Stats

* Add total **STR** to **Life**
* +1 per 5 **STR** to all **STR** skills

**DEX** - Dexterity determines your speed and finesse.

* Add half of total **DEX** to **Armour**
* +1 per 5 **DEX** to all **DEX** skills

**INT** - Intelligence determines your level of knowledge and understanding of magic.

* Add half of total **INT** to **Resistance**
* +1 per 5 **INT** to all **INT** skills

### Weapon Attack Multiplier (WAM)

**WAM** determines how much you **multiply** your 1d10 roll when you attack. All characters start with a **WAM** of 1. If you find a weapon or item that increases your **WAM** by 1 (to a total **WAM** of 2), you now multiply your 1d10 roll by 2 before adding your damage.

**You only ever roll one 1d10 on your roll**, which then gets multiplied by your **WAM**.

*For example, if you attack something with a **WAM** of 17, when you roll your 1d10 and get 5, that roll is multiplied by 17 for a total of 85.*
Skill rolls scale per tier by increasing their effective skill **WAM** by 1. For example, at tier 3, whenever you roll a skill you multiply the roll by 3.

**Note that the only way to miss is by rolling a natural 1, otherwise you always hit your enemy** (shields block attacks that roll a natural 2). However, a low roll may result in such low damage that **Armour** or **Resistance** negates the damage entirely.

### Life

**Life** is how much damage you can suffer before you fall unconscious. If Final Damage brings you to 0 **Life** you fall unconscious. You cannot have less than 0 **Life**. Once unconscious, all **ES**, Skill Gems and regeneration stop working. Minions become dormant. Falling unconscious increases your fatigue by 1. Every subsequent time a player falls unconscious due to damage within the same day increases the amount of fatigue gained by 1. For example, if a player is knocked unconscious 3 times in one day, the first time they would gain 1 fatigue, the second time they would gain 2 fatigue, and the third time they would gain 3 fatigue for a total of 6 fatigue.

After you are unconscious, if you take an amount of damage equal to your **Threshold** in a single hit, you die. If you suffer multiple instances of damage all below your **Threshold** while unconscious, you do not die. **Armour** and **Resistance** function normally while unconscious but you may not apply **DEX** to **Armour** and **INT** to **Resistance** while unconscious, and **ES** cannot activate or recharge. If you remain unconscious without healing, you must roll an **Endurance** check with a TN (target number) equal to 5 plus half your level every turn after the first. Every time you fail or succeed at this roll the TN increases by 2. If you fail the roll three times you die. A player without access to magical healing can automatically stabilize an unconscious player as a Major Action. This brings them to 1 **Life**.

When a player becomes conscious, any auras/minions/ and regeneration once again become active.

**Life** is equal to 10 plus 1 per 1 point of **STR** plus life from gear.

**Life** can be regenerated during and after combat by using a flask. Otherwise, **Life** does not regenerate without items or effects that grant regeneration.

### Energy Shield

Energy Shield (**ES**) is a bubble of magical energy that protects you from attacks. **ES** is granted from Cloth armour and by keystones.

**ES** is only visible when you take damage, during which it briefly flashes, enough to dimly illuminate the area around you. **ES** is invisible until activated by damage. It goes invisible again after a few seconds.

When you take Damage, **ES** is subtracted before **Life**.
**ES** does not keep you conscious if you are at 0 **Life**.

**If you take no damage from the start of your current turn until the end of your next turn, you regenerate your **Threshold** in **ES**. Even 1 point of damage prevents **ES** regeneration.**

Flasks have no effect on regenerating **ES**.

**ES** does not function while unconscious, however, if you become conscious again your **ES** regenerates to your **Threshold** at the end of your first action.

### Mana

**Mana** is used to activate Skill Gems. Every Skill Gem has a base mana cost. This mana cost can be changed by Support Gems you use to enhance the skill.

During combat, you can regenerate a portion of your mana by using a mana flask.

A character starts with 4 **Mana**, and gains 1 **Mana** every level.

If you don’t use a Skill Gem on your turn, you regenerate 1 **Mana** at the end of your turn (per tier).

### **Armour**

Your **Armour** value is the total gained from metal armour, half your **DEX** stat, and bonuses from Skill Gems and items. **Armour** is how much damage you reduce from physical attacks to your character. Elemental damage is not reduced by **Armour**.

### Elemental Resistance

Elemental Resistance (**Resistance**) works just like **Armour** but instead of reducing damage from physical attacks, it reduces total elemental damage. If you have 50 **Resistance** and get hit by 60 cold damage, your Final Damage is 10 cold damage. Physical damage ignores **Resistance**.

Half of your **INT** is added to **Resistance**.

### Threshold

**Threshold** measures your ability to take a powerful blow and keep on going. If Final Damage (damage after **Armour** or **Resistance**) exceeds **Threshold** that attack gains an additional effect based on the type of attack.

Your **Threshold** is equal to the higher of half your **Life** or **ES** rounded down. For instance, if you have 75 **Life** and 27 **ES**, your **Threshold** would be 75/2 = 37. If an attack hits you for 37 or more damage after you apply **Armour** and **Resistance**, you suffer the additional **Threshold** effect.

#### Threshold effects

Each type of damage has a unique effect if it exceeds the target's **Threshold**.

**Fire**: If fire damage exceeds the target's **Threshold**, **the target burns equal to 50% of the Final Fire Damage of the attack at the end of the target’s turn**. ER applies to this damage normally.

**Cold**: If cold damage exceeds the target's **Threshold**, **the target is chilled until the end of the attacker’s next turn, and have their **Speed** reduced by 2. All attacks against a chilled opponent increase crit range by 1.** They can still cast spells or attack normally, assuming opponents are in range. If the target has a **Speed** of zero, they cannot leave their zone but can otherwise fight normally.

**Lightning**: If lightning damage exceeds the target's **Threshold**, the **target is shocked until the end of the attacker’s next turn, becoming more vulnerable to all attacks from all sources. Shocked makes attackers Lucky against the Shocked target.**

**Physical**: If physical damage exceeds the target's **Threshold**, **the target is stunned until the end of the attacker’s next turn, stunned targets are Unlucky on their next attack roll.**

**You cannot **Stealth** or engage opponents while affected by a **Threshold** effect.**

**Identical **Threshold** effects don’t stack** (you cannot be stunned twice) but the greater of the two competing **Threshold** effects will apply. In particular, for a burn, the greater burn applies while the lesser has no effect. It should be noted that while critical strikes greatly increase the chance to break the **Threshold** of an enemy, they are not required or guaranteed to do so.

If you have “**Threshold Reduction**,” “**Reduce Enemy Threshold**,” or similarly-worded effects, you reduce the target’s **Threshold** by your total **Threshold Reduction** for the purpose of **Threshold** effects. Only apply your own **Threshold Reduction** when calculating **Threshold** effects for your attacks/spells.

### Speed

**Speed** is a numerical rating that represents how fast your character is. The **Speed** of a normal human is 6, so an effect that increases your **Speed** by 3 would effectively increase your overall **Speed** by 50%.

If your **Speed** is reduced to 0, you may only stagger or crawl at a very slow pace, unable to leave your Zone.

In the case of a protracted foot race between 2 characters of equal **Speed**, make opposed **Athletics** checks for long distance or **Maneuver** for short distance.

If you attack with a ranged attack of any kind (even one that targets your own Zone), reduce your **Speed** by 2 for that turn.