mechanics
Combat
How much damage a hit deals.
The chance an attack lands.
Critical hit chance, critical evade and crit damage.
Weight, attack speed and when a unit attacks twice.
Exalted triangle bonuses: ±3 Mt / ±20 Hit, ±5 Mt for magic.
Bonus damage against class types, including each edition’s typing.
Staves attack with Mt = Wt + 4, 60 Hit and 20 Crit.
Skills
Exalted replaces activation rates with Heroes-style cooldowns.
Stronger specials from tier 3 or high laguz ranks; start on cooldown.
Pairs of equipped skills that unlock extra effects.
A unit’s equipped skills can cost no more than its class’s capacity.
Starting skills’ innate versions: no capacity cost, a bonus or a rewritten effect.
Every playable unit has a unique personal skill.
Which enemies have skills, and Veteran.
Units & supports
Support points, levels and affinity bonuses.
Bonded pairs: +10 Crit and Dodge when adjacent, faster supports.
A commander’s stars: +5 Hit and Avoid per star for its whole army.
Each unit’s condition wave and its Hit / Avoid / Crit effects.
Units whose affinity matches the edition become Exalted.
Shoving and rescuing by weight; mounted units can be shoved.
Laguz
Status effects
Maps
Units matching the map’s affinity get +15 Hit and Avoid.
Terrain avoid / defense bonuses, healing and penalties.
Movement costs; armored climbing, indoor mounts, flying over pillars.
Vision ranges by class and skill.
Long-range tomes on cooldown; enemies can’t move and cast.
Ballistae and onagers on the map: who fires them, where they aim.
AI indicators and how enemies decide to move.
Progression
Items & convoy
Weaker but much more common boosters.
Equipment items, shields and when they deactivate.
Each forged weapon type has its own perk.
Auto-convoy on full inventory and when units leave.
Defeated units send inventory and skills to the convoy.
Always visible as sparkling tiles; always found.
Each map gives enough gold for the next.