Age of Wonders 4
Age of Wonders 4

Unit Statistics & Data Tables

Access unit statistics and data tables for Age of Wonders 4. Understand unit stats, combat effectiveness, and strategic army building.

·Multi-source verified (96/96)

Unit Statistics & Data Tables

Understanding the core statistics of your units in Age of Wonders 4 is paramount to mastering battlefield tactics and strategic empire management. This section provides a comprehensive breakdown of how to interpret unit data, where to find it, and how to leverage this knowledge for optimal performance. Forget guesswork; arm yourself with data!

Accessing Unit Information

Before diving into the tables, know where to find this crucial data in-game:

  • In-Game Encyclopedia (F1): The most comprehensive source. Navigate to the 'Units' tab to browse all available units, including those you haven't yet unlocked. Each unit entry provides its full stat block, abilities, and a brief lore description.
  • Unit Card (Hover/Click): On the tactical map or during combat, hovering over a unit (or clicking it to select) will display a condensed unit card. This card shows key stats like Health, Defense, Resistance, and Movement, along with active abilities.
  • City Production Queue: When building units in a city, clicking on a unit in the production queue will bring up its detailed stat window, allowing you to compare potential recruits before committing resources.
  • Tome of Wonders (Tomes Menu): As you unlock new Tomes, new units become available. Reviewing the Tome's contents will show you the base stats of units you can soon recruit.

Interpreting Unit Statistics

Each unit in Age of Wonders 4 possesses a unique set of statistics that define its role and effectiveness. Here's what each stat means and how it impacts gameplay:

Core Combat Statistics

  • Health (HP): Represents a unit's total hit points. When this reaches zero, the unit is defeated. Higher HP means a unit can withstand more damage.
  • Defense: Reduces incoming Physical Damage. Each point of Defense reduces physical damage by a percentage. This is crucial for frontline melee units.
  • Resistance: Reduces incoming Elemental and Spirit Damage. Similar to Defense, each point of Resistance reduces magical damage by a percentage. Essential for countering spellcasters and elemental attacks.
  • Damage: The base damage output of a unit's primary attack. This is often accompanied by a damage type (e.g., Physical, Fire, Frost, Blight, Spirit, Shock).
  • Attack: A unit's accuracy and combat prowess. Higher Attack increases the chance to hit and critically hit enemies.
  • Evasion: A unit's chance to avoid incoming attacks. Units with high Evasion are harder to hit, especially by physical attacks.
  • Critical Hit Chance: The percentage chance for a unit's attack to deal bonus damage (typically 150% of normal damage).
  • Initiative: Determines turn order in combat. Units with higher Initiative act earlier in a round, allowing them to strike first or reposition.

Movement & Utility Statistics

  • Movement: The number of movement points a unit has per turn on the tactical combat map. This dictates how far a unit can move, charge, or reposition.
  • Vision Range: How many tiles a unit can see on the strategic world map. Important for scouting and uncovering hidden dangers.
  • Strategic Movement: How many movement points a unit has on the strategic world map per turn. Affects how quickly armies can traverse the realm.
  • Upkeep (Gold/Mana): The cost in Gold and/or Mana required to maintain the unit each turn. High-tier units often have significant upkeep.
  • Recruitment Cost (Gold/Mana/Production): The resources required to build the unit in a city.

Understanding Unit Tags and Abilities

Beyond raw numbers, unit tags and special abilities are critical:

  • Unit Tags: These are keywords that define a unit's type and often grant inherent bonuses or vulnerabilities. Examples include:
    • Melee: Engages in close combat.
    • Ranged: Attacks from a distance.
    • Support: Provides buffs or healing.
    • Cavalry: Fast, often with charge bonuses.
    • Flying: Ignores terrain movement penalties.
    • Undead: Immune to morale effects, vulnerable to Spirit damage.
    • Demonic: Often has fire resistance or fire attacks.
    • Battle Mage: Combines melee or ranged attacks with spellcasting.
  • Special Abilities: Unique actions or passive effects a unit possesses. These can range from powerful offensive spells (e.g., Fireball from a Pyromancer) to defensive stances (e.g., Shield Wall from a Shield Unit) or utility functions (e.g., Heal from a Priest). Always read these carefully!

Data Tables: Example Unit Breakdown

Below is an example of how unit data might be presented. Note that actual values will vary significantly based on your chosen culture, Tomes, and hero skills. This table represents a Base Unit without any modifications.

Tier 1 Melee Unit: Imperial Swordsman

Statistic Value Notes
Health 40 Standard for Tier 1 melee.
Defense 3 Provides decent physical damage reduction.
Resistance 1 Weak against magical attacks.
Damage 8 Physical Solid base damage for early game.
Attack 10 Good accuracy.
Evasion 5% Minimal chance to dodge.
Critical Hit Chance 10% Standard.
Initiative 10 Acts mid-round.
Movement (Combat) 4 Standard ground movement.
Movement (Strategic) 32 Standard for armies.
Upkeep 5 Gold Low cost to maintain.
Recruitment Cost 60 Gold, 20 Production Affordable early game.
Unit Tags Melee, Shield Unit, Human Benefits from Shield Unit bonuses.
Abilities Shield Wall: +2 Defense and +1 Resistance when adjacent to another Shield Unit. Key defensive ability for formation.

Tier 2 Ranged Unit: Arbalest

Statistic Value Notes
Health 35 Lower than melee, typical for ranged.
Defense 2 Vulnerable in melee.
Resistance 1 Weak against magical attacks.
Damage 10 Physical (Ranged) Higher damage than Swordsman, but ranged.
Attack 11 Good accuracy for ranged attacks.
Evasion 5% Minimal.
Critical Hit Chance 10% Standard.
Initiative 11 Acts slightly earlier than Swordsman.
Movement (Combat) 4 Standard ground movement.
Movement (Strategic) 32 Standard.
Upkeep 8 Gold Moderate upkeep.
Recruitment Cost 90 Gold, 30 Production More expensive than Tier 1.
Unit Tags Ranged, Human Standard ranged unit.
Abilities Armor Piercing: Ignores 2 Defense of the target. Excellent against heavily armored foes.

Strategic Application of Data

How do you use this information to win?

  1. Counter-Picking: If an enemy fields many high-Defense units, prioritize units with Armor Piercing or high magical damage (e.g., Arbalests, Pyromancers). Against magic-heavy armies, units with high Resistance or abilities like Magic Ward are invaluable.
  2. Army Composition: Balance your army. Don't just stack high-damage units. Include units with good Defense and Health (like Imperial Swordsmen using Shield Wall) to absorb damage, and Support units to heal or buff.
  3. Tome Synergy: Many Tomes offer enchantments that directly modify unit stats or grant new abilities. For example, the Tome of the Horde might grant +1 Physical Damage to all Melee units, making your Swordsmen even deadlier. Always consider how your Tome choices interact with your unit roster.
  4. Hero Equipment: Heroes can equip items that boost specific unit types or grant powerful aura effects. A hero with an artifact granting +1 Defense to all Shield Units will significantly enhance your Imperial Swordsmen.
  5. Morale Management: While not a direct stat on the unit card, morale (influenced by abilities like Inspiring Leader or fear effects) can significantly impact combat effectiveness, granting bonuses or penalties to Attack and Damage.

By diligently studying these tables and understanding the interplay of stats, tags, and abilities, you'll be able to craft superior armies and dominate the realms of Age of Wonders 4.