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Characteristics found in the game

CORE CHARACTERISTICS
Core characteristics can be physical or spiritual.
Core characteristics can be increased upon leveling up, with different characteristics increasing differently depending on the character's nation (see the nation description for distribution). Characters start with zero characteristics, then spiritual and physical ones are leveled up separately (each can be upgraded when increasing level).
There is also a bonus to character characteristics based on gender. Female characters receive a +5 bonus to a chosen spiritual characteristic upon leveling up, while male characters receive +5 to a chosen physical one.
Nation characteristic distribution:
Might : Accuracy : Intelligence : Constitution | Will : Thought Speed : Vitality : Concentration

Physical Characteristics

Might

1 unit of might increases damage from corresponding weapons by 1% (one-handed, two-handed weapons, longbows, some other weapon types).
A character with low might cannot use certain types of weapons

Accuracy

1 unit of accuracy increases damage from corresponding weapons by 1% (all ranged weapons, some others)
A character with low accuracy cannot use certain types of weapons

Intelligence

Every 40 units of intelligence allow learning one additional skill or one additional ability
A character with low intelligence cannot use certain types of technology

Constitution

1 unit of constitution increases the character's maximum health by 2 (initial health=200)


Spiritual Characteristics

Will

Every 5 units of will increase the character's mana and AP by 1 (initially -- 20)
Strengthens earth element spells by 1% per unit of characteristic
Penalty -- great distance from the ground surface: -100 will

Reaction

Increases evasion chance according to the formula +(1-1.005^(-reaction))
Strengthens air element spells by 1% per unit of characteristic
Penalty -- limited, enclosed space: -100 reaction

Vitality

Increases damage resistance according to the formula +(1-1.003^(-vitality))
Strengthens fire element spells by 1% per unit of characteristic
Penalty -- cold environment: -100 vitality

Concentration

Increases critical hit probability according to the formula +(1-1.004^(-concentration))
Increases base action damage on a critical hit by +0.3%*concentration.
Strengthens water element spells by 1% per unit of characteristic
Penalty -- dry, hot air: -100 concentration


ADDITIONAL CHARACTERISTICS:

Level
Character level affects the number of skills they can learn, as well as how much they can increase core characteristics.

Experience
Gained through many game actions (both combat and non-combat), as well as for defeating enemies and completing quests.

Health
Obvious characteristic

Action Points (AP)
Required to perform absolutely any action. At the start of battle, characters are full of energy and thus have a maximum number of action points (default 20), however, over time they are spent and turns must be skipped to restore them (one turn skip restores one fifth of the maximum AP).

Mana
Required for casting spells. At the start of battle, mages are not ready to cast spells (unless they have special items or abilities), however, during battle it constantly grows (by one third per turn skip and by one fifth when performing an action) and can reach its maximum value (default 20).

AP Loss Resistance
1 point=1% chance that an AP-reducing effect will not take place.

Mana Loss Resistance
1 point=1% chance that a mana-reducing effect will not take place.

Evasion Chance
1 point=1% chance that a health-reducing effect will not take place. Does not work against area effects. Armor usually reduces the value of this characteristic, as do some weapon types.

Damage Resistance
1 point=1% of damage is absorbed. Armor improves the value of this characteristic.

Critical Hit
1 point=1% probability that a hit will be critical.

Earth Resistance
1 point=1% of earth damage is ignored. Like all other elemental resistances, game characters can only have these through equipment or (temporarily) through spells. However, monsters may possess any type of resistance by default.

Air Resistance
1 point=1% of air damage is ignored.

Fire Resistance
1 point=1% of fire damage is ignored.

Water Resistance
1 point=1% of water damage is ignored.

Distortion Resistance
1 point=1% of space distortion damage is ignored. This is an extremely rare type of resistance.

Resistance Ignore
1 point=-1 point from enemy resistance, characterizes a weapon or spell

Range
A characteristic of weapons and spells. Together with initiative, it determines the order of character action during an attack. The first-attack factor is important here: if a character has not yet been counterattacked, the order is determined by range. If they have, then by initiative.
If the difference between characters' ranges is great, the character with lower range receives an AP penalty on the first attack (up to seven points).
Range difference 1-3: 1 AP penalty
Range difference 4-6: 2 AP penalty
Range difference 7-10: 3 AP penalty
Range difference 11-14: 4 AP penalty
Range difference 15-18: 5 AP penalty
Range difference 19-22: 6 AP penalty
Range difference 23+: 7 AP penalty

Initiative
Determines turn order. Initiative depends on character level according to the formula 95+level*5.
A large difference in initiative imposes AP penalties for all turns except the first (the one in which the first attack occurred for both characters).
Initiative difference 10 or less: no penalty
Initiative difference 11-22: 1 AP penalty
Initiative difference 23-34: 2 AP penalty
Initiative difference 35-46: 3 AP penalty
Initiative difference 47-58: 4 AP penalty
Initiative difference 59-70: 5 AP penalty
Initiative difference 71+: 6 AP penalty

Wear and Tear
A characteristic of armor, weapons, and technology. If the degree of wear is too high (the value is determined by the specific type of weapon, armor, or technology), the item cannot be used.

DAMAGE TYPES
Physical, earth, air, fire, water, poison, disease, and distortion. Any weapon or spell always deals damage of a fixed type.
 

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