Character Stats: Difference between revisions

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(Created page with "== Base Stats<ref>Testing how citations work</ref> == === Morale, Power, and Armour === Your base stats tally up to three figures that you'll care about most of all. Morale (green bar by your character portrait) represents the amount of damage you can withstand before an opponent "defeats" you. At that point, you will disappear from your current location and reappear at the closest rally point (circle of white stones that serves as a safe haven where you can rest back...")
 
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== Base Stats<ref>Testing how citations work</ref> ==
== Base Stats ==


=== Morale, Power, and Armour ===
=== Morale, Power, and Armour ===
[[File:Character portrait vitals.jpg|right]]
Your base stats tally up to three figures that you'll care about most of all.
Your base stats tally up to three figures that you'll care about most of all.


Morale (green bar by your character portrait) represents the amount of damage you can withstand before an opponent "defeats" you. At that point, you will disappear from your current location and reappear at the closest rally point (circle of white stones that serves as a safe haven where you can rest back up) . In other games Morale would be similar to hit points or a life score. Vitality has the greatest effect on Morale.
[[Morale]] (green bar by your character portrait) represents the amount of damage you can withstand before an opponent "[[Combat#Defeat|defeats]]" you. At that point, you will disappear from your current location and reappear at the closest rally point (circle of white stones that serves as a safe haven where you can rest back up) . In other games Morale would be similar to hit points or a life score. [[Vitality]] has the greatest effect on Morale.


Power (blue bar by your character portrait) is a combination of your magic energies and your overall endurance to use certain abilities. Will influences Power the most, and a character with a high Power will trigger many more abilities in a longer fight than someone with a weaker Power level.
[[Power]] (blue bar by your character portrait) is a combination of your magic energies and your overall endurance to use certain abilities. [[Will]] influences Power the most, and a character with a high Power will trigger many more abilities in a longer fight than someone with a weaker Power level.


Finally, your Armour score combines the total armour value of all your items. The higher the Armour total, the more damage you'll withstand. You'll often have a difficult choice on items, especially when you must pick between an item with a high armour value and one with a good boost to an ability.
Finally, your [[Armour]] score combines the total armour value of all your items. Armour reduces incoming damage from common damage sources. The higher the Armour total, the more damage you'll withstand. You'll often have a difficult choice on items, especially when you must pick between an item with a high armour value and one with a good boost to an ability.


== Attribute stats ==
[[File:Base stats.jpg]]
There are '''five''' basic attribute stats that influence how your character interacts with the world around you: Might, Agility, Vitality, Will, and Fate. Your race and character class may benefit from concentrating on different stats so be sure to check out the class sections for more tips on how to really fine-tun your hero. You can also take some creative liberty in how to build your character and feel free to experiment with different setups and what feels fun for you.


== Attribute Stats ==
There are '''five''' basic attribute stats that influence how your character interacts with the world around you: [[Might]], [[Agility]], [[Vitality]], [[Will]], and [[Fate]]. Your race and character class may benefit from concentrating on different stats so be sure to check out the class sections for more tips on how to really fine-tun your hero. You can also take some creative liberty in how to build your character and feel free to experiment with different setups and what feels fun for you.


'''Might''': Adds to the amount of damage you deal with weapons and reduces incoming damage. It also increase your blocking ability with a shield and your parrying ability with a weapon.


'''Agility''': Agility increases your ability to evade and parry incoming blows and increases your chance to critically hit a foe. For characters that rely on ranged attacks, such as the Hunter, Aiglity increases your ranged damage and reduces your miss chance.
'''Might''': Might increases your ability to block incoming attacks with a shield, parry incoming blows, and adds to the amount of damage you deal with a weapon. It also reduces incoming damage from common sources.


