Character Stats
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.
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.
Action Points (AP)
During turn-based combat, all actions require spending APs.
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.
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.
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.
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
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
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
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
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
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
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
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
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
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
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
The amount of enemy armor ignored upon a successful hit.
- Exclusively determined by the equipped weapon.
Defense Stats
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
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
Reduces the Critical Chance of incoming attacks.
- Exclusively determined by the worn equipment.
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 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 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 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 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 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 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 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.