Difference between revisions of "Stat"
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'''Stats''' in Wildermyth cover a broad range of situations. This article will discuss those stats that govern not just the combat ability of [[Hero]]es and [[Monster]]s, but also temporary conditions, such as injuries. | |||
= | == Base hero stats == | ||
The starting values for a young adult human depend slightly on the [[combat difficulty]] level. As of release 1.0, they are: | |||
The starting values for a young adult human depend slightly on the difficulty level. As of release 1.0, they are: | |||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
Line 15: | Line 10: | ||
| style="text-align: left" | Health || 7 || 6 || colspan=2 | 5 | | style="text-align: left" | Health || 7 || 6 || colspan=2 | 5 | ||
|- | |- | ||
| style="text-align: left" | Speed || colspan=4 | 1 | | style="text-align: left" | Speed || colspan=4 | 1 (+3.4 for 2 natural legs) | ||
|- | |- | ||
| style="text-align: left" | Armor || 1 || 0.4 || colspan=2 | 0 | | style="text-align: left" | Armor || 1 || 0.4 || colspan=2 | 0 | ||
Line 21: | Line 16: | ||
| style="text-align: left" | Warding || colspan=4 | 0 | | style="text-align: left" | Warding || colspan=4 | 0 | ||
|- | |- | ||
| style="text-align: left" | | | style="text-align: left" | Accuracy || 105 || colspan=2 | 100 || 97 | ||
|- | |- | ||
| style="text-align: left" | Stunt Chance || colspan=3 | 15 || 14 | | style="text-align: left" | Stunt Chance || colspan=3 | 15 || 14 | ||
Line 46: | Line 39: | ||
|} | |} | ||
=Combat Relevant Stats= | == Base monster stats == | ||
See [[monster stats]]. | |||
=Combat-Relevant Stats= | |||
Though players may encounter fractional stats gains through gear and events (e.g. 4.5 armor), Wildermyth ultimately rounds these stats down. | |||
==Health== | ==Health== | ||
Health determines how | Health determines how many injuries a hero can sustain before they must make a [[mortal choice]]. ''Health'' is the hero's ''maximum'' hit points, and does not change in combat. A hero's ''current hit points'' is equal to Health + [[temporary health]] – [[injury]]. | ||
==Speed== | ==Speed== | ||
Humans start with a base speed, modified +1.7 by each of their natural legs they still have. It is also modified by age and by various [[augment]]s and [[theme]]s. | |||
On the [[battle map]] a hero can spend an action point to move a number of tiles equal to their speed stat. When the hero is selected, tiles they can move to without using all their available AP are highlighted in green. Moving to a yellow-highlighted tile will end their turn. (Abilities like [[Heroism]] can let a hero start their turn with more than 2 AP.) | |||
On the "Stats" pane of the [[Character Sheet]], the speed value is shown rounded down, but when moving on the [[battle map]], a hero uses the full unrounded value of their speed. Click on the "Speed" line on the character sheet to see the actual value and the factors that go into it. Diagonal movement costs 1.41 movement points. Passing through a tile that is already occupied by an ally costs +0.5 movement point. Hazards such as [[Gorgon Corrupted Land]] also cost +0.5 movement point. | |||
A hero can also spend ''x'' action points to move a number of tiles equal to ''x'' times their speed. Due to non-integer speed values and non-integer movement point costs, it is sometimes possible to cross more distance in one 2-action-point move than in two separate 1-action-point moves. | |||
===Overland=== | |||
A hero's speed on the [[overland map]] is proportional to <code>1+speed</code> (where <code>speed</code> is their unrounded speed stat). Groups that start together and are moving to the same destination or task will move together with a speed equal to the weighted average of the overland speeds of the group members, where the fastest member's speed is given double the weight of the other members' speeds. | |||
So for quick jobs, adding a slow hero to the task sometimes can make the whole thing take longer to finish, by delaying when work begins. If more than one group of heroes is moving to work on a [[job]], work will begin as soon as the first group of heroes arrives, and in some cases might be completed before a distant group has even arrived. The exception is [[Assault]] [[mission]]s, which will wait until everyone has arrived. | |||
