Derived Statistics (Base Values)
Vitality (VI)

Vitality shows the maximum number of injuries the hero can sustain before he dies. It's easy to lose Vitality through fights, traps or poisons, but more difficult to regain it. Potions, healing magic, healing arts knowledge or a recovery period are required for that. Vitality is subdivided into individual Vitality Points (VP).

Calculation: (Constitution + Constitution + Strength) / 2 +/- Character Modifications + Increase

Astral Energy (AE)

All magically gifted beings have Astral Energy at their disposal. This value provides information on how much magic the respective hero can perform before this potential is depleted, and he or she has to take a break from casting spells. The Astral Energy is subdivided into individual Astral Points (AsP).

Calculation: (Courage + Intuition + Charisma) / 2 +/- Character modification + Increase

Endurance (ED)

The Endurance rating shows when a hero gets out of breath, and how often he or she can carry out special abilities in combat before fatigue sets in. The Endurance rating decreases faster than Vitality, but it also regenerates faster in exchange. Endurance is subdivided into individual Endurance Poings (EP).

Calculation: (Courage + Constitution + Agility) / 2 +/- Character modifications + Special Ability Endurance I-III

Resist Magic (RM)

Resistance to Magic determines whether or not a hero is easy or difficult to enchant, whereby Willpower, a robust Constitution and an alert mind ensure that the latter is more likely.

Calculation: (Courage + Cleverness + Constitution) / 5 +/- Character modifications

Dodge (DV)

Instead of parrying a blow with a weapon, a hero can also try a skillful Dodge maneuver. Especially when there isn't a suitable weapon at hand. If the Dodge Value is higher than the Parry Value, then a test is automatically rolled for Dodge instead of Parry

Calculation: Base Parry Value (BPV) - full Encumbrance + Special Ability Dodge I-III

Attack (AT)

The Attack is an offensive combat action that is executed with a melee weapon and is meant to inflict damage on the opponent. Usually there is one test roll on the Attack value per combat round. The value depends on the equipped melee weapon and its utilized weapon talent.

Calculation: AT base value - 1/2 effective Encumbrance + Weapon talent value +/- weapon modifier

Parry (PA)

When defending against an attack, the hero's Parry skill is applied. The hero attempts to ward off the opponent's attack with his own weapon and escape damage in doing so. The value depends on the equipped melee weapon and its utilized weapon talent.

Calculation: Base Parry Value (BPV) - 1/2 effective Encumbrance + weapon talent value +/- weapon modifier

Ranged Combat (RC)

In contrast to a melee attack, a hero can also participate in a battle from a safe distance. To do so requires a Ranged Combat Value, and tests are rolled for that instead of the Attack Value. The value depends on the equipped ranged combat weapon and its utilized weapon talent.

Calculation: Base Ranged Combat Value - effective Encumbrance + Weapon Talent Value

Hit Points (HP)

Hit Points specify the level of the damage that can be inflicted by a successful and unparried attack with the currently equipped weapon. This damage is decreased by the opponent's Armor Rating value and subsequently deducted from the Vitality as damage points.

Calculation: Weapon Damage and possibly Strength Bonus