than the unit 2's. If so the selected stat of unit 2 is increased by 1. The game does this for each civil stat and in vis versa.
File:IconWise10x.pngGaining civil stats by aging: If the unit's current age is divisible by 3 and is less than 100 there is a chance the unit will gain 1 civil stat point which is influenced by the civilized unit's preferred attributes. Preferred attributes can be seen on race pages under the "Other Stats" dropdown on the race template. Units that are spawned in automatically get 6 civil stat points that are distributed randomly (with some influence from there race's preferred civil stats) since they start at age 18 instead of 0.
Icon | Stat | Special Effects |
---|---|---|
File:DiplomacyStat10x.png | Diplomacy | Affects village loyalty and kingdom opinion [Effects how fast a unit's influence increases. Influence is used for plots] |
File:WarfareStatFIX.png | Warfare | Every warfare a village leader has the faster warrior hiring speed their village has (capped at 28) Every 10 warfare a leader has their village's watch tower limit increase by 1 (capped at 2) Every 5 warfare equals +0.01 combat skill Every warfare equals +0.2 damage Increases cap on a leader's village army size |
File:Stewardship10x.png | Stewardship | Affects village loyalty The higher the stat for kings the more villages they can control without loyalty penalties (every 6 stewardship = +1 village). Leaders can also manage more zones for every 10 stewardship they have If a unit has the budding status then this stat is multiplied by two |
File:Intelligence10x.png | Intelligence | Every 5 intelligence equals +0.01 spell skill Every intelligence equals +10 mana [The higher the stat the faster a unit's culture will level up] |
Other Stats
Icon | Stat | Effect | Min | Max |
---|---|---|---|---|
File:IconLifespan10x.png | Lifespan | How long units can live without having a chance of dying from old age | 1 | ∞ |
File:IconRenown10x.png | Renown | Visual element for quantifying a unit's or object's prestige. Seems to have no effect | 0 | ∞ |
File:IconChildren10x.png | Children | Tells the player how much children a unit or object has / Tells max children a unit can have | 0/1000 | 1000/1000 |
File:Icon lastofus10x.png | Births | Tells the player how many births a unit or object has had. No direct effects | 0 | ∞ |
File:IconSkulls10x.png | Kills | Tells the player how many kills a unit has. No direct effects | 0 | ∞ |
File:IconLevels10x2.png | Level | Tells the player a units level. Effects the ability to perform some tasks and plots. Increases by gaining required experience | 0 | 9999 |
File:IconExperience10x.png | Experience | Tells the player a unit's progress to its next level | 0/100 | 200079/200080 |
Bar Stats Explained
Happiness
Happiness is the main indicator of if certain tasks that units perform are negative or positive. Happiness itself currently has only a few effects. Such as, units having a higher chance of staying home longer if they have 50% or less happiness and the more happiness they have the more likely they are to get a best friend (units can only have one best friends) (best friends are not lovers but they can be). Units can only have one best friend and best friends aren't necessarily lovers, nor does being a unit's best friend increase the chances of become lovers.
- File:IconHappiness 610x.pngMax Happy = 90 to 100%
- File:IconHappiness 510x.pngVery Happy = 70% to 89%
- File:IconHappiness 410x.pngHappy = 60% to 69%
- File:IconHappiness 310x.pngNeutral = 40 to 59%
- File:IconHappiness 210x.pngSad = 10% to 39%
- File:IconHappiness 110x.pngVery Sad = 0 to 9%
A units happiness cannot change if their subspecies does not have emotions (Amygdala trait) or the unit is an egg. Certain tasks (specifically the darker ones) will have no effects on units with the psychopath creature trait. Players can decrease a unit's happiness by "poking" them (clicking them in their unit menu) (this also deals damage).
Mana
Mana is used for spells, if units do not have enough mana they cannot cast spells. Different spells will usually cost different amounts of mana depending on how powerful the spells are. For every intelligence a unit has they gain ten mana.