For longer jobs, on the other hand, it can be more valuable to keep groups together in order to accelerate the arrival of the slower members. | |||
==Armor== | ==Armor== | ||
Armor, as indicated by blue shields on a unit, subtracts from incoming physical damage. Each point of armor represents 1 less damage taken. Armor can come from many sources but most typically stems from gear. | Armor, as indicated by blue shields on a unit, subtracts from incoming physical damage. Each point of armor represents 1 less damage taken. Armor can come from many sources but most typically stems from gear. | ||
[[Shredding | [[Shred|Shredding]] attacks reduce armor count for the current [[mission]], while [[Pierce|Piercing]] attacks ignore a certain amount of armor. In addition, any physical attack will shred 1 point of armor if the attack's damage is reduced to zero. | ||
==Warding== | ==Warding== | ||
[[Warding]] represents damage reduction for magic and elemental attacks. | [[Warding]] represents damage reduction for magic and elemental attacks. | ||
== | ==Accuracy== | ||
This is your base [[Attack Strength]], modified by on several other factors like the enemy's evasion stats and [[cover]]. | |||
==Stunt Chance== | ==Stunt Chance== | ||
Base chance for you attack to [[stunt]], which is an additional positive effect (something like crit in other games, but often a status effect instead of damage). | Base chance for you attack to [[stunt]], which is an additional positive effect (something like crit in other games, but often a status effect instead of damage). | ||
==Bonus Damage == | ==Bonus Damage == | ||
Damage added to | Damage added to attacks, such as melee or ranged weapon attacks. Also factored into theme attacks and some abilities. | ||
==Spell Damage== | ==Spell Damage== | ||
Line 86: | Line 94: | ||
Used to evade attacks by moving out of the way. Works uniformly against all attacks. (Block and Dodge work the same since patch 0.11+103 Opellia Bluster.) | Used to evade attacks by moving out of the way. Works uniformly against all attacks. (Block and Dodge work the same since patch 0.11+103 Opellia Bluster.) | ||
Affected by age. | |||
* -2 Dodge at Early Middle Age | |||
* -4 Dodge at Middle Age | |||
* -6 Dodge at Late Middle Age | |||
* -9 Dodge at Old Age | |||
* -13 Dodge at Very Old Age | |||
* -20 Dodge at Extreme Old Age | |||
==Block== | ==Block== | ||
Line 92: | Line 109: | ||
==Perception== | ==Perception== | ||
The hero's vision range. This stat is hidden; it is normally 10 but drops at old age: | |||
* -1 Perception at Old Age | |||
* -2 Perception at Very Old Age | |||
* -5 Perception at Extreme Old Age | |||
Interfused objects have a different vision range: | |||
* 8 Perception from Interfused Flames | |||
* 7 Perception on all other Interfused Scenery | |||
==Obscured== | ==Obscured== | ||
Some things might be hard to see unless you're right up close? | Some things might be hard to see unless you're right up close? This stat is hidden, and it is unclear whether it is used at all. | ||
=Campaign Relevant Stats= | =Campaign-Relevant Stats= | ||
==Recovery Rate== | ==Recovery Rate== | ||
How quickly your injuries heal. Younger and more hearty characters heal faster, old characters heal very slowly. | How quickly your injuries [[Healing|heal]]. Younger and more hearty characters heal faster, old characters heal very slowly. | ||
==Retirement Age== | ==Retirement Age== | ||
When are you going to hang up your boots, roughly? Heroes [[Hero#Retirement|retire]] eventually, if they live long enough. | When are you going to hang up your boots, roughly? Heroes [[Hero#Retirement|retire]] eventually, if they live long enough. | ||
Retirement age starts at 45 for a human and can be affected by: | Retirement age starts at 45 for a human and can be affected by: | ||
* Upbringing | * Upbringing | ||
* | * Being a [[mystic]] (+20) | ||
* Being a | * Being a [[hunter]] (+10) | ||
* | * [[Hook]] resolutions (+10 for the first, +7 for the second, and +5 for the third) | ||
* Certain | * Certain [[theme]]s and [[event]]s | ||
=Personality Stats= | =Personality Stats= | ||
Line 120: | Line 145: | ||
"I've read about this" | "I've read about this" | ||
Nose in a book, this character is involved with stories and science, and shuns needless action. | Nose in a book, this character is involved with stories and science, and shuns needless action. | ||
Epithets for bookish characters include Bookish and Intellectual. | |||