'''Agility''': Agility increases your ability to [[evade]] and parry incoming blows and increases your chance to [[Critical Hit|critically hit]] a foe. For characters that rely on ranged attacks, such as the [[Hunter]], Agility increases your ranged damage and reduces your [[miss chance]].
'''Vitality''': While good on any class, Vitality is especially good on heavy armored classes that really take a beating. Vitality increases your maximum morale, ability to regenerate morale when not in combat, resistances to Wound, Disease, and Poison. It also reduces incoming damage from non-weapon sources like Shadow and Fire. 1 Point of Vitality equates to 3 points of Morale.


'''Will''': Will affects how much power you regenerate when not in combat, how much you resist fear effects (including cowering from Dread) and increases your maximum power total. 1 Point of Will is equal to 3 points of power.
'''Vitality''': While good on any class, Vitality is especially good on heavy armored classes that really take a beating. Vitality increases your maximum morale, ability to regenerate morale when not in combat, resistances to [[Wound]], [[Disease]], and [[Poison]]. It also reduces incoming damage from non-weapon sources like [[Shadow]] and [[Fire]]. 1 Point of Vitality equates to 3 points of Morale.


'''Fate''': Fate provides a number of benefits including how quickly you regenerate both power and morale while in combat. Fate also influences the chance that you will Critical on certain Morale enhancing abilities, as well as non-direct damage weapon effects such as a damage over time.
'''Will''': Will affects how much power you regenerate when not in combat, how much you resist [[fear]] effects (including cowering from [[Dread]]) and increases your maximum power total. 1 Point of Will is equal to 3 points of power.

'''Fate''': Fate influences how quickly you regenerate both power and morale while in combat, Fate also contributes to the chance and magnitude of criticals for tactical based skills.


== Mitigations ==
== Mitigations ==
[[File:Mitigations.jpg|right|frameless]]
'''Common''': Reduces the Common damage you take by a certain percentage.
'''Common''': Reduces the amount of Common damage you take by a certain percentage.


'''Fire''': Reduces the Fire damage you take by a certain percentage.
'''Fire''': Reduces the amount of Fire damage you take by a certain percentage.


'''Shadow''': Reduces the Shadow damage you take by a certain percentage.
'''Shadow''': Reduces the amount of Shadow damage you take by a certain percentage.


== Resistances ==
== Resistances ==
[[File:Resists.jpg|right]]
'''Fear:''' Increases your chance of resisting Fear effects. Can be improved through Will.
'''Fear:''' Increases your chance of resisting Fear effects. Can be improved through Will.


'''Wound''': Increases your chance of resisting Wound effects. Can be improved through Vitality.
'''Wound''': Increases your chance of resisting Wound effects. Can be improved through Vitality.
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'''Poison''': Increases your chance of resisting Poison effects. Can be improved through Vitality.
'''Poison''': Increases your chance of resisting Poison effects. Can be improved through Vitality.


== Defensive ==
== Defensive Stats ==
[[File:Defensive.jpg|right|frameless]]
'''Block''': Your chance to block a incoming melee or ranged attack, avoiding all damage. A shield must be equipped in order to block.
'''Block''': Your chance to block a melee or ranged attack, avoiding all damage. A shield must be equipped in order to block.


'''Evade''': Your chance to evade an incoming melee or ranged attack, avoiding all damage.
'''Evade''': Your chance to evade an incoming melee or ranged attack, avoiding all damage.


'''Parry''': Your chance to parry an incoming melee or ranged attack, avoiding all damage. A weapon must be equipped in order to parry.
'''Parry''': Your chance to parry an incoming melee attack, avoiding all damage. A weapon must be equipped in order to parry.


== Criticals ==
== Criticals ==
[[File:Critical stats.jpg|right]]
'''Melee Crit''': Your chance to score a critical hit with melee weapons and abilities.
'''Melee Crit''': Your chance to score a critical hit with melee weapons and abilities.