- Teleport = 15
- Tornado, Skeleton = 10
- Lightning, Vegetation, Silence, Shield = 5
- Grass Seeds = 4
- Curse, Fire, Cure = 3
- Blood Rain = 2
Stamina
Stamina is used to determine what actions a unit can perform and when. Units will restore stamina 1% of their max at a time, but they can gain more from doing certain tasks like sleeping. With 0 or less stamina, non-aquatic units will swim slowly and take damage, and aquatic units will take damage if on land.
- Throw Torch = 30
- Dash, Backstep = 10
- Cast Spell, Deflect Projectile, Dodge, Block, Random Jump, Throw Bomb = 5
Hunger
Hunger indicates how well fed a unit is. Without food to satisfy a unit's hunger they will starts to starve losing 5% of their max health at a time and receive the staving status. Units will also need at least 50% hunger to be able to make a baby as they lose this much hunger after reproducing. The big hunger subspecies trait increases the hunger bar to 200%. For more info on restoring hunger go to the foods page.
Basic Stats Explained
Damage
Unit damage stat’s are displayed in game as a range from one number to another. For each number in such a range, there is an equal chance for each value (the limits inclusive) to be dealt (ex. 4-8). The game, however, defines damage as a given number (which is the maximum of the range displayed, and in this example would be 8), and a hidden state called “Damage Range”, which applies a percentage multiplier to the base damage stat depending on the type of weapon used (ex. 20%). This value becomes the minimum value of the range (ex. <math>{8 \times 20% = 4}</math>). These values are listed below. Every 5 warfare a unit has damaged is increased by 1 and if a unit is less than 18 years old damage is halved.
- Default: 50%
- Hammer: 10%
- Stick: 20%
- Bow, Alien Blaster, Axe: 60%
- Spear: 70%
- Sword: 80%
- Shotgun: 90%
Armor
A unit with an armor stat of 5% would block 5% of all incoming damage. So lets say a unit with 5% armor took 20 damage the armor stat would reduce that to 19 damage. If the damage calculation after the effects of armor is a decimal it is always rounded down [example: 17.9 = 17]. Units no matter how much armor they have will always take 1 damage when hit.
Critical Chance
If a unit has a 5% critical chance stat then every time they attack there is a 5% chance they get a "critical hit". A critical hit will take the units max damage value and multiply it by the unit's "Critical Damage Multiplier" (default is 2). Where can I find the max damage value? The max damage value is the highest number of the unit's damage stat. So if a unit's damage stat is 5-10 then the game will take 10.
Weapons that increase the critical damage multiplier:
- Flame Sword +0.1
- Druid Staff +0.3
- Plague Doctor Staff, Snowball, Bow, Necromancer Staff, Alien Blaster, Evil Staff, White Staff, Rocks +0.5
Speed
To calculate how the speed stat effects a unit's actual speed you need to look at these conditions:
- If a creature ignores tile speed effects, is in the air, or is a water creature then "Walk Speed Multiplier" (WSM) = 1
- After that check the game checks if the current tile a unit is on is liquid. If the checked unit has zero stamina and doesn't have "fast swimming" then WSM = 0.4
- Then if the creature is not in water then the game will check the current tile a unit is on for any specific speed debuffs (see list of tiles below)
- If a creature ignores tile speed effects, is in liquid, and has "fast swimming" then WSM = 5
- If a creature is performing a task with a unique speed multiplier then the current WSM is multiplied by that
- Then WSM is multiplied by a unit's speed stat
- After this the game checks if a unit is nearby a tree, not in the air, and the entanglewood world law is enabled. If so WSM is halved
- At this point if WSM is less than 1 the game sets it back to 1
- Then checks if the UnitsAlwaysFast debug option is enabled. If so WSM is multiplied by 20
- Then the game multiples WSM by 0.4
- Then the multiples WSM by the "Unit Speed Multiplier" (which is 0.5)
[OLD Process] A creature with a speed stat of 30 will be much faster than a creature with a speed stat of 1 but not 30 times faster. There are a lot of factors that go into speed, below there is a guide on how to calculate the "actual speed" of unit.