======Coward====== | ======Coward====== | ||
"I don't know, sounds dangerous..." | "I don't know, sounds dangerous..." | ||
This character often quails when confronted with true horror, but will come through at unexpected times. | This character often quails when confronted with true horror, but will come through at unexpected times. | ||
Epithets for cowardly characters include Cowardly and Coward. | |||
======Goofball====== | ======Goofball====== | ||
"Whoa, that reminds me of a funny story!" | "Whoa, that reminds me of a funny story!" | ||
This character tends to joke and make a fool of herself, especially when tensions are high. | This character tends to joke and make a fool of herself, especially when tensions are high. | ||
Epithets for goofy characters include Goofish and Goofball. | |||
======Greedy====== | ======Greedy====== | ||
"I'll just take that. And that. And that." | "I'll just take that. And that. And that." | ||
I want to keep this explanation all to myself. It's mine, all mine. | I want to keep this explanation all to myself. It's mine, all mine. | ||
Epithets for greedy characters include Greedy and Greedwagon. | |||
======Healer====== | ======Healer====== | ||
"That looks like it hurts. Can I help you with that?" | "That looks like it hurts. Can I help you with that?" | ||
This character is naturally gifted and nursing and nurturing others, and tends to have an intuitive sense for people’s pain. | This character is naturally gifted and nursing and nurturing others, and tends to have an intuitive sense for people’s pain. | ||
Epithets for healer characters include Compassionate and Peacemaker. | |||
======Hothead====== | ======Hothead====== | ||
"Enough talk. Let's attack!" | "Enough talk. Let's attack!" | ||
This character is quick to anger, quick to action, and will often be impatient when asked to wait. | This character is quick to anger, quick to action, and will often be impatient when asked to wait. | ||
Epithets for hotheaded characters include Hotheaded and Hothead. | |||
======Leader====== | ======Leader====== | ||
"All right everyone, let's stick to the plan." | "All right everyone, let's stick to the plan." | ||
This character tends to take the lead, either explicitly or implicitly, in situations that require a firm or decisive statement. | This character tends to take the lead, either explicitly or implicitly, in situations that require a firm or decisive statement. | ||
Epithets for leader characters include Decisive and Leader. | |||
======Loner====== | ======Loner====== | ||
"I'd rather to do it myself." | "I'd rather to do it myself." | ||
This character is unafraid of loneliness, even embraces it. Often pulls in the direction of solitary action and survival. | This character is unafraid of loneliness, even embraces it. Often pulls in the direction of solitary action and survival. | ||
Epithets for loner characters include Aloof and Loner. | |||
======Poet====== | ======Poet====== | ||
"I see that! And taste it, hear it, feel it. Wonderful!" | "I see that! And taste it, hear it, feel it. Wonderful!" | ||
This character sees things in a different way, alive to the sensory pleasures of the world and able to express her aliveness with some fluency. | This character sees things in a different way, alive to the sensory pleasures of the world and able to express her aliveness with some fluency. | ||
Epithets for poet characters include Poetical and Poet. | |||
======Romantic====== | ======Romantic====== | ||
"Love is what makes life worth living." | "Love is what makes life worth living." | ||
This character is a Casanova, or at least wishes he were, and will speak up in romantic matters and be influenced often by his attractions. | This character is a Casanova, or at least wishes he were, and will speak up in romantic matters and be influenced often by his attractions. | ||
Epithets for romantic characters include Romantic and Romantic. | |||
======Snark====== | ======Snark====== | ||
"I am so excited. That was sarcasm, by the way." | "I am so excited. That was sarcasm, by the way." | ||
This character is witty and sarcastic, and often negative, but may be shockingly hopeful and romantic when it comes right down to it. | This character is witty and sarcastic, and often negative, but may be shockingly hopeful and romantic when it comes right down to it. | ||
Epithets for snarky characters include Snarky and Snark. | |||
---- | ---- | ||
