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 ===

Revision as of 22:18, 13 May 2023

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. 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: 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.

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 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.

Mitigations

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

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

Shadow: Reduces the 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

Block: Your chance to block a incoming 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 or ranged 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
Critical
Miss
Common Damage
Fire Damage
Shadow Damage
Wound
Disease
Poison
Fear