Perkel
Arcane
- Joined
- Mar 28, 2014
- Messages
- 15,883
STR:
- Damage bonus/mallus
- Stuff you can wear and hold
- crit acc up for legs, hands, whirlwind
DEX
- AP you have
- initiative (who goes first)
CON
- HP you have
- Critical strike defense CONx5 usually
PER
- to hit bonus/malus
- crit bonus acc for torso, arthery
INT
- more/less skillpoints
CHA
- nothing in combat
- provide ways to improve stats by training when you talk to people.
ARMOR STATS:
- DR - Damage reduction. How much armor will take from every strike damage. For example to beat DR 5 armor you need weapon that makes more than 5 damage or use attacks that make more than 5 damage.
- Hardness - resistance to denting (loosing DR)
- Max AP - max AP allowed in that armor to use each turn
- Armor penalty - dodge penalty/block penalty
- Sneak penalty - how hard is to sneak in it
- vs CS - defence against critical strikes
- THC reduction - To hit reduction (on helmets and on shields)
WEAPONS STATS:
- Damage - like you need to figure it out
- AP cost - same as above
- hardness - how hard/easy is with that weapon to dent enemy armor. More harder weapon way faster damaged armor
- CS bonus - critical strike bonus
- THC - To hit chance bonus
- passive value bonus - chance of dealing passive effect of your weapon increased. For swords bleeding, daggers piercing armor and so on.
TIPS:
DON'T MIX DODGE AND SHIELD. Those are mutually exclusive and only best one matters.
DODGE is best for nimble fighters that don't want to use armor. You have chance to counteratack which usually does much damage.
SHIELD is for heavy fighters that use armor (as it combines both DR values of armor and shield). Shield also has bash and power bash as abilities so you can safely move away from enemy range without causing attack of opportunity just by using shield.
- Damage bonus/mallus
- Stuff you can wear and hold
- crit acc up for legs, hands, whirlwind
DEX
- AP you have
- initiative (who goes first)
CON
- HP you have
- Critical strike defense CONx5 usually
PER
- to hit bonus/malus
- crit bonus acc for torso, arthery
INT
- more/less skillpoints
CHA
- nothing in combat
- provide ways to improve stats by training when you talk to people.
ARMOR STATS:
- DR - Damage reduction. How much armor will take from every strike damage. For example to beat DR 5 armor you need weapon that makes more than 5 damage or use attacks that make more than 5 damage.
- Hardness - resistance to denting (loosing DR)
- Max AP - max AP allowed in that armor to use each turn
- Armor penalty - dodge penalty/block penalty
- Sneak penalty - how hard is to sneak in it
- vs CS - defence against critical strikes
- THC reduction - To hit reduction (on helmets and on shields)
WEAPONS STATS:
- Damage - like you need to figure it out
- AP cost - same as above
- hardness - how hard/easy is with that weapon to dent enemy armor. More harder weapon way faster damaged armor
- CS bonus - critical strike bonus
- THC - To hit chance bonus
- passive value bonus - chance of dealing passive effect of your weapon increased. For swords bleeding, daggers piercing armor and so on.
TIPS:
DON'T MIX DODGE AND SHIELD. Those are mutually exclusive and only best one matters.
DODGE is best for nimble fighters that don't want to use armor. You have chance to counteratack which usually does much damage.
SHIELD is for heavy fighters that use armor (as it combines both DR values of armor and shield). Shield also has bash and power bash as abilities so you can safely move away from enemy range without causing attack of opportunity just by using shield.
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