> For the complete documentation index, see [llms.txt](https://captaintv.gitbook.io/arena-kingdoms/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://captaintv.gitbook.io/arena-kingdoms/game-glossary.md).

# Game Glossary

What do all these stats & terms mean?

### Accuracy

The % chance for a unit's attack to hit a target. The target's % Dodge will reduce the unit's Accuracy.

* Units have a base of 100% Accuracy.
* Accuracy behind 100% offers no benefit.

### Afflict

An attack or ability that will apply a negative effect on the target.

### Attack

When a unit deals damage on a target.

* Often abbreviated as "Atk" in-game.

### Attack Cooldown

The amount of time it takes for a unit to perform an attack. Bonuses and penalties to Attack Speed will adjust the cooldown.

### Attack Power

The base value a unit's attack.

* Hero Ultimates and Heals will have a % scaling based on Attack Power.
* Often abbreviated as "Atk Pwr" in-game.

### Attack Speed

The % adjustment to Attack Cooldown.&#x20;

* Example: Increased Attack Speed reduces Attack Cooldown, which means the unit will attack more often per second.

### Battle Start

Effects that apply before a battle begins.

### Charm

The afflicted unit will attack its own party. Units from their party will not attack back, nor will the enemy party.

### Channeling

The unit cannot act for a duration. This affliction is in exchange for another effect.

### Critical Chance

The chance for a unit's attack or heal to have a critical bonus.

* Most units have a base chance of 25%. Archers and Rogues have a chance of 40%.
* Certain abilities do not the chance for a critical bonus. These include:
  * Heal over time.
  * Damage over time.
  * Triggered damage such as the Sylvan Thorns Bonus.

### Critical Bonus

The additional % applied to an attack or heal when a critical chance occurs.

* The baseline is 30% Crit Bonus.

### Damage

The amount of HP that is reduced by an attack.

* Often abbreviated as "DMG" in-game.

### Damage Dealt

The bonus applied to the damage deal by attacks.

* Often abbreviated as "Dmg Dealt" in-game.

### Damage Taken

The bonus applied to the damage taken by attacks.

* Often abbreviated as "Dmg Taken" in-game.

### Damage Resist

The bonus applied to reduce the damage taken by an attack.

* Some abilities offer this with a modifier such as "vs. Ranged" and "vs. Melee", which only grants the bonus against those enemy attacks.
* Often abbreviated as "Dmg Resist" in-game.

### Dash

The unit will move quickly toward their target.

### Dodge

The bonus % chance to avoid an attack, taking no damage. Accuracy is reduced by this bonus to determine if an attack is hit.

### Elusive

An effect that makes the unit the lowest priority target to enemies.

* If only Elusive units are on the battlefield, this effect has no impact on targeting.

### HP

The amount of damage a unit can take before becoming KO'd.

* Also known as "hit points."

### Heal

An unit's ability to recover HP to a unit.

* Healing past a unit's maximum HP does not offer any benefits.

### Healing Done

A bonus to a unit's performed healing action.

### Healing Received

A bonus to a unit's healing that is applied to them.

### Immobile

The affected unit cannot move.

### KO

The unit has lost all of its HP.

### Knockback

An ability which will push a unit away.

### Mana

Used by Heroes to trigger Ultimates, represented by the purple bar underneath the blue HP bar. Mana returns to 0 when once it is triggered.

Mana is generated by the following:

* Each attack.
* Each instance of damage taken.
* Per second.

### Melee

Units that can only attack in close range (1). This includes Rogues, Tanks, and Warriors.

### Move Speed

How quickly a unit will move to target.

* The baseline is 100% Move Speed.

### Nearby

Abilities will apply to units on the hex and directly adjacent hexes.

* Certain Battle Start abilities which apply a bonus to multiple targets will not apply to the caster.

### Range

How far a unit's attack will reach.

* 1 Range = 1 Hex.

### Ranged

Units that can target greater than 1 Range. This includes Archers, Healers, and Mages.

### Retaliate

An ability that will perform an attack to an enemy when damage is received by them.

### Row

Abilities that apply to units on a target row of hexes.

* Certain Battle Start abilities which apply a bonus to multiple targets will not apply to the caster.

### Splash

Abilities that will apply to units on the hex and all adjacent hexes.

* Certain abilities such as Mage's Splash Attack have a limit on units.
* If there is no limit listed, it can target any number of applicable targets.

### Sleep

The unit cannot act. Damage will awaken them. Enemy units will not target them.

### Stun

The unit cannot act.

### Summon

The ability to spawn a unit is spawned in the Battle Start or during battle. Units which placed before battle due to a Kingdom Bonus also count as a Summon.

### Taunt

An effect which changes the targeting behavior of a unit, forcing them to target a specific enemy unit type if they are present in battle.

### Teleport

An ability which moves a unit, typically during Battle Start.

* A Rogue's Teleport will move them 4 rows ahead from their starting hex.

### Vortex

An ability which pulls a unit toward them.
