Adventures of Conquest
Attributes






Table of contents
Attributes describe the inherent strengths and weaknesses of a player or npc character. The player can spend up to 10 attribute points on primary attributes during character creation.
There are multiple types of attributes in Adventures of Conquest:
This page will explain all four types individually.
There are 5 primary attributes: Strength, Endurance, Dexterity, Intelligence and Perception.
Primary attributes are also the only ones that can be increased directly, by assigning unspent attribute points on them during character creation or when a player character reaches a new level.
Especially during the early game, attributes play an important role at what skills, abilities and equipment a player character should focus on.
Determines the physical attack strength of a player or npc. For player characters, this also influences the amount of item weight they can carry for the whole group.
Strength influences these secondary attributes:
Physical attack strength
Player group carry weight
Determines the maximum amount of health points of a player or npc. With an endurance attribute of 0, the default health amount is 5 HP.
Endurance influences these secondary attributes:
Maximum Health points
Determines the maximum amount of energy points of a player or npc. Energy is a resource for casting mostly non-magically inclined abilities. Dexterity also influences the evasion attribute.
Dexterity influences these secondary attributes:
Maximum Energy points
Evasion
Determines the maximum amount of mana points of a player or npc. Mana is a resource for casting mostly magically inclined abilities.
Intelligence influences these secondary attributes:
Maximum Mana points
Determines the precision and critical strike attributes.
Perception influences these secondary attributes:
Precision
Critical Strike
Health, health points or simply HP. Once they drop to 0, the player or npc in question is considered dead or unconscious. During combat, if all player characters have their HP drop to 0, they will be teleported away and revived at their base. Outside of combat, player character's HP will always stop at 1. If the player flees from combat, all player characters that were unconscious will also be at 1 HP.
Mana, mana points or simply MP. These are used to cast magically-inclined abilities and are therefore mostly interesting for magic-based character builds. MP do not regenerate on their own by default, but certain items, equipment, abilities and effects can help with that.
Energy, energy points or simply ENP. These are used to cast physically-inclined abilities and are therefore mostly interesting for physically-based character builds. ENP do not regenerate on their own by default, but certain items, equipment, abilities and effects can help with that.
Physical attack, attack or attack points are used to determine how much additional damage is dealt during combat, when attacking with a normal weapon. Abilities may also incorporate this attribute to modify their damage.
Physical defense, defense or defense points are the only secondary attribute that cannot be influenced by assigning attribute points to a primary attribute. Physical defense is increased only by equipment, items, abilities and effects. It determines how much incoming physical damage is reduced.
It takes roughly 2 points of defense, to block 1 point of physical damage.
It takes roughly 10 points of defense, to block 1 point of magical damage.
(Magical damage can be blocked more effectively and easily by other means though, just keep reading.)
Precision or precision points determine if you hit your target, but it also depends on the target's evasion attribute.
If your precision and the target's evasion is the same amount, the hit chance will always be 75%.
If your precision is lower than the target's evasion, the hit chance will decline. Also the other way around.
Some abilities and effects may override this.
Evasion or evasion points are the opposite of precision. These two are always calculated against each other to determine if the attacker hits the target, or if the target evades them.
Critical chance or critchance is a percentage-based value that determines the possibility to land a critical hit on a target. This can occur when attacking with almost any kind of attack (physically or magically). Critchance is difficult to increase, but landing a critical hit will do 50% extra damage. Performing a backstab on a hostile npc outside of combat has an increased minimum critchance.
Most normal weapons and attacks cause physical damage, which can be mitigated via physical defense. In a way, you could say that the attributes 'Physical Attack' and 'Physical Defense' are polar opposites.
However, there are more damage types that can affect players and npcs, that can be modified via certain items, equipment, abilities and effects.
A good example for Offensive and Defensive attributes is Fire.
Abilities, Effects, and also certain weapons, may cause Fire damage, instead of normal (physical) damage.
These special damage types can be increased by adding their attribute to the player/npc.
A fireball may cause 5 points of Fire damage, but if the player also has 10 points to their Fire damage attribute, this may sum up to 15 points of Fire damage.
These Offensive attributes, and any special damage type for that matter, are only slightly reduced by the Physical Defense attribute of the target. This can make these special damage types quite devastating -
if it wasn't for the defensive attributes.
Offensive attributes and the damage types they enhance can be very hard-hitting. Fortunately, they are also much easier to counter.
Every Offensive attribute is always paired with a Defensive attribute. And Defensive attributes are always percentage-based. A Fire defense attribute of 50% will cut any incoming fire damage in half. Careful though:
Negative percentages are also possible, and are referred to as 'Weaknesses'. Having a -50% Fire defense attribute will increase incoming damage respectively.
Here are some damage type examples that may be caused by items, equipment, abilities and effects. These all have Offensive and Defensive attributes that a player or npc can increase through various means.
etc.
Hidden attributes do not fall in any of the other categories above, and usually serve a special and very specific purpose. They may be increased by items, equipment, abilities and effects, but their total values will not show up in the player character screen.
Active effects that increase or decrease hidden attributes, will show them when hovering the player portraits though.
Here are some examples for hidden attributes. Since these serve very specific purposes, a short explanation is added for each example.