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Guides:Tactical Strategies
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Guides:Tactical Strategies
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===Status Points=== * [[Strength]] serves as both your units health and attack power. As a unit is injured or gets closer to death, the potency of its attack also diminishes. The unit falls unconscious when this stat reaches 0. In a fight, try to keep this high as long as possible, or you won't be able to hurt your enemy. * [[Armor]] serves as a defense rating for the unit and also a secondary kind of health which protects the unit's Strength. When a unit is attacked by an enemy, the Strength damage to the receiving unit's is calculated as (Strength of attacker - targeted unit's Armor = damage to target unit's Strength). Armor can also be attacked directly and reduced, making a unit more vulnerable to Strength attacks. When armor is higher than the attacking unit's Strength, the attacking unit suffers a 10% miss chance for every point Armor is higher than Strength. * [[Break]] serves as the amount of damage a unit can do when attacking the armor of an enemy. It reduces the enemy's armor according to said amount. Unlike strength however, the potency of break remains constant all throughout a battle. * [[Willpower]] is used for special abilities and to boost an attack or movement in combination with [[Exertion]]. * [[Exertion]] dictates how much willpower a unit can use to boost its attack or move. With 2 exertion and 2 willpower a unit can move 2 extra tiles or do 2 more damage. Another option would be to move 1 extra tile and do 1 extra damage. You are not restricted to using willpower for only one action per turn, provided you have the available [[Exertion]], since you can only boost each action for as much willpower you have left and what your exertion allows.
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