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'''Tactical Crit''': Your chance to score a critical hit with special attacks and abilities, such as healing effects.
'''Tactical Crit''': Your chance to score a critical hit with special attacks and abilities, such as healing effects.
== Stats Table: ==

=== Stats Table: ===
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Latest revision as of 02:27, 22 May 2024

Base Stats

Morale, Power, and Armour

Your base stats tally up to three figures that you'll care about most of all.

Morale (green bar by your character portrait) represents the amount of damage you can withstand before an opponent "defeats" you. At that point, you will disappear from your current location and reappear at the closest rally point (circle of white stones that serves as a safe haven where you can rest back up) . In other games Morale would be similar to hit points or a life score. Vitality has the greatest effect on Morale.

Power (blue bar by your character portrait) is a combination of your magic energies and your overall endurance to use certain abilities. Will influences Power the most, and a character with a high Power will trigger many more abilities in a longer fight than someone with a weaker Power level.

Finally, your Armour score combines the total armour value of all your items. Armour reduces incoming damage from common damage sources. The higher the Armour total, the more damage you'll withstand. You'll often have a difficult choice on items, especially when you must pick between an item with a high armour value and one with a good boost to an ability.

Attribute Stats

There are five basic attribute stats that influence how your character interacts with the world around you: Might, Agility, Vitality, Will, and Fate. Your race and character class may benefit from concentrating on different stats so be sure to check out the class sections for more tips on how to really fine-tun your hero. You can also take some creative liberty in how to build your character and feel free to experiment with different setups and what feels fun for you.


Might: Might increases your ability to block incoming attacks with a shield, parry incoming blows, and adds to the amount of damage you deal with a weapon. It also reduces incoming damage from common sources.

Agility: Agility increases your ability to evade and parry incoming blows and increases your chance to critically hit a foe. For characters that rely on ranged attacks, such as the Hunter, Agility increases your ranged damage and reduces your miss chance.

Vitality: While good on any class, Vitality is especially good on heavy armored classes that really take a beating. Vitality increases your maximum morale, ability to regenerate morale when not in combat, resistances to Wound, Disease, and Poison. It also reduces incoming damage from non-weapon sources like Shadow and Fire. 1 Point of Vitality equates to 3 points of Morale.

Will: Will affects how much power you regenerate when not in combat, how much you resist fear effects (including cowering from Dread) and increases your maximum power total. 1 Point of Will is equal to 3 points of power.

Fate: Fate influences how quickly you regenerate both power and morale while in combat, Fate also contributes to the chance and magnitude of criticals for tactical based skills.

Mitigations

Common: Reduces the amount of Common damage you take by a certain percentage.

Fire: Reduces the amount of Fire damage you take by a certain percentage.

Shadow: Reduces the amount of Shadow damage you take by a certain percentage.

Resistances

Fear: Increases your chance of resisting Fear effects. Can be improved through Will.

Wound: Increases your chance of resisting Wound effects. Can be improved through Vitality.

Disease: Increases your chance of resisting Disease effects. Can be improved through Vitality.

Poison: Increases your chance of resisting Poison effects. Can be improved through Vitality.

Defensive Stats

Block: Your chance to block a melee or ranged attack, avoiding all damage. A shield must be equipped in order to block.

Evade: Your chance to evade an incoming melee or ranged attack, avoiding all damage.

Parry: Your chance to parry an incoming melee attack, avoiding all damage. A weapon must be equipped in order to parry.

Criticals

Melee Crit: Your chance to score a critical hit with melee weapons and abilities.

Ranged Crit: Your chance to score a critical hit with ranged weapons and abilities.

Tactical Crit: Your chance to score a critical hit with special attacks and abilities, such as healing effects.

Stats Table:

Will Vitality Might Agility Fate
Morale 3 for 1 * regen
Power 3 for 1 * regen
Melee Damage
Ranged Damage
Block
Evade
Parry
Melee crit
Ranged crit
Tactical crit
Miss
Common Damage
Fire Damage
Shadow Damage
Wound
Disease
Poison
Fear