Character Stats: Difference between revisions
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(Created page with "{{StatsNavbar}} ==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 {{Traits/names|33}} **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. Replenis...") |
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*'''Max. Spells:''' The maximum number of spells a character is able to learn for each of the Five Ranks of Magic. Very few spellcasters in the world can cast spells of the 5th rank, and even 4th rank spells are rare. | *'''Max. Spells:''' The maximum number of spells a character is able to learn for each of the Five Ranks of Magic. Very few spellcasters in the world can cast spells of the 5th rank, and even 4th rank spells are rare. | ||
**Directly determined by {{Traits/names|66}} minus the spell rank | **Directly determined by {{Traits/names|66}} minus the spell rank | ||
==Combat Proficiencies== | |||
*'''Light Weapons:''' Chance to hit with daggers, short swords and light warhammers. | |||
**Initially determined by {{Traits/names|22}} and {{Traits/names|11}} + 20% base chance | |||
**Increased at each new character level according to the chosen [[Careers|Career]] | |||
*'''Hand Weapons:''' Chance to hit with a wide range of melee weapons, such as longswords, axes, or maces. | |||
**Initially determined by {{Traits/names|11}} and {{Traits/names|22}} + 20% base chance | |||
**Increased at each new character level according to the chosen [[Careers|Career]] | |||
*'''2-Handed Weapons:''' Chance to hit with weapons wielded with two hands, such as greatswords, spears, mauls, or great-axes. | |||
**Initially determined by {{Traits/names|11}} and {{Traits/names|33}} + 20% base chance | |||
**Increased at each new character level according to the chosen [[Careers|Career]] | |||
*'''Unarmed Fighting:''' Chance to hit when fighting unarmed. | |||
**Initially determined by {{Traits/names|22}} and {{Traits/names|77}} + 20% base chance | |||
**Increased at each new character level according to the chosen [[Careers|Career]] | |||
*'''Ranged Weapons:''' Chance to hit with bows, crossbows, and thrown weapons. | |||
**Initially determined by {{Traits/names|22}} and {{Traits/names|44}} + 20% base chance | |||
**Increased at each new character level according to the chosen [[Careers|Career]] | |||
*'''Critical Strike:''' Base chance to critically hit an enemy after a successful attack. | |||
**Initially only 10% base chance (no further modifiers) | |||
**Increased at each new character level according to the chosen [[Careers|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. | |||
**Initially determined by {{Traits/names|22}} and {{Traits/names|44}} | |||
**Increased at each new character level according to the chosen [[Careers|Career]] | |||
Revision as of 12:23, 6 January 2024
Archaelund ❯ Character Development ❯ Stats • Races • Skills • Traits
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.
- Willpower (WP): Required to cast spells and use some special abilities. Replenished by resting. If depleted, a character becomes demoralized, suffering penalties.
- 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.
- 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 (typically by Death or Mind resistance, sometimes also Toxic resistance), but has no effect on elemental 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. Very few spellcasters in the world can cast spells of the 5th rank, and even 4th rank spells are rare.
- Directly determined by INT minus the spell rank
Combat Proficiencies
- Light Weapons: Chance to hit with daggers, short swords and light warhammers.
- Hand Weapons: Chance to hit with a wide range of melee weapons, such as longswords, axes, or maces.
- 2-Handed Weapons: Chance to hit with weapons wielded with two hands, such as greatswords, spears, mauls, or great-axes.
- Unarmed Fighting: Chance to hit when fighting unarmed.
- Ranged Weapons: Chance to hit with bows, crossbows, and thrown weapons.
- Critical Strike: Base chance to critically hit an enemy after a successful attack.
- Initially only 10% base chance (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.