Left Panel
General(Records) | ||||||||||||||||||||||
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No. | Unit |
Soldiers
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Custom Cost
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Recruitment Cost
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Upkeep Cost
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Morale
MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
Hit Points
HIT POINTS Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability. |
Melee Charge Bonus
MELEE CHARGE BONUS Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
Melee Attack Rate
MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
Melee Damage - Base
MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
Melee Evasion - Base
MELEE EVASION - BASE Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it. |
Melee Evasion - Shield
MELEE EVASION - SHIELD Increases the chance of evading melee damage from the front. |
Armour Base
ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
Shield Armour
ARMOUR - SHIELD Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage. |
Ranged Block Chance
RANGED BLOCK CHANCE Increases the chance of evading damage from non-artillery projectiles. |
Ranged Damage - Base
RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
Range
RANGE Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected. |
Ranged Attack Rate
RANGED ATTACK RATE Determines how many times a unit can fire over a minute. |
Ammunition
AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
Speed
SPEED Determines how quickly this unit can move. Affected by terrain. |
1 |
Sentinel / Sentinel / (3k_main_general_metal_sun_jian) Sun Jian |
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41 | 580 | 0 | 0 | 34 | 73200 | 150 | 30 | 15 | 11 | 0% | 0% | 45 | 0 | 0% | NAN | |||||||
2 |
Vanguard / Vanguard / (3k_cp01_general_fire_huang_gai) Huang Gai |
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41 | 740 | 0 | 0 | 34 | 73200 | 241 | 24 | 6 | 24 | 0% | 0% | 45 | 0 | 0% | NAN | |||||||
3 |
Sentinel / Sentinel / (3k_dlc05_general_metal_cheng_pu) Cheng Pu |
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41 | 500 | 0 | 0 | 40 | 73200 | 150 | 24 | 6 | 24 | 0% | 0% | 45 | 0 | 0% | NAN | |||||||
4 |
Vanguard / Vanguard / (3k_main_general_fire_lady_sun) Sun Ren |
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41 | 675 | 0 | 0 | 24 | 73200 | 241 | 30 | 21 | 5 | 0% | 0% | 60 | 0 | 0% | NAN | |||||||
5 |
Vanguard / Vanguard / (3k_main_general_fire_sun_ce) Sun Ce |
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41 | 605 | 0 | 0 | 24 | 73200 | 334 | 30 | 15 | 11 | 0% | 0% | 45 | 0 | 0% | NAN | |||||||
6 |
Commander / Commander / (3k_main_general_earth_sun_quan) Sun Quan |
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41 | 590 | 0 | 0 | 50 | 70200 | 154 | 30 | 15 | 11 | 0% | 0% | 45 | 0 | 0% | NAN | |||||||
7 |
Vanguard / Vanguard / (3k_main_general_fire_gan_ning) Gan Ning |
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41 | 695 | 0 | 0 | 24 | 73200 | 334 | 30 | 14 | 14 | 0% | 0% | 47 | 0 | 0% | NAN | |||||||
8 |
Strategist / Strategist / (3k_main_general_water_zhou_yu) Zhou Yu |
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21 | 280 | 0 | 0 | 23 | 36600 | 34 | 30 | 21 | 5 | 0% | 0% | 45 | 0 | 0% | NAN |