Character Stats

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Archaelund Character Development Stats Races Skills Traits


Archaelund is based on a complex rule-system where characters are not only defined by their Race, Traits and Careers, but also by a huge number of derived stats. The interplay between a character's Traits and those stats is depicted in the following scheme and the meaning of the individual properties is explained below.


TraitsStrengthDexterityEnduranceAwarenessPersonalityIntellectSelf-ControlBasic StatsHealth PointsAction PointsMovement PointsInitiativeExperience PointsSpell PowerEnchantmentMax. SpellsWillpowerCombat ProficienciesLight WeaponsHand Weapons2-Handed WeaponsUnarmed FightingRanged WeaponsCritical StrikeDodgeAttack StatsDamageArmor PiercingAccuracyCritical ChanceDefense StatsArmorAvoidanceCritical DefenseArmor TrainingResistancesFire ProtectionCold ProtectionShock ProtectionToxic ProtectionVitality ResistanceSpirit ResistanceMind ResistanceCharacter Stats.png


Basic Stats

Health Points (HP)

Damage the character can sustain before being seriously wounded or killed. Recovered by resting as well as natural or magical healing.

  • Initially determined by END.
  • Increased at each new character level according to the chosen Career.
  • Can be increased by certain Talents and special equipment.

Willpower (WP)

Required to cast spells and use some special abilities. Replenished by resting. Fear and some special attacks may cause temporal loss of Willpower. If depleted, a character becomes demoralized, suffering penalties.

  • Base value is 8, further modified by SLF and to a lesser extend by PER
  • Increased by +4 at each new Discipline rank.
  • Can be increased by certain Talents and special equipment.

Experience Points (XP)

Represent the evolution of a character and are gained by solving quests, defeating enemies in combat, passing skill checks, and various other actions. At certain XP thresholds, the character advances to a new level.

  • XP gain is modified by INT.
  • Humans gain an additional +5% XP bonus.

Action Points (AP)

During turn-based combat, all actions require spending APs.

  • Mainly determined by DEX and to a lesser extent by AWA and INT.

Movement Points (MP)

Similar to Action Points, but can only be used for movement.

  • Initially determined by DEX.
  • Goblin's gain a natural +1 MP bonus.
  • Can be increased by certain Talents.

Initiative

In combat, turn order is defined by a random value (1...10) plus a character's Initiative. The side initiating combat will get an additional +3 bonus.

  • Initially determined by AWA.
  • Can be increased by certain Talents.

Spell Power (SP)

Allows casting some spells with greater potency (usually the ones that roll dice for effect such as damage spells). The description of each spell explains if it is affected by SP.

  • Initially determined by INT.
  • Can be increased by certain Talents.

Enchantment

A spellcasters ability that makes spells harder to resist. It only affects spells that can be resisted entirely, but has no effect on elemental damage spells or other spells that have no resistance listed in their description.

  • Initially determined by PER.
  • Can be increased by certain Talents.

Max. Spells

The maximum number of spells a character is able to learn for each of the five ranks of magic. Rank I spells are considered "apprentice", while rank II or III are "proper" magic. Rank IV and V spells are rare, mastered only be the most powerful spellcasters.

  • Directly determined by INT minus the spell rank.

Combat Proficiencies

Light Weapons.png Light Weapons

Chance to hit with daggers, short swords and light warhammers.

  • Initially determined by DEX and STR + 20% base chance.
  • Increased at each new character level according to the chosen Career.

Hand Weapons.png Hand Weapons

Chance to hit with a wide range of melee weapons, such as longswords, axes, or maces.

  • Initially determined by STR and DEX + 20% base chance.
  • Increased at each new character level according to the chosen Career.

2-Handed Weapons.png 2-Handed Weapons

Chance to hit with weapons wielded with two hands, such as greatswords, spears, mauls, or great-axes.

  • Initially determined by STR and END + 20% base chance.
  • Increased at each new character level according to the chosen Career.

Unarmed Fighting.png Unarmed Fighting

Chance to hit when fighting unarmed.

  • Initially determined by DEX and SLF + 20% base chance.
  • Increased at each new character level according to the chosen Career.

Ranged Weapons.png Ranged Weapons

Chance to hit with bows, crossbows, and thrown weapons.

  • Initially determined by DEX and AWA + 20% base chance.
  • Increased at each new character level according to the chosen Career.

Critical Strike.png Critical Strike

Base chance to critically hit an enemy after a successful attack.

  • Base value of 10% (no further modifiers).
  • Increased at each new character level according to the chosen Career.

