Attributes - ntemplon/legends-of-omterra GitHub Wiki

Attributes

Primary Attributes

The primary attributes in Legends of Omterrra are Strength, Dexterity, Constitution, Intelligence, Willpower, and Charisma. A score in a primary attribute of 0 is neutral; a negative score is a penalty and a positive score is a bonus. The bonus or penalty from an attribute is equal to the score of the attribute.

Strength (STR)

Strength affects the damage dealt by weapons. Each character adds his strength score to his damage multiplier with melee weapons. Base damage with one handed melee weapons and bows is increased by one for each five points of Strength, and damage with two handed melee weapons is increased by one and a half for each five points of Strength.

A character's Strength does not govern any skills.

Dexterity (DEX)

Dexterity affects the ability of a character to dodge blows and damage dealt by ranged weapons. Each character adds his Dexterity to Armor Class, Attack Bonus for bows, Reflex Score, and Initiative.

Each character adds his Dexterity to his skill ranks for Disable Device, Lockpicking, and Stealth.

Constitution (CON)

Constitution affects the health and resistance of a character. Each character adds his Constitution to his Fortitude Score, and he gains an additional point of health at each level up for each 5 points in Constitution.

A character's Constitution does not govern any skills.

Intelligence (INT)

Intelligence affects a character's skill points. Each 5 points of Intelligence increases the amount of skill points gained at level up by 1. Intelligence also governs the spellcasting of some classes.

Each character adds his Intelligence to his skill ranks for Craft, Perception, and Spellcraft.

Wisdom (WIS)

Wisdom affects a character's resistance to mental attacks. Each character adds his Wisdom to his Will Score. Wisdom also governs the spellcasting of some classes.

Each character adds his Wisdom to his skill ranks for Heal and Sense Motive.

Charisma (CHA)

Charisma governs the spellcasting of some classes.

Each character adds his Charisma to his skill ranks for Bluff, Diplomacy, Intimidate, and Use Magic Device.

Secondary Attributes

Secondary Attributes are attributes that are derived from primary attributes or other means.

Attack Bonus (AB)

Base Attack Bonus is the extra damage dealt by martial weapons. Base Attack Bonuses are provided through the character's Class, Strength or Dexterity score (depending on the weapon), the weapon used, etc.

Armor Class (AC)

Armor Class is the resistance to physical weapons, both melee and ranged. Armor Class bonuses are provided through the character's Dexterity score, armor worn, and other items.

Fortitude (FORT)

Fortitude is a character's resistance to physical threats other than weapons, such as poison. Fortitude bonuses are provided through class levels, and a character's Fortitude score is increased by Constitution.

Initiative (INIT)

Initiative is a character's ability to respond quickly to combat, and determines the order in which characters take turns during combat. The highest initiative score goes first. Initiative is equal to the character's Dexterity score, but can also be increased by feats and other abilities.

Reflexes (REF)

Reflexes is a character's ability to dodge threats, such as fireballs and spike traps. Reflexes bonuses are provided through class levels, and a character's Reflexes score is increased by Dexterity.

Spell Power (SP)

Spell Power governs the power of spells. Each level in a spellcasting class grants 5 spell power, although bonuses can come from other areas, such as items.

Spell Resistance (SR)

Spell Resistance is the resistance to spells. Spell Resistance comes from some items, and is an intrinsic property of many monsters.

Will (WIL)

Will is a character's ability to resist mental attack, such as Dominate spells. Will bonuses are provided through class levels, and a character's Will score is increased Wisdom.