- First, If the creature is immune to tile speed debuffs or is in air or is an ocean creature: Result = 1
- If not in liquid then: Result = 1 or "walkMod" of whatever tile they are on (see terrain effects below)
- Second, If the creature is affected by tile speed debuffs and is in liquid and is faster in water (special ability, only penguins|turtles use) = Result x Speed Boost (3|40)
- Third, If the current task the unit is doing requires them to slow down: Result = Result x Task Speed
- Fourth, Result x Speed Stat x 0.1 = Actual Speed
- If "Actual Speed" is less than 0.1 it is set to 0.1
- If "UnitsAlwaysFast" is turned on in the debug menu then "Actual Speed" is x20
Tile Speed Effects:
- Arcane Desert -30% (or 0.3) [Low = -50% (or 0.5) High = [-40% (or 0.6)]]
- Swamp -40% (or 0.4) [Low = -30% (or 0.7) High = -20% (or 0.8)]
- Sand [-30% (or 0.7)]
- Creep Tiles -20% (or 0.2) [-50% (or 0.5)]
- Mountains -50$ (or 0.5) [-90% (or 0.1)]
- Summit -50% (or 0.5)
- Lava - 80% (or 0.2)
- Ocean -90% (or 0.1)
- Grey Goo [-90% (or 0.1)]
- Road [+50% (or 1.5)]
- Hills (no debuff in beta) [-60% (or 0.4)]
Attack Speed
Attack speed influences the length of attack cooldowns for units. To calculate the proportional length of cooldowns just divide 1 by a unit's attack speed.
[OLD Process] The higher this stat is the less time between attacks (attacks themselves are instantaneous) a creature with an attack speed of 1 will take longer to start an attack than a creature with 30. However, an increase in attack speed will not linearly increase the interval of attacking. The formula for determining the time between each attack is <math>{300-a \over 100+a}</math>, where a is the game's given attack speed . For example, an attack speed of 1 means an interval of 2.96 seconds between each attack, and an attack speed of 50 means 1.67 seconds between each attack. The time between each attack can't be lower than 0.1 seconds, so an attack speed of 264 is already as fast as an attack speed of 300.
Other Stats Explained
Lifespan
Lifespan defines how old a unit can be before having a chance of dying from old age. Subspecies have different stats for File:IconLifespanMale10x.pngmale and File:IconLifespanFemale10x.pngfemale lifespans. This stat has no effect if the old age worldlaw is disabled or a unit has the immortal trait. The more years a unit is above their lifespan the higher chance they have of dying from old age. The chance of dying from old age is calculated by:
- X = Age/(Lifespan - 1)
- If this X is greater than 2 it is set to 0.5
- If the X is not greater than 2 but is greater than 0.3 then it is set to 0.3
- X * 100% equals the chance
- This chance would be rolled every 1-20 game ticks
The age units turn into adults (for sapient species) is influenced by the lifespan stat. If units have a lifespan greater than 30 years they become adults at 16. If they it is 30 years or less they become adults at whatever there lifespan is x 0.12. So a unit with a lifespan of 20 will become an adult at 2.4 years old. A unit's breeding age is automatically set to the same value as there adult age. If units don't have a base lifespan predefined by the game then their base lifespan is set to 100.
Renown
Renown is a visual element that seems to have no effects on the game besides sorting the fame of various meta-objects and units.
