These are special points, gained upon advancing on every character level.
How many points you get is specific and depends only on that which level you get.
Additionally, you can earn those points by completing special tasks, which are usually connected with promotion
on higher level of your profession (Squire to Knight, Adept to Sorcerer etc).
Attributes points, as name suggests, can be spent on improving base character attributes. The higher the attribute, the more points you need.
You must be very careful while spending these points, because they are not so easy to obtain, and always in much lesser number than we all would wish.
MAGIC POINTS (MANA)
The determinant of magical potential of your character.
Every living being (in this sole case that includes undead) possess a magical potential, called Mana. It is spend during the manifestation of magic - spellcasting. One who is well prepared and focused may cast a spell, which will consume some amount of Mana. Usually the more advanced the spell, the more Mana it will consume (though it is not a 100% rule). Moreover, in order to cast a spell, you need a decent MAGIC level.
There are professions, which specialise in magic arcanes - the magic adepts, wizards or monks. It is they who represent the highest magical potential, and thus their skill advancement correlates with that feature.
So level of mana depends on your profession. It relies upon intelligence (INT) and wisdom (WIS) too. Some races have better predispositions to gain a higher level of mana and elves are certainly the ones. Even though dwarves can also cast spells they will always have less mana than others.
HEALTH POINTS (HP)
Also known as vitality. These points represent the general ablility to withstand enemy hits. Each wound -
whether inflicted by a spell, bolt or sword - decreases the hero's vitality, down to zero, when the fight ends.
He or she who has lost all the health points leaves the battlefield in shame, defeated.
It should be noted that HP regenerates after each battle, and there is no need for healing - such is the way of heroes and nothing can be done about that.
The amount of health points increases with each experience level, the amount depends on the race (Dwarves gain more than Humans or Elves) and profession of the hero. Usually adventurers of the more battle-hardened professions gain more than the fragile mages or swift archers. Also, a hero can gain HP by increasing his or her endurance (END).
Physical endurance of the character. It is stamina that decides for how long will you be able to swing back
and forth with your magic stick, or sword, or such. It is again stamina that determines distances you are able
to cross moderately fast without straining your body too much. Frankly speaking it's a feature everyone needs,
from those packed into heavy armors to wizards.
How much stamina does a character have depends on its level (as it raises with every advance), and the basic feature of endurance (END).
LOAD CAPACITY (CAP)
Capacity describes possible weight of your equipment (clothes, armour, weapons) that you are able to carry on or
with you. The latter (sometimes the same as the first one) shows how much can you maximally carry.
1 CAP = 1 grzywna of load or if you wish 1/2 kowdish pound.
The first number shows how much can you additionally carry. It's doesn't need to be pointed out that the attribute is vital, besides it directly relates to the speed of the character. The more CAP you have, the heavier armour or sword you may wear without much harm to your moving speed. For that attribute the most influential parameters are strenght of the character, less but still noticeable is the endurance.
ARMOUR CLASS (AC)
All this junk you carry on yourself noticeably affects the damage you receive. The better the armour, the
more sensible protection it offers. The material, the maker and the making process are the major factors here.
The character's AC equals the armour classes of all sources of protection, being it simply a piece of armour, as well as any magical influence, for example from a ring or spell.
Every 10 points of AC decrease the damage you receive by the average of 1. 100 AC however doesn't always take 10 damage points off, it is a variable, as you do not wear the same protection on the entire body. It is to be noted that with rising your AC, the overall weight of your armour goes up most of the time as well, so it is a good idea to stick to high quality AC (the lighter the better).
There are 8 types of AC:first for common weapons, bows and crossbows and rest for 7 elements.
SPELL POINTS (SP)
This is simply how many spells you can remember. The first number shows how many spells you know right now, the second number states the maximum amount of spells you can memorize. The maximum amount of spells goes up as the intelligence (INT) of a character is improved.
