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Damage
As you might have expected, this attribute defines the strength of the witcher's strikes. Geralt's damage rating depends primarily on the currently equipped weapon and on the abilities he possesses. Damage is often expressed as a range, e.g. 5 -10. The first number defines the minimum damage dealt using a given weapon, while the second defines the maximum damage dealt. Occasionally, damage may be expressed in percentage terms, denoting that a given item increases current damage dealt by the indicated percentage.
Armor
This attribute is also known as damage reduction, simply because its value is deducted from the damage taken by Geralt. Damage reduction may also be expressed as a percentage, denoting that a given item increases current damage reduction by the rate indicated.
Vitality
Geralt's Vitality score is his current health, and it declines as the witcher takes damage. If Vitality drops to zero, Geralt dies. Vitality regenerates each second at rates that differ depending on whether the witcher is currently in combat or not.
Vigor
This multi-purposed attribute affects the witcher's ability to cast Signs and parry attacks, as well as the damage Geralt deals to foes. One point of Vigor means that Geralt can cast a Sign once or parry one attack. As Vigor declines, the damage Geralt deals to foes also drops. Vigor regenerates each second at rates that differ depending on whether the witcher is currently in combat or not.
Adrenaline
Adrenaline appears as an added attribute in the later stages of the game and affects a series of Geralt's special abilities. Geralt can employ given abilities once the Adrenaline bar is fully charged. Depending on the chosen development path, Geralt can generate Adrenaline in one of three ways: by attacking foes with his sword, by casting magic Signs at them, or by consuming potions and thus increasing his Toxicity.
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