Master Captain Blood's unit statistics and attributes. Learn about Attack, Defense, Range, Movement, Hit Points, and special abilities like Partial Protection and Immunity.
All units and creatures in Blood & Magic have statistics, which are represented by the following:
| Statistic | Description |
|---|---|
| Attack | The attack power of the unit. This determines how many hit points of damage the unit does with each attack. This damage is further modified by the defense of the unit being hit. |
| Defense | The defensive power of the unit. Any incoming damage to this unit is reduced by the amount of shields shown in the unit's defense statistic. For example, if an enemy unit with an attack power of 6 hits one of your units with a defense power of 4, your unit will suffer only 2 damage. It is not possible to completely defend against an attack with the defense statistic alone - no matter how much defense power a unit has, it will always suffer at least 1 damage from any successful attack. |
| Range | How many squares away from the intended target that this unit can be to launch an attack. Units with a range of 1 are only capable of melee attacks, while adjacent to their target. Units with a range of more than 1 are able to attack from a distance. |
| Movement | The movement stat has two dimensions - the speed of the unit while in motion, and which kinds of terrain the unit can traverse. Each type of terrain has a movement "cost" and any units that do not have a movement skill greater than this cost will be unable to traverse that type of terrain. |
| Hit Points | This stat reflects how many points of damage the unit is able to take before it is defeated. |
Additionally, there are several attributes that certain units have (either naturally or by carrying certain items) that are not represented by numerical statistics in a unit's information card, but instead act like a passive benefit. They are as follows:
| Attribute | Description |
|---|---|
| Partial Protection | Units with partial protection from specific attacks suffer less damage from those attacks. This is believed to work by halving the actual damage taken from these attacks, rounded down. For example, an Enchanter unit with 1 defense and a Fury unit with 6 attack would normally result in 5 damage per hit. However, if the Enchanter has partial protection from the Fury's attacks, this damage is halved to 2.5, rounded down to 2 damage. |
| Immune | Units that are immune to specific types of attack or items are completely unable to be affected by them. For example, the Stone Golem is immune to the Boar Burger item. If a unit that it is immune to engages it in combat, the Wraith's enemies will still be able to attack the Wraith, but they will do zero damage regardless of combat statistics. |
| Free Movement | Free movement allows a unit to travel without any movement penalty in the specified terrain, regardless of the modifier that terrain has. For example, the Zombie unit has free movement in swamps, allowing it to traverse swamp terrain despite its movement cost. It also allows units like the Druid to enter brambles without taking damage. |
| Flying | Units with the "flying" ability are able to hover above the ground and may be affected differently by certain abilities. For example, the Harpy unit's 'Net' ability cannot affect flying units, and the Gorgon's 'Venom' ability will cause a flying unit to crash to the ground. These units are often described as having free movement in all terrain. |
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