
Power Draw also adds 14% to each hit with the bow, until four levels beyond the bow’s minimum Power Draw requirement for example, if the bow’s Power Draw requirement is 2, then a skill level of 2 will add 28%, while a skill level of 6 will add 84%, while any level beyond 6 will still add 84%. More powerful bows have a minimum Power Draw requirement to use. Some thrown weapons require a few points in Power Throw to use (e.g.

However, in the case of 'Trainer', the whole party benefits from bonus experience. In general this ability only benefits the individual. Personal skill A personal skill grants an ability to an individual party-leader or companion. However, only the party-leader's level in the skill is used. Leader skill Like a party skill, a leader skill grants an ability to a party. If the player has a party skill trained to level 2 or higher, a bonus may be awarded (see below). The level of a party skill is chosen from the party member who has the highest level in that skill, regardless whether it is the player or a companion. Party skill A party skill grants an ability to the party as a whole. There are no items that require charisma.The type of a skill determines how it affects the party. The modifiers Stubborn or Champion also increase skill requirements +1 and +2 Riding respectively.īooks have Intelligence requirements between 7-12. Armored horses require a minimum of 12 Agility (4 Riding).

Horses indirectly require Agility, as they require Riding skill.

Some Crossbows have strength requirements, those are in the 8-10 Range (10 for the Siege Crossbow). Thrown weapons need 0-4 Power Throw before modifiers and Bows 0-4 Power Draw before modifiers. Thrown and Bow weapons indirectly require minimum Strength, due to their Skill requirements. Melee weapons will require between 7 ( Hand Axe) to 14 ( Great Hammer) Strength, but certain weapon modifiers can add 1, 2, or 4 to Strength required. Heavy helmets such as the Winged Helmet also have a requirement of 10. Trainer, Tracking, Tactics, Path-finding, Spotting, Inventory Management, Wound Treatment, Surgery, First Aid, Engineer, Persuasion.Įach point increases your party size limit by +1.Īrmor either has no attribute requirement or Strength requirements between 6 and 9 ( Plate Armor). Weapon Master, Shield, Riding, Athletics, Horse Archery/ Shooting from Horseback, LootingĮvery point to intelligence immediately gives one extra skill point. Ironflesh, Power Strike, Power Draw, Power Throw/ Grenade ThrowingĮach point gives you five weapon points and slightly increases foot movement speed on the battlefield. (Hidden bonus: increases damage of melee weapons, bows, and thrown weapons).

These choices cannot be changed once committed, so be sure to spend them wisely!Įvery point adds +1 to hit points. When you create a new character after selecting a background, you will get four points to spend on attributes, and upon each level-up, you will receive one more. See the section on Skills for more information. Furthermore, each attribute carries its own benefits. For example, Ironflesh is a Strength based skill, so a character with 14 Strength can only raise their Ironflesh up to level 4, while 15 Strength will allow Ironflesh up to level 5. Skills can only be raised to one third of a certain attribute (rounded down). Strength and Intelligence also allow better armor or books to be used, respectively. Attributes do two things: they give you some kind of immediate advantage, and they also allow you to increase skills that are dependent on that attribute. Your character has four major attributes, which affect what you can do in very profound ways.
