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There are four resources that each character has in Legends of Omterra: Health, Stamina, Mana, and Aether.

Health

Health represents how tough a character is. When a character takes damage, they lose health. When a character's health reaches 0 or lower, they collapse. If the entire party collapses, the mission is failed and the party returns home.

Each class receives a set amount of hit points per level, as well as additional hit points for a high Constitution score. See each class's description for details.

Stamina

Stamina represents how much a character can physically exert him or herself. It is used as a resource by combat maneuvers and some feats. It regenerates rapidly both in and out of combat, and is therefore usually managed on a turn-by-turn basis. The tables below show how much base and bonus Stamina a character receives.

Base Stamina

Level Minimal Moderate High Extensive
1 0 1 1 2
2 0 1 2 4
3 0 2 4 5
4 0 3 6 9
5 0 3 8 12
6 1 4 11 17
7 1 7 15 21
8 1 8 19 28
9 1 10 24 33
10 2 12 30 42
11 2 14 35 48
12 4 16 41 56
13 4 19 46 62
14 4 22 51 69
15 7 25 56 74
16 8 30 61 80
17 9 34 65 85
18 9 40 70 91
19 14 46 74 96
20 16 48 78 100

The classes receive Stamina as follows:

  • Minimal: Magus, Mindweaver, Priest, Shaman, Sorcerer
  • Moderate: Archer, Ninja, Prowler, Warlock
  • High: Champion, Templar
  • Extensive: Berserker

Bonus Stamina and Stamina Regeneration

Characters receive bonus maximum stamina and regenerate a percentage of their maximum stamina based on their Constitution score. Regeneration occurs at the start of each turn while in combat, and every 5 seconds out of combat.

Constitution Bonus Stamina % Stamina Regen
0- 0 2
5 1 5
10 2 8
15 3 11
20 6 14
25 9 17
30 14 21
35 20 24
40 27 27
45 36 30
50 41 34
55 46 37
60 54 40
65 63 43
70 67 46
75+ 74 50

Mana

Mana represents how much magical energy a character can channel, and is the primary resource for magical spells. It regenerates slowly both in and out of combat, and therefore is usually managed on an encounter-by-encounter basis. The tables below show how much Mana a character will receive.

Base Mana

Level Minimal Moderate High Extensive
1 0 1 1 2
2 0 1 2 4
3 0 2 4 5
4 0 3 6 9
5 0 3 8 12
6 1 4 11 17
7 1 7 15 21
8 1 8 19 28
9 1 10 24 33
10 2 12 30 42
11 2 14 35 48
12 4 16 41 56
13 4 19 46 62
14 4 22 51 69
15 7 25 56 74
16 8 30 61 80
17 9 34 65 85
18 9 40 70 91
19 14 46 74 96
20 16 48 78 100

The classes receive Mana as follows:

  • Minimal: Archer, Berserker, Champion, Ninja, Prowler, Warlock
  • Moderate: Mindweaver, Shaman, Templar
  • High: Magus, Priest
  • Extensive: Sorcerer

Bonus Mana and Mana Regeneration

Characters receive bonus maximum Mana and regenerate a percentage of their maximum Mana based on the score of their class's governing attribute. Regeneration occurs at the start of each turn while in combat, and every 5 seconds out of combat. While out of combat, regeneration occurs at twice the rate presented here.

Governing Attribute* Bonus Mana % Mana Regen
0- 0 0
5 1 1.6
10 2 2.2
15 3 2.8
20 6 3.4
25 9 4
30 14 4.6
35 20 5.2
40 27 5.8
45 36 6.4
50 41 7
55 46 7.6
60 54 8.2
65 63 8.8
70 67 9.4
75+ 74 10

*The governing attributes for Mana are:

  • Intelligence: Archer, Berserker, Champion, Magus, Ninja, Prowler, Warlock
  • Wisdom: Priest, Shaman, Templar
  • Charisma: Mindweaver, Sorcerer

Aether

Aether represents how much metamagic energy a character access from the Aether, and is the primary resource for magical spells. It does not regenerate except when resting at a tavern or rest shrine, and therefore is usually managed on an mission-by-mission basis. The tables below show how much Aether a character will receive.

Base Aether

Level Minimal Moderate High Extensive
1 0 1 2 3
2 0 2 4 5
3 0 4 7 8
4 0 5 11 14
5 0 6 16 19
6 1 9 24 29
7 1 14 33 37
8 1 17 44 51
9 1 22 56 63
10 4 29 72 81
11 4 34 88 97
12 9 41 104 115
13 9 50 120 131
14 10 57 136 149
15 17 67 152 165
16 20 81 168 183
17 25 95 184 199
18 26 113 200 217
19 41 133 216 233
20 48 144 232 249

The classes receive Aether as follows:

  • Minimal: Archer, Champion, Magus, Priest, Sorcerer, Templar
  • Moderate: Berserker, Ninja, Prowler
  • High: Shaman, Warlock
  • Extensive: Mindweaver

Bonus Aether

Characters receive bonus maximum Aether based on the score of their class's governing attribute. Aether does not regenerate outside of taverns and rest shrines.

Governing Attribute* Bonus Aether
0- 0
5 1
10 4
15 9
20 16
25 26
30 40
35 58
40 80
45 107
50 121
55 136
60 161
65 188
70 200
75+ 220

*The governing attributes for Aether are:

  • Wisdom: Archer, Berserker, Champion, Magus, Priest, Shaman, Sorcerer, Templar
  • Charisma: Mindweaver, Ninja, Prowler, Warlock