Throw a knife at your opponent, dealing 85% damage. Jump over the enemy, landing behind their back and backstabbing them for 70% physical damage.ĭestroys Magic Armour and then tries to set Sleeping. Gain 2 Action Points immediately, but lose 2 Action Points next turn. Any Action Points over your maximum are lost. An undead character will always be healed by poison damage.Gain 2 Action Points immediately, but lose 2 Action Points next turn. For example, if a character is hit by a fireball that is set to do 500 damage and he has a fire resistance of 150%, the character will be healed for 250 vitality. For every number past 100%, a character will instead be healed by the attack. A maximum of 3 points can be acquired throughout the Act II.Įlemental damage is decreased by a percentage based off of the resistance a character has. A player can gain these for their characters during certain quests. Source Points are a new resource introduced at the end of Act I. Lone Wolf also starts combat with 6 points. A maximum of 6 points can be saved, unless the character acquired the Lone Wolf talent, which adds 2 maximum action points, for a total of 8. Actions points can be saved if a character skips their turn. A normal character starts with 4 points at the start of a fight and regenerates another 4 points per turn. The ability to act during a character's turn is determined by their action points. The amount of vitality gained per level becomes exponential throughout the game, even if the amount of constitution is low. Vitality is the amount of health a character has. In a party and in large enough battles, characters alternate between enemy and ally turns to act. Initiative affects when a character's takes their turn in combat will be taking their turn in combat. Can be increased by investing points in Scoundrel ability. This can be modified by equipment, buffs, or debuffs. The distance a character can traverse with one action point. The amount of points needed to gain a level. The character also gets vulnerable to magically-based crowd control. Once magical armor reaches 0, Vitality will start taking damage from magical attacks. Magical Armor acts as a secondary layer of health that protects against elemental attacks that also include those that come from weapons. Once physical armor reaches 0, the character is vulnerable to physically-based crowd control and Vitality will drop from physical attacks. Physical armor acts as an additional layer of health on top of Vitality that will absorb physical damage first. Can be increased by equipping items or investing points in Dual Wielding ability. Any number past 100% will subtract from an enemy's chance to dodge.ĭodging determines the ability to evade attacks. For example, if a weapon states 180% Critical Damage, a normal hit that does 10 damage will now do 18.ĭamage = (Base Damage) x (1 + Elemental Bonus%) x (1 + Attribute Bonus% + Weapon Skill Bonus% + Misc Bonuses% ) x (1 + High Ground Bonus% + Crit Bonus%) x ( 1 x Misc Bonus% )Īccuracy determines the chance to hit an enemy. Each weapon has a base critical chance which is further modified by Wits and any additional increases found on equipment.Ī critical damage multiplier is the amount of extra damage the attack will do. The chance a character has of dealing extra damage. The damage a character inflicts when successfully hitting an enemy or an item with their equipped weapon or while unarmed. They can be affected by skills, stances, statuses, gear, abilities, and talents. These statistics are determined by your character’s base statistics. More powerful skills require more memory slots and source points.Īffects your Critical Chance, Initiative, and ability to detect traps and find hidden treasures. Most skills only require a single memory slot. Also a prerequisite for higher-grade Shields.ĭetermines how many Skills can be memorized at any one time. Also a prerequisite for Magical armors.ĭetermines the amount of Vitality the character has. Increases damage dealt with intelligence-based weapons and skills. Increases damage dealt with finesse-based weapons and skills, and certain amounts of it are necessary for higher grade Leather armors that have balanced defenses. This is also a prerequisite for Heavy armors that focus more on physical armor than magical armor. Increases the damage dealt with strength-based weapons and skills, as well as the carry weight and the ability to move heavier objects.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |