Attributes

Attributes are used by the game to represent most of the character's physical attributes character and their general ability for combat and exploration through various secondary attributes.

## Main attributes

Main attributes are determined at character creation and can be increased with experience and sometimes equipment. They are generally very powerful as each point can improve multiple aspects of a character's abilities.

The minimum value for a main attribute is 0. The maximum value is determined by the character's race, generally between 8 and 13. They start at around 5 for most races.

Some of the game’s systems can use an attribute’s “modifier”, which is the attribute’s value minus 5.

Modifier values

### Strength

Strength adds its modifier to a character's Damage bonus. It also influences what weapons a character can wield and their Carrying capacity.

### Dexterity

Dexterity adds its modifier to the character's Accuracy and Dodge values. It also helps the character start first in combat. (see Initiative)

### Endurance

Endurance adds its modifier to the amount of Health a character gains when levelling up and to the character's Toughness. It also increases the size of a character's Hunger gauge and their Carrying capacity.

### Mind

Mind adds its modifier to Magic power and Mental resistance. It also helps the character start first in combat. (see Initiative)

### Perception

Perception adds its modifier to Vision, Hearing and Accuracy.

### Charisma

The main character adds their Charisma modifier to the Morale of each character in their Party. It also influences merchant pricing and leadership skills.

## Secondary attributes

Secondary attributes are used in combat and exploration by the game's systems.

Their value is usually based on the character's main attributes and more often than not, equipment, skills, buffs and debuffs affect secondary attributes and not main attributes.

For player characters, they cannot be increased directly with attribute points received when gaining a level.

### General attributes

Those are attributes shared by player characters and non-player characters alike.

* **Health**

How many maximum hit points a character can have.
* **Hit points**

When they're at 0 or less the character dies. Usually.
* **Vision**

How well the character can see. Good vision makes seeing traps and hidden characters easier.
* **Hearing**

Makes it easier to detect characters that are out of sight, and helps prevent ambushes.
* **Noise**

How much noise a character makes. Being very noisy will make it harder to gain the initiative at the start of a fight.
* **Visibility**

How bulky, flashy and easy to see a character is. High Visibility means the character will have a hard time hiding in the shadows.
### Combat attributes

* **Speed**

Speed represents a character's quickness to act in combat. The more speed they have, the more often they'll be able to play a turn.
* **Movement**

The amount of tiles a character can move during a turn.
* **Critical**

Each point gives a bonus 5% chance of getting a powerful critical result when the character attacks or casts a spell.
* **Accuracy**

Each point gives 5% chance of successfully hitting an enemy when attacking them in melee or launching a physical or magical projectile at them.
* **Dodge**

Each point gives a 5% chance of dodging a melee attack or a projectile.

Dodge allows the character to dodge both magical and physical projectiles.
* **Block**

If a physical attack is received and it has not been dodged, the character can try to block it to negate its effects. They have 5% chance of succeeding for each point of Block.
* **Damage bonus**

The base amount of damage added to most of a character's physical attacks.

Its default value is equal to the character's Strength modifier.
* **Armor**

When the character receives physical damage, a flat amount of damage equal to their armor is subtracted before reducing their hit points.
* **Damage resistance**

How much the character resists damage from each non-physical damage type. Goes from -4 to +4, base value is 0. It multiplies the damage taken like so :

Damage resistance multipliers

* **Toughness**

Toughness gives 5% chance per point to resist physical ailments like physical status effects, diseases and negative effects from physical abilities.
* **Mental resistance**

Mental Resistance gives 5% chance per point to resist mental status effects and negative effects from magical abilities.
* **Magic power**

Increases the power of spells and the size of the character’s mana gauges. Its base value corresponds to the character’s Mind modifier.
* **Elemental affinity**

A character has a different affinity to all 6 of the magical elements in the game : Fire, Earth, Air, Water, Spirit and Blood.

High affinity to an element will increase the damage dealt in that element when casting spells and make it easier to cast them.
Most player characters start with only 1 point of affinity in a few elements.
* **Mana**

Characters have a mana gauge for each element they have an affinity for. The affinity's value and their magic power determine each gauge's size.
* **Mana regeneration**

The speed at which the character's mana gauges fill up during combat.

It depends purely on the character's elemental affinities.

## Player-specific attributes

These attributes only apply to characters from the player's party, not monsters or NPCs.

### Luck

Each point of Luck increases the character's Dodge and Critical by 1.

Luck also has additional effects for the character's party:

* Increases chances of better results for choices in Encounters
* Increases the amount of money found by the player
* Increases the chance of finding rare loot
* Increases the chance of ambushing enemies in a hostile Encounter
* Noticing secret passages
* Getting good results from praying

### Carrying capacity

The amount of stuff a character can carry before being encumbered, and ultimately unable to move.

See Encumbrance

### Hunger

The size of a character’s hunger gauge. A character with a big hunger gauge can go longer without food, but it’ll take more to satiate them.

See Hunger