games-pc siege of avalon-anthology Manuale Utente

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Resistance is your character’s ability to avoid or survive various kinds of attacks.  The things 
you wear (equip) initially have the most impact on these values, but as you advance in the
game there are magical items and training techniques that can raise these values significantly.
Resistance is divided into 2 categories: Invincibility and Resistance.
Invincibility is how much of an attacker’s “hit” you might simply be able to avoid so that it does
you no damage (the actual avoidance is a random function influenced by this value).  If your
character makes a grunting sound and/or bends slightly into a stance of pain, then you have 
not fully avoided the attack.
The Resistance is applied to the portion of the attack against you that you could not avoid (due
to your Invincibility value), and represents a percentage of reduction in the effectiveness of the
attack before the results to your health are calculated.  For example, if an enemy hits you with 
a 20-point piercing attack, if your Invincibility avoids 8 of those hit points, and your Resistance
reduces the remaining 12 hit points of damage by 50%, then only 6 hit points are subtracted 
from your character’s health.
Note that there are many characteristics of attack and resistance that are represented
by Piercing, Crushing, etc. If you are going to be encountering a specific kind of 
threat in an area of the game, then you may wish to seek out and equip items (or 
find spells, and such) that will enhance the specific resistances you are likely to need.  
For example, when heading into a freezing terrain it makes sense to enhance your
resistance to cold. Note that you can never achieve 100% invincibility or 100% 
resistance in any category; it simply would not be fun or fair.
Damage is effectively the opposite of the Resistance values above.  These are the strength 
of each kind of attack that you can throw against an enemy.  The numbers here are a range
showing the minimum to maximum strength (or “points”) of each attack that you will attempt 
to inflict.  The actual value used with each attack is a random number within this range.  
Like the Resistance values, you may wish to tune these Damage values to the enemies you
expect to encounter in the various major areas of the game.  For example, if you select weapons
or spells that inflict mostly Heat damage to use against a fire beast that one can reasonably
assume has a high Heat resistance, then your attack is not going to be very effective.  Although
Piercing, Crushing, Cutting, and Stun damage modifiers may increase slightly as a character’s
strength increases, damage modifiers are most affected by weapons and/or items that your
character has equipped.
Player Statistics and Abilities, 
Advanced Elements
This section concludes the discussion about player statistics introduced above in the section
“Player Statistics and Abilities.”
ADDITIONAL STATS
While using your training points to change your primary stats, you may notice that some of the
values in the other columns change.  This is because your primary statistics, along with items,
have a direct effect on your secondary statistics.  A description of each statistic and value can
be obtained by moving the cursor over the item.  You might try going to the inventory screen 
and removing the player’s shirt, for example, and then returning to the stats screen to observe
the change in statistics.  
Secondary Stats are computed from your adjusted Primary Stats.  These represent how your
character reacts to the game environment based on what you have accomplished in building
your primary stats.  One way to think of this is that the primary stats are like your training goals,
and the secondary stats are the benefits that training provides to you.  For example, as you raise
your Constitution, you will notice these secondary stats changing: Healing Rate, Recharge 
Rate, Hit Points, and Mana.  You can train (or equip items, or use spells) for a better-adjusted
Constitution.  This means that your character can heal faster, can recharge for spell casting
faster, can survive greater amounts of damage (more hit points, the term “hit points” meaning
“health”), and can cast stronger spells (more mana, the term “mana” meaning “magical 
energy”).  Therefore, Constitution offers complex benefits desirable to any character regardless
of class, which is usually true of all primary stats.  The real intellectual part of the fun of 
role-playing games is learning the right way to develop your character using the stats system.
In Siege of Avalon, a smart starting objective is “balance,” with just the right favoring of the
stats most useful to your character class.  Do not overlook any stat; they all provide important
capabilities.  At times throughout the game when you have accumulated many training points,
you should save your game and experiment with building your primary stats to learn about 
how these change your character’s capabilities.
SECONDARY ABILITIES
• Attack - This stat is crucial to determining your ability to hit an enemy during 
combat.  It is affected directly by strength, coordination, combat, and restriction.
• Defense - Defense is the measure of how well your character can guard by 
dodging a blow or rolling with the punch.  This stat is directly affected by 
coordination, combat, and restriction.
• Attack Speed - A character’s attack speed is determined by his coordination, strength,
and restriction.  It represents the rate at which your character attacks his enemy.
• Restriction - The items equipped or the weapons your character uses modify your
restriction.  The lower your restriction, the easier it is for your character to move around.
Be careful when equipping your character, as bulky and/or heavy items raise restriction.
• Movement - Movement is the character’s walking speed.  It is only affected by certain
items and/or by carrying too many items at one time.
• Healing Rate - The rate at which your health meter refills itself is determined almost
directly by constitution.
• Recharge Rate - Recharge rate is the measure of how quickly your character 
regains his mana.  It is affected by both mysticism and constitution.
• Hit Points - Hit points represent the total health of the character.  The player 
may increase his total health by adding more training points to constitution.
• Mana - Mana reflects the magical energy that a character can possess.  You may 
add points to this stat by raising your character’s mysticism and constitution.