![]() This is your best opportunity to shape the future of your character as Attributes tend to be difficult to raise after the game begins (unless you go Unarmed). You become encumbered BEFORE you reach your Weight Limit number, so be careful and distribute your dungeon junk evenly unless you've got a Minotaur in the party (they can carry 15kg more than other races before other modifiers).ĪttributesThese are the Attributes you can assign 10 extra points into during character creation. The only thing heavy enough that you would actually need Strength to use it is heavy armor, and heavy armor provides ONLY Protection, which as we've discussed is not a very useful stat. You can improve your carrying capacity by investing in Strength, but I don't recommend it. Food, torches, weapons, armor, treasure, skulls, and junk items for pressure plate puzzles all have weight. Raise your resistance by stacking Vitality and Dexterity to the sky. Mages can get +100 Resistance to the element they are focusing on, which makes them completely immune to that element in combat. If you have 33% Resistance to Cold, then you take that much less damage from all sources of Cold damage. The game is designed around you being a dancing fool, so dance.Įach Resistance number is percent based. Also note that it is NEVER a good idea to just stand still letting monsters try to eat you. Elemental attacks like the ball lightning that Wyverns spit does not count as a melee attack, only Resist Shock will do anything about that. Protection and Evasion defend you from the same damage source, and ONLY that damage source: enemy melee attacks. Bleh.ĭetermines your chances of dodging enemy attacks completely in melee combat. ![]() You won't have enough skill points to max out your primary Skill and also get Light or Heavy Armor Proficiency in a single run through the game without pointlessly grinding respawning monsters. The armors that offer the most protection are also VERY HEAVY and require that you gain Attribute points in Strength, which is slightly less useful than Vitality or Dexterity in the early game on a front line character. Reduces the damage you sustain when hit by monsters in melee combat. This doesn't work if you miss, so try not to! Every point of a chosen weapon skill adds +1 to your Accuracy with that weapon, which is one reason why later on I suggest you dump each level up into your weapon of choice and ignore everything else. By learning the timing of monster attacks you can actually inturrupt them in the middle of their animations when you land hits on them, negating their own attack with your "counter attack" of sorts. This determines how often you actually hit the monster in front of you. There are various ways to improve this universally for your characater, like the Aggression, Fist Fighter, and Head Hunter (Minotaur only) traits. This number improves your damage from ALL non-magical sources. Improve your Willpower early in the game to gain more Energy per level up. Ranged weapons (Throwing and Missile) don't actually have special attacks, so Energy is completely irrelevant for them. Melee special attacks consume lots of Energy and don't go off unless you have enough to pay for them. Mages need a minimum amount of current Energy to cast spells, though, so running out during combat is a bigger deal for them. Used whenever you attack, but doesn't stop melee or ranged attacks from firing. Press "r" to rest and refill the red bars often. Focus on improving your Vitality attribute and this number will grow more quickly on level ups.
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