=Story Relevant Stats= | =Story Relevant Stats= | ||
These are intended to range roughly from 1-100, and are | These are intended to range roughly from 1-100, and are used for event rolls in stories. | ||
==Charisma== | ==Charisma== | ||
A measure of how favored this character is, by other people, or even just fate. Starts out higher in youth and declines with age. | A measure of how favored this character is, by other people, or even just fate. Starts out higher in youth and declines with age. | ||
High charisma heroes will have better chances of beneficial outcomes from some event choices, will gain [[relationship]] points more quickly, and will decrease the time required to build bridges and mountain passes. | |||
==Tenacity== | ==Tenacity== | ||
A measure of how mentally tough, patient, prepared, and determined this character is. Goes up with age. | A measure of how mentally tough, patient, prepared, and determined this character is. Goes up with age. | ||
High tenacity heroes will have better chances of beneficial outcomes from some event choices. | |||
=Transient Stats= | =Transient Stats= | ||
==Age== | ==Age== | ||
{| class="wikitable" style="text-align: center" | |||
! !! style="width:4em" | Young !! style="width:4em" | Early Middle-aged !! style="width:4em" | Middle-aged !! style="width:4em" | Late Middle-aged !! style="width:4em" | Old-aged !! style="width:4em" | Very Old-aged !! style="width:4em" | Extremely Old-aged | |||
|- | |||
| style="text-align: left" | Age || <=29 || >=30 || >=40 || >=50 || >=62 || >=74 || >=90 | |||
|- | |||
| style="text-align: left" | Health || || -0.2 || -0.4 || -0.7 || -1 || -1.5 || -2.3 | |||
|- | |||
| style="text-align: left" | Speed || || -0.2 || -0.3 || -0.4 || -0.8 || -1.2 || -1.9 | |||
|- | |||
| style="text-align: left" | Dodge || || -2 || -4 || -6 || -9 || -13 || -20 | |||
|- | |||
| style="text-align: left" | Perception || || || || || -1 || -2 || -5 | |||
|- | |||
| style="text-align: left" | Recovery Rate || || -8 || -15 || -20 || -28 || -38 || -50 | |||
|- | |||
| style="text-align: left" | Charisma || +15 || +10 || +5 || 0 || -5 || -10 || -15 | |||
|- | |||
| style="text-align: left" | Tenacity || || +5 || +10 || +15 || +20 || +25 || +20 | |||
|} | |||
==Injury== | ==Injury== | ||
Subtracted from Health to give current health. Injury heals over time in the Overland Map, according to Recovery Rate. | Subtracted from Health to give current health. Injury [[Healing|heals]] over time in the Overland Map, according to Recovery Rate. | ||
==Shred== | ==Shred== | ||
How much of your armor has been temporarily negated. It is repaired at the end of the [[mission]]. | How much of your armor has been temporarily negated. It is repaired at the end of the [[mission]]. | ||
== | ==Temporary Health== | ||
Temporary health that is added to your health bar, and used up first, before accruing injury | Temporary health that is added to your health bar, and used up first, before accruing injury | ||
==Actions== | ==Actions== | ||
How many actions you have remaining this turn. Reset every turn. | How many actions you have remaining this turn. Reset every turn. |
Latest revision as of 00:31, 1 June 2024
Stats in Wildermyth cover a broad range of situations. This article will discuss those stats that govern not just the combat ability of Heroes and Monsters, but also temporary conditions, such as injuries.
Base hero stats
The starting values for a young adult human depend slightly on the combat difficulty level. As of release 1.0, they are:
Storyteller | Adventurer | Tragic Hero | Walking Lunch | |
---|---|---|---|---|
Health | 7 | 6 | 5 | |
Speed | 1 (+3.4 for 2 natural legs) | |||
Armor | 1 | 0.4 | 0 | |
Warding | 0 | |||
Accuracy | 105 | 100 | 97 | |
Stunt Chance | 15 | 14 | ||
Bonus Damage | 1 | 0.4 | 0 | |
Potency | 1 | 0.4 | 0 | |
Dodge | 50 | 45 | ||
Block | 45 | |||
Perception | 10 | |||
Recovery Rate | 40 | 30 | 25 | |
Retirement Age | 45 | |||
Charisma | 15 | |||
Tenacity | 15 |
Base monster stats
See monster stats.
Combat-Relevant Stats
Though players may encounter fractional stats gains through gear and events (e.g. 4.5 armor), Wildermyth ultimately rounds these stats down.
Health
Health determines how many injuries a hero can sustain before they must make a mortal choice. Health is the hero's maximum hit points, and does not change in combat. A hero's current hit points is equal to Health + temporary health – injury.
