Stats

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In Path of Achra, players and enemies alike have a variety of stats.


Strength

How strong your character is, determining how healthy you are, how much equipment you can wield effectively and how much damage you deal.

For each point of Strength:

Strength also determines your minimum Speed and maximum Encumbrance.


Dexterity

Represents how agile your character is, determining how accurate you are with your attacks, how nimble your blocking is and fast you can act in combat.

For each point of Dexterity:

  • Your Speed is increased by 2.
  • Your Dodge is increased by 20.
  • Your Block value is increased by 20.
  • Your Block chance is increased by 1%.
  • Your equipped weapon's Accuracy is increased by 5%, or 10% if you are Two-handing.

Dexterity also determines your minimum Speed.


Willpower

The strength of your character's mind and personality, allowing them to deal more effective damage in combat, or maintain control of more Summons at the same time.

For each point of Willpower:

  • Your Willpower Damage Bonus is increased by 10%.
  • You receive 10% increased HealHealing from all sources.
  • Your Willpower Recovery is increased by 1%.
  • Your summon limit increases by 1.


Willpower Damage Bonus

Your Willpower Damage Bonus is a percentage damage increase applied to all damage you deal excluding damage increases and self-damage. It starts at 0% and is increased by 10% for each point of Willpower you have, however the total damage bonus is also divided by your Inflexibility (see damage calculation).


Willpower Recovery

Your Willpower Recovery is a percentage chance to remove harmful effects from yourself through sheer force of will. It starts at 0% and is increased by 1% for each point of Willpower you have. On game turn, for each harmful effect you currently have, you have a percentage chance to remove all stacks of that effect from yourself equal to your Willpower Recovery. Enemies also have a Willpower Recovery stat, which functions in the same way.


Life

"The absolute measure of one’s existence. When it is reduced to 0, you die..."

The maximum amount of damage you can take. Your starting Life is determined by your Culture, Class and Religion and can be increased through levelling up Strength or Vigor, or by learning certain powers or prestige classes. You are restored to 25% of your maximum Life upon divine intervention.


Invigorated by the Cycle

At cycles above the First, your starting max Life is increased upon entering the first area. In addition, max Life increases from almost all sources is also invigorated:

Invigorated Starting Life = Base Starting Life * (1 + (0.25 * Cycle))

Life gained from Strength = 25 + (2 * Cycle)

Life gained from Powers = 50 + (4 * Cycle)

Life gained from Vigor = 75 + (6 * Cycle)

Life gained from Cheren = 20 + (2 * Cycle)

Life gained from Merzot = 500 + (40 * Cycle)

Max Life increases gained from sacrifice, from the Goblin IconGoblin's ability and from the Robe of Vigor is not invigorated and will always provide a flat +20, +25 and +50 Life respectively.

Speed

To be filled in later, speed is weird.


Resistances

How tough you are, and your ability to absorb damage.

Resistances are divided into categories for each element in the game. Your starting Resistances are determined by your culture and can be increased or decreased by your currently equipped items and some effects. You also gain Resistances by spending skill points on powers:

For the player, Resistances have a maximum of 75% and a minimum of -100%. For enemies, Resistances have the same minimum, but a maximum of 90%.

To see how Resistance affects the damage you and enemies take, see damage calculation.


Dodge

Your chance to evade an attack completely, avoiding a hit and taking no damage. Dodge is determined by a huge variety of things in game, including your character choices, items and current effects.

Each time you are attacked the game will roll a number between 1 and your Dodge value. If this number is equal to or above the attack's accuracy roll, you have dodged the attack. If it is below the accuracy roll then you are hit and the attack sequence continues.

Note that only attacks can be dodged, direct hits or damage caused by abilities cannot be dodged.


Dodge Anticipation

You and all enemies in the game have a 10% chance to anticipate a dodge on any attack. If the anticipation roll is successful, the attack will hit regardless of the dodge roll.


Block

The total amount of damage your weapons and shield items can absorb. Block has two parts: chance and value. Base Block chance is determined by your Dexterity. Base Block value is determined by your Dexterity and Block/Armor from your equipped weapons:

Block Value = (20 * Dexterity) + Block/Armor from equipped items + Block Value from other sources

Block Chance % = (15 * each equipped item in hand) + Dexterity + Block Chance from other sources

Block chance has a maximum of 90%.


Each time you are hit, the game rolls against your Block chance. If your block chance roll is successful, you reduce the hit value by an amount proportional to your Block score. The amount depends on the damage type of the hit:

For Physical Damage: Hit Reduction = Block Value

For Non-Physical Damage: Hit Reduction = (max[0.25 + (Corresponding Resistance / 100), 0.25]) * Block Value

For Physical Damage physical damage your block is 100% effective, reducing the hit value by your Block value. For Non-Physical Damagenon-physical damage your block has reduced effectiveness, only reducing the hit value by your Block value multiplied by 25% + your Resistance to the damage type of the hit, to a minimum of 25% of your Block value in the case of negative Resistance.

For example, if you are hit by a Fire DamageFire type attack and you have 15% Fire DamageFire Resistance then the hit value will be reduced by 40% (25% + 15%) of your Block value. If you instead had -15% Fire DamageFire Resistance then the hit would only by reduced by 25% of your Block value (the minimum reduction for Non-Physical Damagenon-physical damage).

