Attributes

*See also: Challenges*
**Attributes** are properties of characters that determine their abilities in challenges, as well as what options are available to them in quest events.

All characters in game are built via basic statistics and abilities redistribution system. Simple explanation is that they get X levels on start and abilities are randomly raised.

But to be precise, upon creation each character gets basic statistics and abilities pool based on character class (warrior, medic, dwarf, ghost, etc.) Abilities are spent randomly through focus system based on character class or its custom abilities focus. Events and equipment can also give some special attributes.

## Skills

Skills are inherent attributes characters raise when they level up; different classes favor different skills. Skill-type attributes can also be boosted by equipment. Skills are used in challenges, quest events. They also affect other game actions like crafting, construction, gathering, healing and others. There are 23 skills in the game:

Most of the skills are used in different challenges as a base for tactical abilities. Get Closer ability is always de Offense ability so you can only get closer a tactical card if it may damage enemies.

## Weapon Effects

During the card game in addition to raw offence, characters may have additional weapon effects, which modify their attacks. There are four basic types of weapon effects:  Blunt Damage,  Piercing Damage,  Poison and  Leech. Blunt and piercing modify the way damage is dealt to enemies. Poison and Leech increase the offense value and provide additional bonuses (extra damage to wounded enemies and lifesteal respectively).

Blunt, Piercing, Poison and Leech are used during  Fight challenges. However, all other challenge types have their own weapon effects, which act exactly like these basic types (except for blunt damage, which is unique to fights and has no equivalent in other challenges).

Basic weapon effects are provided by weapons and other equipment such as armor and artifacts, and characters can even learn them as skills occasionally when leveling up[Can they?]. Weapon effects for challenges other than  Fight are usually provided by jewellery items.

Some monsters have natural weapon effects as well; for example, spiders use  Poison as their primary source of damage.

There are 16 unique weapon effects in the game and it may be hard to distinguish between them at a glance. When in doubt, check the color of the icon. Icons of piercing-like damage are always blue, poison icons are green and leech icons are red.

### Blunt Damage

All damage remaining after killing an opponent is then dealt to the second opponent. If you selected *Blood Bath* in the game difficulty settings, while all the damage will be applied to the first opponent because his health is allowed to go negative, the overlap (the amount by which the first enemy's health went negative) will still get applied to a second enemy.

### Piercing Damage

If you enter the battlefield behind an enemy, deal half offense damage (*rounded down* and without leech or poison), to that enemy and then move before them in initiative. Blunt damage overrides piercing, so if you have an Elf with natural piercing and equip a Warhammer he will lose the piercing ability. The Jewellery column shows the items that provide the corresponding piercing effect.

### Poison

Deals damage to the enemy, and deals double damage to already-damaged opponents.

 Gold Signet

### Leech

Deals damage to the enemy, and heals you for the leech amount.

 Tree Praying Necklace
 Silver Brooche

## Temporary Attributes

### Negative Effects

From simple wounds to more complex poison or sickness, characters get hurt during exploration of Thea. That's not all, because there are plenty of negative magic effects such as curses.

* **Wounds:** Reduce the health of the villager. *The Medic attribute in group does not increase the healing rate* but reduces the probability of dying from any critical wounds.
* **Sickness** also cures over time, but requires the Medic attribute and/or Herbs to deal with.
* **Poison** and **curses** can only be healed in special events or places such as the Herbalist's Hut (poison) or Dziody camp (curses).

#### Wound

Simple damage done due to fight or events.

* When out of food (anytime): Adds 1 wound per turn.
* In an expedition *with food*: Heals 1 wound per turn (even if having 9+ types of food).
* At a camp/village *with food and fuel* healing is:
	+ 3 base healing.
	+ +1 per every 10 health (above 1) of the villager (Eg: for 10 health = +0, for 11 health = +1).
	+ +1 with at least 9 different types of food.
	+ +1-5 while inside the village with an Herbalist's House building.

Wounds can he healed instantly at the Herbalist's Hut (location) by offering 30 food and 5 wood and defeating a level 2  Sneaking challenge (consisting of around 4 level 4 cards with 7 Offense and 4 Defense each). If the hut is less than one turn's distance from the village you can reliably heal critical wounds the same turn they are taken.

#### Critical Wound

The base chance of dying from Wounds is

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{\displaystyle \tfrac{\mathit{Wounds}}{\mathit{MaxHealth}} - 0.7}

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{\displaystyle 30\%-{\tfrac {\mathit {Health}}{\mathit {MaxHealth}}}}

. That is, a villager won't die as long as he has above 30% health. The maximum chance of dying without the Bloodbath mode is 30% at 0 Health. Death is checked at the end of turn, before healing. [1]

Without the Bloodbath, the best medic decreases the death chance by 1% per skill point and the second best medic by 0.5% per skill point:

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{\displaystyle {\mathit {DeathChance}}-1\%\cdot {\mathit {FirstMedic}}-0.5\%\cdot {\mathit {SecondMedic}}}

In the Bloodbath mode — by 4% and 2% respectively:

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{\displaystyle {\mathit {DeathChance}}-4\%\cdot {\mathit {FirstMedic}}-2\%\cdot {\mathit {SecondMedic}}}

[2]

As per the healing rules above, villagers with higher health will heal a lower percent of their maximum health per turn so it will take more turns to surpass the 30% threshold and cure the Critical Wound. The following table summarizes the *maximum villager's health that will heal in 1/2/3 turns* according to where he is resting at:

For example, in the first row we can see that a villager completely wounded (with 0 health) in an expedition with food will heal his critical wounds in 1 turn if he has a maximum health of at most 3 or in 2 turns if he has a maximum health of at most 6.

A tool to help calculate chance of death n turns from now (with bloodbath turned off):
https://www.desmos.com/calculator/tvgl3ebawc

#### Sickness

Cures over time. The amount is the number of turns in which it will wear off.

  Deadly Sick | Lose 6  Health per turn until it wears off.

You may get  Heavily Sick (3) + Sick (6) so you will lose 4 for the first 3 turns and 1 for the remaining 3 turns.

#### Poison

Will not wear off. Should be cured at Herbalist's Hut (location).

  Deadly Poisoned | Lose 6  Health per turn until cured.

At the Herbalist's Hut you need to win a level 2  Physical challenge (consisting of around 4 level 4 cards with 7 Offense and 14 Defense each). Send warriors and gatherers and/or equip Syrin's Bracelet (with ) for piercing effect and/or Tree Praying Necklace (with ) for leech and poison effect.

#### Curse

Will not wear off. Should be removed at Dziody (location) by offering 50 food and winning the corresponding challenge.

  Curse of Darkness | Lowers character's  Will by 5 until removed.
  Cursed | Lose 5 maximum and current  Health until removed.
  Weakening Curse | Lowers character's  Strength by 1 until removed.

***Note:*** If the party has multiple curses those must be removed in the following order: Deforming Curse, Curse of the Darkness, Cursed
### Positive Effects

As a reward for positive results in events or quests, participating groups or individual characters can become blessed with temporary increases in attributes.

**List of Blessings:**