- Units: Kill Experience (usually 10) also counts toward renown, Has a conversation +1
- Languages: Units have a conversation +1
- Religions: Units have a conversation +1
- Cities: Year starts and village has a village leader +1
- Kingdoms: Year starts and kingdom has a king +1
- Alliance, City, Clan, Family, Subspecies, Kingdom has a new unit born into them +1
Children
The children stat defines both the current amount of children a unit has and there max children. This stat is linked to the fertility to the unit as the larger the max children value is the more fertile a unit is. Being a king actually adds to max children by two. This fluctuates when it comes to the age of the unit:
- If the unit is below 18 years old then -100% Fertility
- Units become less fertile as they age, if they don't have the immortal trait:
- %toMaxAge = Current Age/Max Age
- %toMaxAge > 30% then fertility is 80%
- %toMaxAge > 50% then fertility is 50%
- %toMaxAge > 70% then fertility is 20%
- %toMaxAge > 90% then fertility is 10%
- Fertility is then multiplied by World Age Modifier
Levels and Experience
The max level in worldbox 9999 but it is unlikely that units will ever reach this level naturally. Levels are sometimes a barrier to certain plots and tasks units are able to perform. When units level up they increase there health by 5%, mana by 2%, and stamina by 2% (this is by base value so each increase will be equal to the last). Every level requires 20 more xp than the last starting at 100. Units level up two levels at a time if their culture has the "training potential" cultural trait, units gain double xp with the "fast learners" culture trait.
Example of Stat Change:
- Level 1 : 100 Health, 100 Mana, 100 Stamina (100 xp needed to level up)
- Level 2: 105 Health, 105 Mana, 105 Stamina (120 xp needed to level up)
- Level 3: 110 Health, 110 Mana, 110 Stamina (140 xp needed to level up)
Sources of Experience:
- Consuming foods (varies from +5 to 50)
- Killing other creatures (usually +10)
- Hit a creature +2
- A year as king +20
- A year as a leader +10
- Having a conversation and culture having the "expertise excange" trait +10
- Reading a book (if a unit reads a book written by a language that has the scribble trait then only +1. Double xp if they have the nicely structured grammar trait )
Other Stats (before beta)
UIcon = Unofficial Icon
UIcon | Stat | Information |
---|---|---|
File:Gene mutagenic10x.png | Mutation | Increased by mutagenic gene (gene editor). For most species the mutation stat is 1 or 2 at default. See the Gene Editor page for more info |
File:IconKings10x.png | Opinion | Affects kingdom relationships (used by kings) |
File:IconLeaders10x.png | Loyalty | How loyal a unit is to their kingdom (used by leaders) |
File:IconVillages10x.png | Number of Cities | How many villages a kingdom can manage (used by kings) |
File:IconSpectate 10x.png | Range | Affects how far a creature can see/hit others |
File:-Zone Control 2-.png | Settlement Area | How big a village can be |
File:Icon bow mythril.png | Projectiles | How many projectiles the unit/weapon can shoot at once |
File:ActorsizeImage.png | Size | Affects how far the unit can be hit from. The bigger, the closer |
File:IconGiant10x.png | Scale | How much bigger/smaller a unit is compared to its normal size |
File:IconPopulation10x.png | Targets | How many enemies a unit can hit, Default for units and watchtowers is 1 |
File:DamageStat10x.png | Damage Range | Defines the variability of the damage stat. The lower the percent the larger the variation. If a unit has a 30 damage stat a hammer would make damage = 3 to 30
|
File:-Fortification-.png | Bonus Towers | Effects how many more watch towers a village can have. Village leaders use this stat, it's capped at 2 and leaders get +1 for every 10 warfare they have |
File:Subspecies trait gestation long10x.png | Maturation | Maturation is the time, in game months, that reproduction takes to yield offspring (vegetative, miracle, soulborne, budding, sexual, and egg hatching) (used by units and subspecies, default is 0) |
File:IconHunger10x.png | Max Nutrition (Hunger) | At default this is set to 100. Currently only the "big stomach" subspecies trait effects it by adding 100 |