If after this hit reduction is applied, the hit value is reduced to 0 or less, the attack is blocked.

Note that, as with dodging, only hits from attacks can be blocked, direct hits or damage caused by abilities bypass Block and are not reduced in value.


Armor

The total amount of damage your armor items can absorb. Base Armor is determined by your Strength and Armor from your equipped items. Your base Armor can then further be modified other sources:

Armor = (15 * Strength) + Armor from equipped items + Armor from other sources


Each time you are hit you reduce the hit value by an amount proportional to your Armor score (after Block is applied). The amount depends on the damage type of the hit:

For Physical Damage: Hit Reduction = Armor

For Non-Physical Damage: Hit Reduction = (max[0.25 + (Corresponding Resistance / 100), 0.25]) * Armour

For Physical Damage physical damage your armor is 100% effective, reducing the hit value by your Armor value. For Non-Physical Damagenon-physical damage your armor has reduced effectiveness, only reducing the hit value by your Armor value multiplied by 25% + your Resistance to the damage type of the hit, to a minimum of 25% of your Armor value in the case of negative Resistance.

For example, if you are hit by a Fire DamageFire type attack and you have 15% Fire DamageFire Resistance then the hit value will be reduced by 40% (25% + 15%) of your Armor value. If you instead had -15% Fire DamageFire Resistance then the hit would only by reduced by 25% of your Armor value (the minimum reduction for Non-Physical Damagenon-physical damage).

If after this hit reduction is applied, the hit value is reduced to 0 or less, the attack is shrugged-off.

Note that, as with dodging and blocking, only hits from attacks can be shrugged-off, direct hits or damage caused by abilities bypass Armor and are not reduced in value.


Armor Break

You and all enemies in the game have a 10% to have their Armor break on receiving any attack. If the break roll is successful, the hit received will not have its value reduced.


Encumbrance

Represents how much your equipment is weighing you down, making you slower.

Your maximum Encumbrance is equal to your Strength. If the total sum of all your currently equipped item's Encumbrance is equal to or lower than your Strength then you are unencumbered and suffer no penalty. If it is greater, then you are encumbered, and for each point it is above your Strength:

  • Your Speed is decreased by 2.
  • Your Dodge is decreased by 20.


Inflexibility

A representation of your mobility in combat. Lighter armor and weapons preserve your flexibility whilst bulkier, heavier armor or certain powers such as Frost Armor increase Inflexibility and can reduce your effectiveness in combat.

Your base Inflexibility is equal to the sum of all your currently equipped item's Inflexibility + 1. Inflexibility can be increased or decreased by certain powers, items and abilities, but can never be reduced below 1. If your Inflexibility is equal to 1 then you are flexible, and if it is above 1 then you are inflexible.

As well as being used by some powers, items and abilities, Inflexibility affects some of your other Stats:

  • Your Speed (after all other modifiers) is divided by your Inflexibility.
  • Your Willpower Damage Bonus is divided by your Inflexibility (see damage).
  • The Block provided from your equipped items is increased by 25% per point of Inflexibility above 1.


Weapon Size

The sum of your currently equipped Main-hand and Off-hand Weapon Sizes. Used by some abilities in game.


Accuracy

How accurate you are with your attacks. You have two Accuracy Stats, one for each your Main-hand and Off-hand weapons, each applying to attacks from that respective hand. Base Accuracy is determined by the Accuracy of the weapon equipped in that hand modified by your Dexterity. This base value can be further modified by powers, items, effects and other abilities.

If Single-handing: Accuracy = Weapon Base Accuracy * (1 + (0.05 * Dexterity)) + Accuracy from other sources

If Two-handing: Accuracy = Weapon Base Accuracy * (1 + (0.1 * Dexterity)) + Accuracy from other sources

Each time you attack with a hand the game will roll a number between 1 and your Accuracy value for that hand. If this number is above the target's dodge roll, you have hit the target. If it is equal to or below the dodge roll then the attack is dodged and you have missed. There is a 10% chance you will hit the target regardless of accuracy and dodge rolls (see Dodge Anticipation).


Hit

How much damage you deal with your attacks. You have two Hit stats, one for each your Main-hand and Off-hand, each applying to attacks from that hand. Base Hit is determined by the Hit of the weapon equipped in that hand modified by your [[Stats#Strength|Strength. This base value can be further modified by powers, items, effects and other abilities.

If Single-handing: Hit = Weapon Base Hit * (1 + (0.1 * Strength)) + Hit from other sources

If Two-handing: Hit = Weapon Base Hit * (1 + (0.2 * Strength)) + Hit from other sources

Each time you hit a target with an attack the game will roll a number between 1 and your Hit value for that hand. This number is then reduced by the target's Block value (if the block chance roll was successful) and Armor value (if no Armor Break). This is the resultant hit value which is passed on to damage calculation.


Setting or Limiting Stats

Some abilites and effects refer to setting or limiting a stat. Setting a stat to a certain number will fix that stat to that number regardless of all other modifiers. Limiting a stat to a number effectively makes that number the maximum possible value for that stat and will allow modifiers to increase the stat to that number, but not over. Sets and limits override other factors that affect stats, such as minimum speed.