List of Main Stats

All wildmen's main attribute points provide various main stats that contribute to their overall capabilities in battle. Base stats are also added to main stats to determine a wildman's total stats.

## List of Main Stats

### Health Points

Wildman's health points represent their current HP. If a wildman's health drops to 0, they lose the battle. Wildmen lose one HP per incoming inflicted damage. Each HP point is worth one HP.

### Max Health Points

Max health points represent the maximum HP that a wildman can have.

### Movement Speed

Movement speed defines how far a wildman can move during their turn. Movement speed does not apply to ranged wildmen, who remain in their position until reached by an opponent. Speed must be equal or higher to a whole number, and there are no round ups or downs. If a wildman has 2.1 or 2.9 speed, they still move 2. Slow weapons reduce a wildman's movement speed by 1. The minimum possible movement speed is always 1.

### Regeneration

Regeneration allows a wildman to restore some lost HP at the start of their turn. Each regeneration point heals 1% of a wildman's max HP.

### Melee Damage

Melee damage represents the amount of damage a wildman deals when attacking from close range, one hex away (adjacent). Each point of melee damage is worth one point of damage.

### Ranged Damage

Ranged damage represents the amount of damage a wildman deals when attacking from afar, at a distance of two or more hexes away. If the distance is adjacent (1), ranged damage is reduced by 50%. Each point of ranged damage is worth one point of damage.

### Melee Damage Multiplier

Melee damage multiplier multiplies a wildman's melee damage, adding to their total damage. Each point of melee damage multiplier is worth 1% melee damage multiplier. A negative multiplier reduces total damage.

### Ranged Damage Multiplier

Ranged damage multiplier multiplies a wildman's ranged attack damage. Each point of ranged damage multiplier is worth 1% ranged damage multiplier. A negative multiplier reduces total damage.

### Melee Damage Block (Warrior only)

Melee damage block represents the chance to block a specific amount of incoming melee damage (default: 50%). Each point of melee damage block is worth one point of blocked melee damage.

### Armor

Armor reduces incoming melee and ranged damage by a percentage. The actual percentage value is different than the armor points, which are calculated in their scaling type.

### Pierce

Pierce reduces an opponent wildman's armor. Each pierce point reduces an opponent's armor by one point.

### Evasion

Evasion represents the chance that an opponent misses an attack. The actual percentage value is different than the evasion points, which are calculated in their scaling type.

### Accuracy

Accuracy reduces an opponent wildman's evasion. Each accuracy point reduces an opponent's evasion by one point.

### Attack Speed

Attack speed represents the chance to perform an extra attack. The actual percentage value is different than the attack speed points, which are calculated in their scaling type. Attack speed also determines who attacks first in each round (initiative). The minimum possible attack speed is always 0 and may be affected by the attack speed of weapons.