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Banner Saga Wiki
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The Banner Saga 3
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__NOTOC__ Each [[class|unit]] taking part in the [[battle]]s of ''The Banner Saga'' (or [[Factions]]) is characterized by a set of attributes: Size, Movement range, Attack range, Passive and/or Active abilities and '''Stats'''. The battle system of the game uses a five stats: * '''[[Strength]]''': depletable and non-replenishable. * '''[[Armor]]''': depletable; replenishable by [[Mender|Mending]] or regenerated by [[items]] (only in the single-player game). * '''[[Willpower]]''': depletable and replenishable by Resting, the [[Horn]], items or abilities. * '''[[Exertion]]''': fixed; can be temporarily decreased by [[Dredge_Spark_Slinger|special attacks]] (only in the single-player game). * '''[[Break]]''': fixed. Detailed descriptions are given below. Note that in the single-player game, there exist [[items]] that, when equipped by a unit, they give bonus to stats (with the exception of Exertion). [[Image:Strength.png|left|Strength]] ==Strength== '''Strength''' (STR) serves as both your units ''health'' and attack ''power'': as a unit is injured (gets closer to death) the potency of its attack also diminishes. In a battle, try to keep this stat high for as long as possible, or you won't be able to significantly damage your enemies. When a unit's Strength falls to zero, or below, it is knocked-out (unconscious or dead) and cannot participate in the battle any longer. The purpose of most battles in the game is to knock-out all enemy units. Currently, there is '''no healing''' mechanism in the game, able to replenish a unit's Strength. [[Image:Armor.png|left|Armor]] ==Armor== '''Armor''' (ARM) serves as a defense rating denoting how vulnerable is a unit to attacks. Specifically, Armor protects a unit's Strength by decreasing incoming damage. When a unit is attacked by an enemy, the Strength damage inflicted on the target unit is calculated as: <div align="center"> {| cellpadding="5" style="border: 1px solid darkgray; background:#dddddd;" |- | <strong><span style="color:red">STR<sub>damage</sub></span> = <span style="color:red">STR<sub>attacker</sub></span> β <span style="color:blue">ARM<sub>target</sub></span></strong> |} </div> :* <u>Example:</u> A 10STR attack on a target with 1ARM deals 9STR damage. The same attack on a target with 8ARM deals only 2STR damage. When the target's Armor is higher than the attacker's Strength, then only one point of STR damage is inflicted and there is also a '''miss/deflection chance''': the ''chance-to-hit'' suffers a -10% penalty for every point the target's Armor is higher than the attacker's Strength, with a minimum of 20% ''chance-to-hit''. When an attack is deflected, the target suffers no damage. The mathematical formula for calculating ''chance-to-hit'' (%) is the following: <div align="center"> {| cellpadding="5" style="border: 1px solid darkgray; background:#dddddd;" |- | <strong>Miss-Chance = ( <span style="color:blue">ARM<sub>target</sub></span> β <span style="color:red">STR<sub>attacker</sub></span> )Γ10%</strong> |- | <strong>Hit-Chance = min{ 100% , max{ 20% , 100% β Miss-Chance } }</strong> |} </div> :* <u>Example:</u> A 10STR attack on a target with 10ARM deals 1STR damage with 100% chance-to-hit. The same attack on a target with 13ARM deals, again, 1STR damage but with only a 70% chance-to-hit (30% miss/deflection-chance). A unit's Armor can also be attacked directly and reduced, thus making the unit more vulnerable to Strength attacks. The unit stat that defines the damage that a unit can inflict on an enemy's Armor is called '''Break''' (see below) and is fixed. Finally, there exists an active ability, [[Mender|Mending]], that can ''restore'' some of an ally's lost Armor; this only applies to the single-player game, not [[Factions]]. [[Image:Willpower.png|left|Willpower]] ==Willpower== '''Willpower''' (WP or WIL) measures a unit's capacity to perform actions that exceed its regular 'potential'. These actions can be any of the following: :::::* Move longer (more tiles) than normal. :::::* Inflict more damage to an enemy unit's Strength or Armor. :::::* Use an active ability. Points of Willpower are spent (depleted) when a unit executes these feats; when Willpower runs out, then the unit can only perform normal movement and attacks. The amount of Willpower that can be spent for extra movement & damage cannot exceed the unit's '''Exertion''' stat (see below). The amount of Willpower spent on an active ability is only limited by the [[Leveling|Rank]] of the ability that the unit desires to use; abilities of Rank-{1,2,3} cost {1,2,3}WP, respectively. Willpower '''can be replenished''' by the following means: * Resting: If a unit terminates his turn without neither moving, nor attacking, nor using an active ability, then 1WP is restored. * Using '[[The Horn]]', a magic item fueled by knocking-out enemies. * Specific abilities, granted by [[Embolden|allies]] or equipped [[items]] (only for the single-player game). The maximum Willpower of a unit cannot be exceed by these mechanisms. [[Image:Exertion.png|left|Exertion]] ==Exertion== '''Exertion''' (EX or EXE) dictates how much [[Willpower]] a unit can use to boost its movement or attack damage. You are <u>not</u> restricted to using Willpower for only one action per turn, since you can only boost each action for as much Willpower you have left and what your Exertion allows. :::::* <u>Example:</u> A unit with 2 Exertion and 4 Willpower can (a) move 2 extra tiles, and/or (b) do 2 more damage. Exertion is a fixed stat that can only be temporarily decreased (zeroed) by a specific [[Dredge Spark Slinger|active ability]] in the single-player game. Note that units are ''normally'' allowed to have zero Exertion, meaning that they can only use their Willpower for active abilities. Currently available Exertion range is between 0-3. [[Image:Break.png|left|Break]] ==Break== '''Break''' (AB or BRK) is the amount of direct damage a unit can naturally do to a target's [[Armor]] and reduces the enemy's Armor according to said amount. The potency of Break remains constant all throughout a battle, unlike [[Strength]] attacks. For this reason, Break is a very important Stat although it is usually listed last. [[Category:Statistics| ]]
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