Speed
Humans start with a base speed, modified +1.7 by each of their natural legs they still have. It is also modified by age and by various augments and themes.
On the battle map a hero can spend an action point to move a number of tiles equal to their speed stat. When the hero is selected, tiles they can move to without using all their available AP are highlighted in green. Moving to a yellow-highlighted tile will end their turn. (Abilities like Heroism can let a hero start their turn with more than 2 AP.)
On the "Stats" pane of the Character Sheet, the speed value is shown rounded down, but when moving on the battle map, a hero uses the full unrounded value of their speed. Click on the "Speed" line on the character sheet to see the actual value and the factors that go into it. Diagonal movement costs 1.41 movement points. Passing through a tile that is already occupied by an ally costs +0.5 movement point. Hazards such as Gorgon Corrupted Land also cost +0.5 movement point.
A hero can also spend x action points to move a number of tiles equal to x times their speed. Due to non-integer speed values and non-integer movement point costs, it is sometimes possible to cross more distance in one 2-action-point move than in two separate 1-action-point moves.
Overland
A hero's speed on the overland map is proportional to 1+speed
(where speed
is their unrounded speed stat). Groups that start together and are moving to the same destination or task will move together with a speed equal to the weighted average of the overland speeds of the group members, where the fastest member's speed is given double the weight of the other members' speeds.
So for quick jobs, adding a slow hero to the task sometimes can make the whole thing take longer to finish, by delaying when work begins. If more than one group of heroes is moving to work on a job, work will begin as soon as the first group of heroes arrives, and in some cases might be completed before a distant group has even arrived. The exception is Assault missions, which will wait until everyone has arrived.
For longer jobs, on the other hand, it can be more valuable to keep groups together in order to accelerate the arrival of the slower members.
Armor
Armor, as indicated by blue shields on a unit, subtracts from incoming physical damage. Each point of armor represents 1 less damage taken. Armor can come from many sources but most typically stems from gear.
Shredding attacks reduce armor count for the current mission, while Piercing attacks ignore a certain amount of armor. In addition, any physical attack will shred 1 point of armor if the attack's damage is reduced to zero.
Warding
Warding represents damage reduction for magic and elemental attacks.
Accuracy
This is your base Attack Strength, modified by on several other factors like the enemy's evasion stats and cover.
Stunt Chance
Base chance for you attack to stunt, which is an additional positive effect (something like crit in other games, but often a status effect instead of damage).
Bonus Damage
Damage added to attacks, such as melee or ranged weapon attacks. Also factored into theme attacks and some abilities.
Spell Damage
Extra damage dealt by interfusion abilities.
Potency
Used to calculate damage for Magic attacks, and the effectiveness of some Abilities — for instance, the range of Zealous Leap.
Dodge
Used to evade attacks by moving out of the way. Works uniformly against all attacks. (Block and Dodge work the same since patch 0.11+103 Opellia Bluster.)
Affected by age.
- -2 Dodge at Early Middle Age
- -4 Dodge at Middle Age
- -6 Dodge at Late Middle Age
- -9 Dodge at Old Age
- -13 Dodge at Very Old Age
- -20 Dodge at Extreme Old Age
Block
Used to physically deflect attacks. Works uniformly against all attacks.
Perception
The hero's vision range. This stat is hidden; it is normally 10 but drops at old age:
- -1 Perception at Old Age
- -2 Perception at Very Old Age
- -5 Perception at Extreme Old Age
Interfused objects have a different vision range:
- 8 Perception from Interfused Flames
- 7 Perception on all other Interfused Scenery
Obscured
Some things might be hard to see unless you're right up close? This stat is hidden, and it is unclear whether it is used at all.
Campaign-Relevant Stats
Recovery Rate
How quickly your injuries heal. Younger and more hearty characters heal faster, old characters heal very slowly.
Retirement Age
When are you going to hang up your boots, roughly? Heroes retire eventually, if they live long enough.
Retirement age starts at 45 for a human and can be affected by:
- Upbringing
- Being a mystic (+20)
- Being a hunter (+10)
- Hook resolutions (+10 for the first, +7 for the second, and +5 for the third)
- Certain themes and events
Personality Stats
Stats for Story Roles and Their Relationships: When one of these stats is called out as a role, it means that hero has the highest number for that stat in the present or affected party. If that stat is called out negatively (e.g. “Not Leader”) that character has the lowest number for the correlating stat.
