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A:EftP - Stats and Abilities (SPOILERS)


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There may be additional bonuses that I missed during testing because when you are at maximum chance of hitting a monster it's hard to tell if something is increasing your chances.

 

 

per level

-- +5 health

-- +5 spell energy

 

Stats:

 

Strength

-- +5% to hit with melee weapons

-- +1 damage level to melee weapons

 

Dexterity

-- +5% to evade damage from physical, fire, and energy

-- +5% to hit with missile weapons

-- +1 damage level to missile weapons

 

Intelligence

-- +5 spell energy

-- +3% mental resistance

-- +5% to evade mental attacks

-- +1 damage level to spells

 

Endurance

-- +5 health

-- +5% to evade cold attacks

-- +2% poison resistance

-- +2% acid resistance

 

Abilities:

 

Melee weapons

-- +1 damage level

-- +1% to hit chance

 

Pole weapons

-- +1 damage level

-- +1% to hit chance

 

Bows

-- +1 damage level

-- +1% to hit chance

 

Thrown missiles

-- +1 damage level

-- +1% to hit chance

 

Can only be increased to 10 with skill points

 

Hardiness

-- preq. melee or pole weapons

-- 3% armor

-- 3% magic resistance

-- 3% fire resistance

-- 3% cold resistance

-- 1% poison resistance

-- 1% acid resistance

 

Blademaster

-- preq. melee or pole weapons

-- +3% damage

-- +1% to hit chance

-- recover fatigue

 

Sharpshooter

-- preq. bows or thrown missiles

-- +4% damage

-- +1% to hit chance

 

Gymnastics

-- preq. bows or thrown missile weapons

-- +2% chance to evade attacks

-- +10% chance of bonus action point

 

Parry

-- preq. hardiness

-- +3% chance to reduce damage from melee or missile attack

 

Quick action

-- preq. blademaster

-- act more quickly in combat

-- reduces battle fatigue 5% faster

 

Riposte

-- preq. parry

-- +3% chance to turn melee attack back

 

Dual wielding

-- preq. quick action

-- -2% damage penalty for two weapons to counter 19% to hit penalty

 

Lethal blow

-- preq. quick action or sharpshooter

-- +3% chance of doing more damage

 

Sniper

-- preq. sharpshooter or gymnastics

-- +5% chance for bonus missile shot

-- +3% chance of inflicting harmful effect

 

Mage spells

-- ability to cast mage spells

-- +1 damage level

-- makes spells more effective

 

Priest spells

-- ability to cast priest spells

-- +1 damage level

-- makes spells more effective

 

Tool use

-- ability to unlock and disarm traps

 

Spellcraft

-- preq. mage or preist spells

-- +2% effectiveness of all spells

 

Arcane lore

-- preq. mage or priest spells

-- decode magical inscriptions and spells

-- +3% mental resistance

 

First aid

-- preq. priest spells or tool use

-- restores health and spell energy after battle

 

Resistance

-- preq. spellcraft

-- +3% resistance to all hostile magic, damage and curses

 

Magical efficiency

- preq. arcane lore

-- chance to reduce spell energy cost

 

Cave lore

-- +2% poison resistance

-- +2% acid resistance

-- locate caches

 

Can only be raised to 5

 

Luck

-- +1% armor

-- +1% resistance to all hostile magic, damage and curses

 

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Evasion fails because you need to raise 3 stats: dexterity, mental, and endurance. In a party of 4 you might be able to raise two for fighters and two for mages and priests to avoid taking too much damage, but your priest has to remove mental attacks of charm, terror, and stun to keep the fighters going in several major fights. You can see the difference against normal monsters with high dexterity.

 

My singleton game is bogged down at level 51 because in two fights I keep dying to terror or stun even though I'm at the cap for mental resistance. I need more health to outlast the effects which can last 3 turns. Boss monsters seem to hit at 95% no matter how much your raise evasion.

 

I've pretty much pushed armor, hardiness, and resistance to as high as I can to mitigate damage and high endurance to survive.

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I played both on Normal and Torment.

 

Parry now only works against weapons and not magic spells so it's really useful in some fights, but not against area effect spells and abilities. I maximized parry for my lead fighter just because it avoids so much damage when you do get hit.

