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Unit Statistics or Stats are a group of characteristics that units (creatures, wizards or structures) have.

There are 14 different stats. They can be used and altered using the Scapex.

Speed[]

Speed (featured on this site as Movement Speed to differentiate from Flying Speed) is used to calculate the speed of ground movement of a certain creature or wizard (structures are immobile, therefore do not have Speed). Measurement units for distance are in-game meters and for time are seconds. In Scapex, 1 tile of texture is equal to 10 meters and a square marker that has both radiuses set to 1 is a square of 2x2 meters. It is uncertain if different frame rate affects unit speed.

  • Formula:
Speed / 100 [meter/second]

Flying Speed[]

Flying Speed is used to calculate the speed of aerial movement of a certain creature (Wizards and structures cannot fly therefore do not have Flying Speed). Its measurement units are the same as with Movement Speed.

  • Formula:
Flying Speed / 100 [meter/second]

Max Health[]

Max Health or Maximum Health is the amount of Health a certain unit can have at most. It uses values that do not need to be calculated in any way.

Regeneration[]

Regeneration is used to calculate the amount of Health a unit can replenish over time when standing still (not moving, attacking or being attacked).

  • Formula:
Regeneration / 60 [Health/second]

Most units have the regeneration set to 1000 (16.666 Health per second). The only exceptions are Persephone's Creatures who have Regeneration set to 1750 (29.1666 Health per second) and Charnel's Creatures who have it set to 0 (they heal by dealing damage instead). Boons can also be used to increase Eldred's regeneration during the campaign.

Drain[]

Drain is used to calculate the amount of Health a creature replenishes when attacking another creature (wizards and structures can't attack so do not have Drain). This amount also depends on the damage of the attacking creature as well.

  • Formula:
Damage * Drain / 1000 [Health]

Most creatures have Drain set to 0 (no health drained). Only Charnel's Creatures have it set to 500 (they drain half the damage they deal) and Locust set to 875 (it drains 87.5% of damage it deals).

Ranged Accuracy[]

Ranged Accuracy (featured on this site only as Accuracy) is used to calculate the chance of a creature to perform a successful ranged attack or to cast its ability. It is uncertain how it functions exactly, but creatures with lower figures are more accurate than those with higher.

Resistance to Melee[]

Resistance to Melee is used to calculate the percent of damage a unit deflects when attacked with a melee attack. This amount also depends on the damage of the attacking creature.

  • Formula:
(1000 - Resistance to Melee) / 10 [% of damage reduction]

Resistance to Direct Spell[]

Resistance to Direct Spell is used to calculate the percent of damage a unit deflects when attacked with a direct spell attack (being directly affected by a spell). This amount also depends on the damage of the attacking creature.

  • Formula:
(1000 - Resistance to Direct Spell) / 10 [% of damage reduction]

Resistance to Splash Spell[]

Resistance to Splash Spell is used to calculate the percent of damage a unit deflects when attacked with a splash spell attack (being affected by a spell with any splash damage it might have caused). This amount also depends on the damage of the attacking creature.

  • Formula:
(1000 - Resistance to Splash Spell) / 10 [% of damage reduction]

Resistance to Direct Ranged[]

Resistance to Direct Ranged is used to calculate the percent of damage a unit deflects when attacked with a direct ranged attack (being directly affected by a ranged attack). This amount also depends on the damage of the attacking creature.

  • Formula:
(1000 - Resistance to Direct Ranged) / 10 [% of damage reduction]

Resistance to Splash Ranged[]

Resistance to Splash Ranged is used to calculate the percent of damage a unit deflects when attacked with a Splash Ranged attack (being affected by a spell with any splash damage it might have caused). This amount also depends on the damage of the attacking creature.

  • Formula:
(1000 - Resistance to Splash Ranged) / 10 [% of damage reduction]

Max Mana[]

Max Mana or Maximum Mana is the amount of Mana a certain unit can have at most. It uses values that do not need to be calculated in any way.

Kills[]

Kills is the number of creatures (and possibly wizards and structures) a unit has killed so far. This stat is not transferred during a campaign or consecutive matches.

Gibs[]

Gibs is the number of creatures a unit (mostly creatures) has gibbed so far in the game. A gib is counted for the creature that made the finishing attack (including long lasting spells or attacks). This stat is not transferred during the campaign or consecutive matches.

A creature is gibbed when extraordinary amounts of damage are dealt upon it in a short succession of time(?) or with a specialized spell. That creature's body is immediately destroyed in a shower of blood and gore, and blue soul(s) appear at its place of death. The unit that made the finishing attack or cast the finishing spell (such as Quake) has a +1 recorded on its Gibs status. A unit can also be gibbed by being thrown over a cliff, resulting in the destruction of its soul(s) and the gib not being recorded for anyone.

The chance of a creature being gibbed can be changed for a multiplayer game beforehand. It can also be set to always occur whenever a creature is killed.

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