ACTION POINTS (AP): This represents how quickly a character can perform an action. The higher the
value, the more quickly your character acts.
Primary Factor - AG
ARMOR CLASS (AC): Armor class represents how hard it is to hit a critter and do damage. The higher
AC something has, the better. Armor class is based strictly on Agility, but may be
augmented and improved by wearing armor.
Primary Factor - AG
HEALING RATE (HR): People heal at different rates over time. If your character has taken damage, he will
get a number of hit points back periodically during game play based on this value, so
the higher the better.
Primary Factor - EN
HIT POINTS (HP): This number represents the amount of damage a character can take before death.
Hit points are based mostly on Endurance, but are modified by Strength as well.
Fortunately, as the character improves and gains experience levels, he will also gain
more hit points.
Primary Factors - EN, ST
MANA (MP): This number represents the magical energy your character has available to him at any
given time. Because magical energy is channeled from the spirit within you, Mana is
based on Charisma and Perception. As you cast spells, you will spend Mana, which can
only be regained by acquisition or time.
Primary Factors - CH, PE
RESISTANCE - DAMAGE: A character has resistances for each type of damage -- acid, cold, crushing, disease,
electrical, fire, piercing, poison and slashing. Resistances represent the character's
ability to shrug off some or all of the damages he would normally receive. The higher
the percentage, the less damage that he is going to take. Resistances over 100% actually
HEAL the player instead of harm him.
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