Unit Stats

## Introduction

All units in Pantheon have stats and abilities that determine their strengths and weaknesses ingame. Unit stats and abilities can be found by either clicking the "stats" button beneath their tile in the army shop or by selecting them in the user inventory page.

All the stats and abilities in the stat sheet can be explained by selecting the stat images ingame. However, it is also nice to have them explained in this format.

## Sample Statsheet

Below is a sample statsheet of a court wizard at the time of writing:

A: The name of the unit.

B: Tags relating to general categories of the unit. The court wizard is an infantry unit that is a character and can cast magic, so it has the INFANTRY, CHARACTER, and MAGIC tags. Some abilities such as Assassin, which doubles damage against units with the CHARACTER keyword, interact with unit tags.

C: The points cost of putting the unit in your army list.

D: A rotating image of the unit model.

E: A submenu listing the abilities that the unit has. Abilities can drastically effect how the unit is used ingame. Some units with middling stats can be incredibly powerful due to their good abilities.

F: If a unit can cast magic, the spells they know are in this submenu.

G: Another submenu with a brief blurb about some of the lore of the unit.

H: The basic stats of the unit from left to right:

1. **Health** is the amount of damage that the unit can take before being removed.
2. **Defense** is the ability of the unit to negate normal damage. Normal damage dealt is equal to ***base damage \* (power / defense)***. Defense has no effect on true damage or against attacks that specify that they pierce through defense such as halberds or lode rifles/cannons. The ratio of power/defense can not be greater than 1 or equal or smaller than 0. Minimum damage taken is 1 before other effects such as forge banner flat damage decreases, and the maximum damage dealt is equal to the base damage of the weapon.
3. **Actions** is the number of times you can make the unit do things such as move or shoot over the course of a single turn.
4. **Movement** is the number of tiles that a unit can move the first time they are moved. Consecutive movement actions on the same turn will have halved speed.
5. **Ranged** accuracy is how good the unit is at not missing when they shoot something.
6. **Melee** accuracy is the same as ranged accuracy but it affects how good a unit is at not missing with melee weapons.
7. **Melee** attacks is the number of attacks that a unit makes in melee.
8. **Base** power is the base strength that a unit has for melee attacks. Most melee weapons add or multiply the base power to get their own power value.

I: The stats for the unit's weapon options. Ranged weapons have a certain number of shots and a certain range, whereas melee weapons display these values as simply being "melee." Some weapons cost additional points to take. Weapons that take additional points to equip will say "equippable" and will have a darker background. Many weapons also have abilities of their own that can make them very powerful compared to other weapons with comparable basic stats but no abilities.

One thing to note about unit weapons is that if a unit does not have a melee weapon listed in their stats or no melee weapons equipped in the army building menu then they will be automatically equipped with this:

UNARMED

Ability: None

The attacks and strength of the default melee weapon "unarmed" depends on the unit's melee stats as stated above in their stat card breakdown.

Understanding the stats of the units in your army as well as how the stats and abilities work together can give you an incredible advantage over other players who may not have taken the time to learn how their armies work.