File:IconAdults10x.png | Age Adult | The age units turn into adults (for sapient species). If units have a lifespan greater than 30 years they become adults at 16. If they it is 30 years or less they become adults at whatever there lifespan is x 0.12. So a unit with a lifespan of 20 will become an adult at 2.4 years old |
File:IconLovers10x.png | Age Breeding | Age for breeding is set to whatever a unit's adult age is. It is in part used to calculate how long a unit has bred |
File:Icon gene skill dash10x.png | Combat Skill | Increases chance of a successful combat action |
File:Subspecies trait gift of thunder10x.png | Spellcasting | Increases chance of a successful spell |
File:IconFertile10x.png | Birth Rate | The higher this stat the more babies unit's can produce at once. After the first baby is born birth rate defines the max that can come after, the game will try, with a 50% success rate, to make a baby up until it hits whatever a unit's birth rate is. Attempts to make more babies will stop if a try fails even if the game has not reach a unit's birth rate. |
File:Accuracy10x.png | Accuracy | Affects the accuracy of ranged attacks. Min = 1, Max = 10 Arrow Boats = 4, Other Units = 1 |
File:Subspecies trait good throwers10x.png | Throwing Range | How far they can throw objects/resources. Min = 1, Max = 100 (base throwing range varies, used by subspecies) |
File:Icon hammer wood.png | Construction Speed | Min = 1, Max = 100 (default value is 2, used by subspecies) |
File:IconFleshEater10x.png | Metabolic Rate | At default this is set to 1. Currently only the "voracious" subspecies trait effects it by adding 10. The higher it is the faster a creature's hunger (nutrition) decreases |
- | Recoil | Force applied to a unit when they use a weapon/attack. Bows are the only item with recoil (1) |
- | Knockback Knockback Reduction |
How far a unit sends its victims back (0 to Infinity) How much of incoming knockback is reduced (0 to 100%) |
- | Mass, Mass 2 | Effects how high units jump and how they fall. Items/resources units may be holding increases mass Sample List of Masses:
|
- | Limiters: Population & Clan Members | Population limit is determined by a subspecies harmony traits and/or the 100 population world law
Clan limit can be viewed by looking on the top right of the member list in a clan menu (clan harmony traits are what limit membership) |
- | Area of Effect | Area a certain effect affects.
|
- | Aggression, Administration, Diplomatic, Rationality | Hidden personality stats (used by kings and "used" by leaders) Aggression is used to determine if a king can start a war if their kingdom is at or above it's max cities. It also seems to increase the chance king's declare wars generally Other stats don't seem to be used |
- | Multiplier Supply Timer | A hidden stat not shown in a unit's stat panel. The higher the stat, the longer the cooldown for a village to supply resources to other villages in the same kingdom. See Trading Mechanics for details Used by village leaders. |
- | Multipliers: Mass, Health, Lifespan, Stamina, Mana, Damage, Critical Chance, Diplomacy, Speed, Attack Speed |
Increase respective stats by a percentage instead of by an integer |
- | Loyalty Mood | Decreases loyalty based on effect from mood (old). No longer used in beta version but still present in the code |
- | Status Chance | Seems to be unused |
- | Offspring Multiplier | Seems to be unused |
Trivia
- Their is a hidden stat for some units that will cause them to die if they receive the madness trait, as it breaks their special logic
- Most stats are capped at 999. Max children stat is capped at 69. Armor is capped at 99%. Attack Speed is capped at 300
- If a unit becomes a leader/king and one of their kingdom stats (diplomacy, stewardship, warfare) is not higher than the others than their personality will be marked as "Balanced"
- There is a hidden personality called "wildcard"
- Old Stats: Theses stats are not used anymore but are still present in the code in some forms
- From official changelogs under version "0.5.167 - Crab - August 4, 2020" "changes: fighting adjustments. Dodge and accuracy stats replaced with attack rate and critical hit chance." (these stats can still be found in the game's code)
- Since accuracy has changed in 0.50 and is now a used stat for ranged weapons. Dodge has become a combat skill instead of a stat