Combat System Guide
The combat system in The Settlers Online is based on turn-based battles with initiative, hit chance, and flanking attacks.
| Property | Meaning |
|---|---|
| HP (Hit Points) | Determines how much damage a unit can withstand |
| AP (Attack Points) | Min–max damage per attack |
| Hit chance | Probability of hitting the enemy (e.g. 80%) |
| Initiative | Determines the attack order (higher = first) |
| Flanking | Attacks the weakest unit first |
| Splash damage | Damages multiple units at once |
You can find all units with their stats in the Unit overview.
A battle consists of several rounds until one side is completely defeated:
- Initiative: Units are sorted by initiative (highest first)
- Target selection: Normally the enemy's first unit — flanking attacks target the weakest
- Attack: Hit chance is rolled. On a hit: random damage between min–max AP
- Damage: The target's HP is reduced. At 0 HP the unit dies
- Next round: Repeats until one side is defeated
Special features
- First strike: The unit with higher initiative attacks first — this can be decisive
- Splash damage: Hits additional units in the same stack
- General bonuses: The general can improve the combat stats of their units
Ranged weapons make it possible to eliminate enemy units before the actual battle begins.
How does ranged combat work?
- Ranged weapons fire before the regular battle
- Each weapon has a certain number of shots
- Damage is distributed across enemy units
- Eliminated units no longer take part in melee combat
You get ranged weapons through:
- Events (most common source)
- Special quests
- The merchant
Combat with normal units
Cavalry and guard dogs (both flanking attackers) attack first with first strike, followed by recruits/archers/general/thugs/rangers with normal initiative, and finally cannoneers last.
General with area damage (Sylvana)
Sylvana gives units with flanking attacks a 50% AP bonus and deals area damage against the total HP of enemy units herself.
Combat with elite units
Elite units have different initiative/ability distributions than normal units (e.g. siege engineers instead of cannoneers for the final attack).