scalar_bracing
Entity Mass: The mass of the unit entity.
Possibility: You shall not pass? Buff, target own unit to cannot be budged by charges. Debuff, target enemy to be as light as cotton,
scalar_entity_acceleration_modifier
Acceleration: The rate at which the unit accelerates.
scalar_entity_charge_speed_modifier
Charge Speed: The additional speed used for charging the final distance to the target.
scalar_entity_deceleration_modifier
Deceleration: The rate that the unit slows to a stop.
scalar_spotting_range
Spotting Range: A way to change the default range at which a unit can spot others hiding.
stat_accuracy
Accuracy: The likelihood of hitting the enemy when firing.
Possibility: Buff, aiming guidance. Debuff, blinding spell to enemy accuracy
stat_armour
Armour: How much of damage reduction a unit have against missile fire, melee attacks, and explosions.
stat_bonus_vs_cavalry
Attack Against Cavalry: The melee bonus this unit receives when fighting against cavalry.
stat_bonus_vs_elephants
Attack Against Elephants: The melee bonus this unit receives when fighting against elephants.
stat_bonus_vs_infantry
Attack Against Infantry: The melee bonus this unit receives when fighting against infantry.
stat_capture_power
Capture Power: How fast a unit can capture locations in settlement battles.
stat_charge_bonus
Charge Bonus: This increases a unit's melee attack and damage when charging. This does not represent the physical impact of the charge.
stat_first_strike
First Strike: Determines who strikes first at the beginning of combat.
stat_health
Health: This determines how many hits a unit can withstand.
Possibility: Buff, Healing. Debuff, Life drain.
stat_hiding
Hiding: How well this unit can hide.
Possibility: Stealth buff
stat_melee_attack
Melee Attack: This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
stat_melee_damage_ap
Armour-piercing Damage: Melee Damage Ap. Armour-piercing damage is always applied
stat_melee_damage_base
Melee Base Damage: Melee Damage Base. Base damage can be blocked by armour.
stat_melee_defence
Melee Defence: This determines the chance of a unit being hit whilst in melee.||This only works in melee and provides no protection from missiles!
stat_missile_block_chance
Missile Block Chance: The percentage chance that the shield will block (non-artillery) missiles. (%)
stat_missile_damage_ap
Armour-Piercing Damage: Ranged AP Damage. Armour-piercing damage is always applied.
stat_missile_damage_base
Missile Base Damage: Ranged Base Damage. Base damage can be blocked by armour.
stat_morale
Morale: A unit with high morale is less likely to rout in the face of danger. Morale is improved by experience in battle.
Possibility: Buff, Inspire morale. Debuff, Sauron's absolute terror field, strike fear, etc.
stat_reloading
Rate of Fire: The rate at which this unit can fire.||This is improved with experience.
stat_remaining_ammo
Added Ammunition Adding ammunition to units.
stat_shield_armour
Shield Armour: Reduced damage due to shield.
stat_shield_defence
Shield Defence: Defence or evasion bonus attained from the shield.
stat_ship_douse_fire
Douse Fire: Douse Fire on the ship
stat_ship_health
Hull Strength: Ship Health
stat_ship_health_fire
Fire Resistance: How much fire damage the ship can sustain before catching fire.
Possibilty: Debuff, insta-ship-burn spell?
stat_ship_move_speed
Speed: How quickly the ship is able to move.
Possibility: Buff, blessing of the waves or something?
stat_speed
Speed: The speed at which the unit moves around the battlefield.
Possibility: Quite clear. Buff, unit speed increase. Debuff, unit slowing
stat_spotting
Spotting: From how far a unit can spot enemies.
Possibility: Buff, farseer ability. Debuff, blinding spell so your unit can sneak close
stat_weapon_range
Range
Possibility: Buff, farther arrow blessing? Debuff, weaken so not able to draw?