The hook describes a facet of a character’s personality and especially as pertains to that character’s place in stories. Affects what characters might say, and what language is associated with them, as well as relationships with other characters.
It should be possible to call out Roles for party, or for the whole company in an event, if necessary.
Bookish
"I've read about this"
Nose in a book, this character is involved with stories and science, and shuns needless action. Epithets for bookish characters include Bookish and Intellectual.
Coward
"I don't know, sounds dangerous..."
This character often quails when confronted with true horror, but will come through at unexpected times. Epithets for cowardly characters include Cowardly and Coward.
Goofball
"Whoa, that reminds me of a funny story!"
This character tends to joke and make a fool of herself, especially when tensions are high. Epithets for goofy characters include Goofish and Goofball.
Greedy
"I'll just take that. And that. And that."
I want to keep this explanation all to myself. It's mine, all mine. Epithets for greedy characters include Greedy and Greedwagon.
Healer
"That looks like it hurts. Can I help you with that?"
This character is naturally gifted and nursing and nurturing others, and tends to have an intuitive sense for people’s pain. Epithets for healer characters include Compassionate and Peacemaker.
Hothead
"Enough talk. Let's attack!"
This character is quick to anger, quick to action, and will often be impatient when asked to wait. Epithets for hotheaded characters include Hotheaded and Hothead.
Leader
"All right everyone, let's stick to the plan."
This character tends to take the lead, either explicitly or implicitly, in situations that require a firm or decisive statement. Epithets for leader characters include Decisive and Leader.
Loner
"I'd rather to do it myself."
This character is unafraid of loneliness, even embraces it. Often pulls in the direction of solitary action and survival. Epithets for loner characters include Aloof and Loner.
Poet
"I see that! And taste it, hear it, feel it. Wonderful!"
This character sees things in a different way, alive to the sensory pleasures of the world and able to express her aliveness with some fluency. Epithets for poet characters include Poetical and Poet.
Romantic
"Love is what makes life worth living."
This character is a Casanova, or at least wishes he were, and will speak up in romantic matters and be influenced often by his attractions. Epithets for romantic characters include Romantic and Romantic.
Snark
"I am so excited. That was sarcasm, by the way."
This character is witty and sarcastic, and often negative, but may be shockingly hopeful and romantic when it comes right down to it. Epithets for snarky characters include Snarky and Snark.
Story Relevant Stats
These are intended to range roughly from 1-100, and are used for event rolls in stories.
Charisma
A measure of how favored this character is, by other people, or even just fate. Starts out higher in youth and declines with age.
High charisma heroes will have better chances of beneficial outcomes from some event choices, will gain relationship points more quickly, and will decrease the time required to build bridges and mountain passes.
Tenacity
A measure of how mentally tough, patient, prepared, and determined this character is. Goes up with age.
High tenacity heroes will have better chances of beneficial outcomes from some event choices.
Transient Stats
Age
Young | Early Middle-aged | Middle-aged | Late Middle-aged | Old-aged | Very Old-aged | Extremely Old-aged | |
---|---|---|---|---|---|---|---|
Age | <=29 | >=30 | >=40 | >=50 | >=62 | >=74 | >=90 |
Health | -0.2 | -0.4 | -0.7 | -1 | -1.5 | -2.3 | |
Speed | -0.2 | -0.3 | -0.4 | -0.8 | -1.2 | -1.9 | |
Dodge | -2 | -4 | -6 | -9 | -13 | -20 | |
Perception | -1 | -2 | -5 | ||||
Recovery Rate | -8 | -15 | -20 | -28 | -38 | -50 | |
Charisma | +15 | +10 | +5 | 0 | -5 | -10 | -15 |
Tenacity | +5 | +10 | +15 | +20 | +25 | +20 |
Injury
Subtracted from Health to give current health. Injury heals over time in the Overland Map, according to Recovery Rate.
Shred
How much of your armor has been temporarily negated. It is repaired at the end of the mission.
Temporary Health
Temporary health that is added to your health bar, and used up first, before accruing injury
Actions
How many actions you have remaining this turn. Reset every turn.
Experience
Used to track promotions. Normal stuff. Note that the three hero classes have different experience curves.`