Unit statistics

If you have a unit selected, an
additional panel will appear on the
bottom left of your screen. This
will list its **statistics**
information about the selected unit,
including morale, health, equipped
weapons and artefacts, as well as
combat predictions for potential
attacks.

At the top of this panel will be the
name and type of the selected unit,
as well as an icon showing the unit’s
identification symbol (that is used on
the map), and the unit’s Supply point
cost. Note that you can change the
unit’s name after it has reached Level 3.

## Statistics

* **Health.** Depending on the unit, this may divide into one or more segments, representing each member of the squad that makes up the unit. The ‘health’ of the unit is shown by how much of the bar is green. Casualties in battle will see part of the bar turn red (representing wounded units that will recover if the unit rests) or black (permanent 20 kills). When the green part of the bar, the “health” of the unit, falls to zero, the unit will be lost forever.
* **Squad Size**. This determines how many segments the health bar is divided into, and how many kills a unit can suffer before it is destroyed and also how many attacks the unit executes with its weapon(s). Units without their full squad will perform less well in combat, as attacking power is dependent upon how many active squad members are in the unit.
* **Experience**. Units gain experience from fighting battles and killing enemy units or if they witness one of their army’s units killing enemy units within a small radius. When a unit acquires enough experience to fill up the bar, it will increase its Level by one, increasing the unit’s health by 10% and damage done to enemies by 5%. In addition, hero units will gain one skill point every time they level up. Units that have levelled up will be indicated on the map by chevrons (or stars for advanced units) on the icon above the unit. The maximum level a unit can reach is 10.
* **Armour** : Every point of that a unit has will make it more resilient to physical attacks. However, Armour provides no bonuses against Magic attacks.
* **Speed** tells you how far a unit can move in one turn. Moving across empty plains requires one point per hex, while difficult terrain such as forests and swamps require more and roads require less.
* **Search** tells you how far a unit can see, removing the fog of war from nearby hexes and revealing non-hidden units. The greater this value is, the more hexes will be revealed by the unit.
* **Morale** is how confident your soldiers feel about their current situation, and is gained or lost depending on the results of battles that occur near them, in particular, how many casualties both you and the enemy suffer. As morale falls, a unit may become Disordered, Broken or Routed, making it perform worse in combat. A unit’s Morale determines how well it resists Magic attacks.

## Other

* **Weapons** in Fantasy General II refer to all military equipment that a unit is carrying other than artefacts (which can include pieces of armour such as helmets). Each weapon can do a certain amount of damage to an enemy in a single attack, which is shown by the number beneath the weapon’s icon. You can hover your mouse over the weapon to see further details about the weapon and the weapon’s attack value is multiplied by the number of active members in the unit. A purple number indicates a magic weapon, which ignores armour but is weakened by strong enemy morale.
* **Shields** go by various names and do not have a number underneath them and do not have any impact on the unit’s attacks, but they can reduce the power of enemy ranged attacks. The exact effect of a shield can be found by hovering over it.