 

On normal, evasion is somewhat viable against most monsters. However there are enough that always seemed to hit me. Even a dedicated archer with lots of dexterity and endurance still would get hit, but not as easily as a mage or priest that has mostly intelligence and endurance.

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Originally Posted By: Randomizer
Blademaster
-- preq. melee or pole weapons
-- +3% damage
-- +1% to hit chance
-- recover fatigue

Quick action
-- preq. blademaster
-- act more quickly in combat
-- reduces battle fatigue 5% faster

I did some tests on these. Minimal tests. If Quick Action really does give a 5% chance per point of reducing fatigue by 1, then the chance of Blademaster reducing fatigue has to be really, really low. With 10 points in each, I recovered an average of just about 1.5 points of fatigue per turn. I did see one turn when I recovered 3 points, so that must be Blademaster kicking in. I'm going to guess Blademaster gives you 1% per point, or something awful like that.

Quote:
Dual wielding
-- preq. quick action
-- -2% damage penalty for two weapons to counter 19% to hit penalty

This is really confusing. What are the normal penalties for dual wielding and what impact does the skill have on them?

Quote:
Sniper
-- preq. sharpshooter or gymnastics
-- +5% chance for bonus missile shot
-- +3% chance of inflicting harmful effect

Is the bonus shot per attack or per turn? If it's per turn, does that mean you only get the chance on the first attack? Say I make two bow attacks and the first attack, the bonus shot does not activate. Does it get another chance for the second shot then?
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Originally Posted By: HOUSE of S
Quote:
Dual wielding
-- preq. quick action
-- -2% damage penalty for two weapons to counter 19% to hit penalty

This is really confusing. What are the normal penalties for dual wielding and what impact does the skill have on them?

In the few cases where I could see the difference between a single sword and dual wielding the to hit chances were 15% and 19% penalty. Damage penalty seem to be gone about level 5 of dual wielding ability.

Quote:
Quote:
Sniper
-- preq. sharpshooter or gymnastics
-- +5% chance for bonus missile shot
-- +3% chance of inflicting harmful effect

Is the bonus shot per attack or per turn? If it's per turn, does that mean you only get the chance on the first attack? Say I make two bow attacks and the first attack, the bonus shot does not activate. Does it get another chance for the second shot then?

I've only seen the bonus shot on the first shot, but then I only ran one character with sniper.
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Originally Posted By: Kennedy
So is the game like Avadon where you get 1 point to place in the stat of your choice and 1 point that gets allocated by the computer? Also how many skill points do you get when you level up? And does it cost more skill points to increase a skill from zero than to raise it past 1?


Yes, the computer allocates a stat and you choose a stat. You get two skill points per level, and every skill increase costs one skill point.

Unlike Avadon, you can increase a higher-tier skill based on the highest of the prerequisite skills, rather than the lowest.
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I don't see a separate thread for Battle Disciplines, so I'll put this here as an FYI:

 

Blade Sweep keys off Dexterity, not Strength as one might expect. Like in Avadon. While this is bad news for warriors, it's obviously pretty cool for archers, who otherwise get fairly short shrift in Battle Disciplines.

 

Edit: It gets better (or worse!). The weapon used to determine damage is the bow, not the sword. That has to be a bug.

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Early game (Demo Area) is up to about level 8. You only need 7 Tool Use, 9 Arcane Lore and 4 Cave Lore (CL can be skipped until later in the game as well and you can go back to get them.)

 

Not entirely sure on mid-late game but I know in the end you only need 14 Tool Use, 12 Arcane Lore and 10 Cave Lore.

 

As for luck, its entirely up to you if you want to invest points in it.

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Maximum skill levels needed to play the game:

Arcane Lore - 8 for spell books that don't also use sage lore, 12 maximum

Cave Lore - 12

Tool Use - 14

 

Items that give abilities:

Tinker's Gloves - +1 Tool Use - Alexi's Message quest reward

Tinker's Bauble - +1 Tool Use - Shaynee's Bazaar

First Expedition Ring - +2 Cave Lore but you need Cave Lore 11 to get it

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