Also: thick-headedness, a natural characteristic of the dwarves, whose thinking processes tend to take a bit
more time (always more than it takes to grab an axe). This hard-headedness includes resistance to magic, scholars
call it will power. It is an useful trait when a hostile wizard tries to cast a spell that would weaken your
Everyone has a set amount of willpower, its amount depending on the wisdom (WIS) of the hero and his or her race. Dvarwes have a +20% bonus compared to Humans, Elves a +10% bonus.
It's one of the most important attributes. There are 3 speeds; the lowest is the speed of running and fighting
in direct combat, the second one is the speed of distance fighting, and third one is the maximum speed that a
character can have with small ballast. The more stuff you carry on you the more effect it has on your speed.
Increasing character's lifting capacity (by increasing strength (STR) or endurance (END)) reduces the consequences of carrying your equipment. On the other hand increasing dexterity (DEX) attribute boosts character's maximum speed and consequently other speeds as well.
It's worth to be fast! But keep your eye on your stamina, because swinging quickly with whatever you swing nowadays makes you tired faster. And have in mind the amount of damage you can deal, because if you meet a well armored opponent you won't be able to penetrate his armor even though you will be trying fiercely.
Broadly speaking the ability to successfully hit your opponent in a melee fight.
It is the sum of your natural hitting ability, depending on your dexterity (DEX), your present weapon skill (yes, the one you are now using), a bonus it sometimes has (+hit) and finally the bonus it adds to the weapon skill itself. That last principle doesn't affect staves, as they add to your magic in case of a +skill bonus.
Melee hit characteristic may be risen by additional skills of the more experienced, e.g. Body Lore.
This is the range of damage dealt by a warrior when he hits his opponent in direct fight
(with an axe, a sword e.g.). The first quantity relates to the minimal damage, the second - maximal. The third
quantity is always added to the variable.
A '3-5 +2' score means that the damage dealt will be from between 5 and 7. The damage is usually to some extend absorbed by the enemy's armour, so the wounds are smaller.
The minimal and maximal damage depends on the weapon you wield, and your strength (STR).
The third quantity can be raised by wearing magical equipment, such as rings, as well as the weapon itself.
Additionaly, the skills of truly experienced characters, such as e.g. Anatomy, may add to that figure.
It is nothing else but the ability to dodge enemy swings and thrusts in close quarters. The total amount of melee dodge is the combination of one's innate dodging ability due to dexterity (DEX) and the specific dodge skill.
How well a character handles bows is measured by this rating. It depends solely on race and profession of character in question - a dwarven warrior will have a hard time trying to hit something with a bow, whereas an elven archer won't have any trouble.
This is a damage that an archer inflicts to an opponent in ranged fight (using a bow or a crossbow).
Same as with cold steel the first value is the minimum damage, the second number is the maximum damage and the
third one is a constant value always added to the final damage. These values are usually greater than damage
done in melee fight, but they are modified by the foe's armour in the same way.
The maximum and minimum damage depends on weapon's characteristics and character's strength attribute (STR), whereas the constant damage depends on a weapon, magical rings and other items. On top of that damage can be increased by skills for advanced characters such as CRUCIAL SHOOTING.
It means dodging arrows and bolts. A very hard to develop attribute. Fresh warriors learn in their guild that you can't evade an arrow and you simply need to protect yourself. And actually, this attribute depends only on LUCK.
Thanks to that you know how much you have gained from all previous skirmishes. It also tells you how much more experience you need to advance to the next level (the higher second number). Experience is essential for correct development of your character and for acquiring new levels. You gain experience by duelling players like you, challenging beasts on arenas and accomplishing numerous quests.
It's a stage of character's development. The higher it is the more advanced character you have.
Some of adventures have a minimum level requirement as well as all the guild quests for promotion to
higher level of your profession. It's worth to increase levels because every time you do it you gain
more HP, mana and condition points. On top of that you get Attribute Points
and fame among the community.
You need to remember that gaining levels may not be enough. Other important things are wealth (means gold for which you can buy equipment) and many crucial abilities like dodge, sword, parry, magic, etc.
One may gain fame by achieving glorious acts and finishing quests. Famous characters have a much easier life as they can gain many privileges, and finding new quests takes less effort.