Dodge.png Dodge

Reduces the chance of being hit in combat. After all other modifiers are applied, Dodge is reduced by 50% if wearing heavy chest armor or by 20% if wearing light chest armor. This penalty is reduced by 5% (up to a maximum of 20%) for every point of Armor Training above the Bulk requirement of the armor.

  • Initially determined by DEX and AWA.
  • Increased at each new character level according to the chosen Career.

Attack Stats

Damage.png Damage

Base damage inflicted on an enemy in case of a successful attack. May further be reduced by enemy armor and resistances.

  • Mainly determined by the equipped weapon.
  • Can be increased by STR (for melee weapons) or AWA (for ranged weapons).
  • Can be increased by certain Talents.

Accuracy.png Accuracy

Base chance of a successful hit during combat. Is reduced by an enemies Avoidance and increased when attacking from a flank (+15%) or the rear (+30%).

  • Directly derived from the corresponding Combat Proficiency (depending on the type of the equipped weapon).
  • Can further be modified by the properties of the equipped weapon.

Critical Chance.png Critical Chance

Base chance of dealing a critical hit in case of a successful attack. Is reduced by the target's Critical Defense. Criticals deal 100...150% of maximum damage and automatically lead to the lowest possible damage mitigation (50% of Armor stat). A critical hit also reduces the Willpower of the target by 1.

  • Directly derived from the Critical Strike proficiency.
  • Can further be modified by the properties of the equipped weapon.

Armor Piercing.png Armor Piercing

The amount of enemy armor ignored upon a successful hit.

  • Exclusively determined by the equipped weapon.

Defense Stats

Armor Rating.png Armor

A certain percentage of this value is subtraced from all physical attacks, depending on the amount of damage received (randomly 50...100% for damage up to 150% of Armor stat; randomly 75...100% for damage between 150...250% of Armor stat; full 100% for damage above 250% of Armor stat). Note that damage can never be completely mitigated (at least 1 damage will always go through) and that Armor does not protect from special damage sources such as fire or poison (where Resistances are applied instead).

  • Exclusively determined by the worn equipment.

Avoidance.png Avoidance

Reduces the Accuracy of incoming attacks. Avoidance is halved when a character is flanked and ignored entirely when attacked from the rear.

  • Directly derived from the Dodge proficiency.
  • Can be increased by shields and certain Talents.

Critical Defense.png Critical Defense

Reduces the Critical Chance of incoming attacks.

  • Exclusively determined by the worn equipment.

Armor Training.png Armor Training

Wearing armor efficiently requires a total Armor Training equal or higher than the Bulk stat of the worn armor, which ranges from 1 (for the lightest leather jerkins) to near 10 (for the heaviest full plate armors).

  • Base value determined by STR (items or effects that temporarily increase STR do not improve Armor Training).
  • Can be increased by certain Talents and at selected Career levels.

Resistances

Fire.png Fire Protection

Reduces a given number of damage points per round caused by fire attacks.

  • Can be increased by special equipment as well as buffs from spells and potions.
  • Goblins gain a natural +3 bonus, while Batrax's suffer a −3 penalty.
  • Negative values represent a vulnerability and double the damage from fire attacks up to this value.

Cold.png Cold Protection

Reduces a given number of damage points per round caused by cold attacks.

  • Can be increased by special equipment as well as buffs from spells and potions.
  • Batrax's gain a natural +3 bonus, while Goblins suffer a −3 penalty.
  • Negative values represent a vulnerability and double the damage from cold attacks up to this value.

Shock.png Shock Protection

Reduces a given number of damage points per round caused by shock attacks.

  • Can be increased by special equipment as well as buffs from spells and potions.
  • Negative values represent a vulnerability and double the damage from shock attacks up to this value.

Toxic.png Toxic Protection

Reduces a given number of damage points per round caused by toxic attacks.

  • Can be increased by special equipment as well as buffs from spells and potions.
  • Negative values represent a vulnerability and double the damage from toxic attacks up to this value.

Vitality.png Vitality Resistance

Chance to resist poisons and other noxious effects.

  • Base value equals half of the maximum HP.
  • Can be increased by special equipment as well as buffs from spells and potions.

Spirit.png Spirit Resistance

The ability to resist certain mystic effects such as curses or death magic.

  • Base value determined by PER × 4%.
  • Can be increased by special equipment as well as buffs from spells and potions.

Mind.png Mind Resistance

Chance to resist mental attacks and effects.

  • Base value equals half of the current Willpower.
  • Can be increased by special equipment as well as buffs from spells and potions.