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Hit Points Per Level

The default is 8 points per level. I originally believed that someone at Bethesda had a really sick sense of humor on this issue, but have since revised my opinion. It has been well over a year since any of my characters have had more than 12 points per level (usually 10) and they survive quite nicely. There is a mistake in the documentation regarding the number of health points you gain with each level. You actually get somewhere between 50% and 100% of your points plus any bonus for your Endurance with each level gain. If your points are set at 8, then you’ll get somewhere between 4 and 8 points of health with each level gain. If they’re set at 30, you’ll get between 15 and 30. The more hit points you add, the higher the difficulty dagger will go.

Special Advantages

A word about light and darkness as they pertain to "Special Advantages". “Darkness”, as the game interprets the term, means “out of the sun”. So, if you’re indoors, you’re in darkness. Obviously, if you’re outside at night you’re in darkness, too. “Light” means “outside during the day”. For game purposes, you would do well to ignore any light-powered advantages since you will make advancement more difficult and have few chances to benefit from it.

Resistance

You may choose to make your character resistant to certain harmful agents. For example, if you have an assassin-type character, you might choose to make him resistant to poison to reflect his experience and knowledge of poisons. A magic-using character might be more resistant to magic as a reflection of his knowledge of the arcane arts. You may choose to have this increased resistance operate only in darkness or in daylight or have it operate all the time. Obviously, if it is always operating, it will be more difficult to gain levels than if it operates only part of the time.

Immunity

You may choose to make your character immune to certain harmful agents such as paralyzation, poison, disease, frost, electricity, etc. Again, immunity that is always working will make it more difficult to gain levels.

Spell Absorption

You have a chance based on the average of your Intelligence and Willpower ((I+W)/2) to absorb any spell tossed at you (including your own spells) and adding those spell points to your own magica reserves. The amount of magica absorbed is equal to the casting cost for the last spell you cast. If you do not have that much room available, you die from the overload. If the ability is always operational, you will have more difficulty developing your skills than if it is operational only in light or darkness. Taking Spell Absorption is a costly advantage in terms of the Difficulty Dagger. Either be prepared to advance slowly or be willing to saddle yourself with some serious disadvantages. CAUTION: Spell Absorption does not work as consistently as it did in "Arena" except for the standard "Sorcerer" class.

Rapid Healing

You regain lost health points more quickly while you’re sleeping. “General” makes it more difficult to develop your skills than if you choose to have this ability operate only in daylight or in darkness.



Regenerate Health

You will regain lost health points without the need to sleep. This does not affect your fatigue or magica reserves. “General” makes skill development more difficult than light, darkness, or while in water (I’ve never quite figured the logic behind this one). This ability helps in the early stages of the game, but is generally not very helpful at later stages when you have a lot more health points to play with. Rate of regeneration is approximately 1 health point every 3 or 4 minutes of game time.

Bonus to Hit

Your chances of hitting these classes of creatures are better. Undead includes skeletal warriors, wraiths, ghosts, vampires and liches. Daedra includes Seducers, Frost, Fire, Daedroths and Daedra Lords. Humanoids include Humans, Orcs, Giants, Nymphs, etc. Animals are Rats, Bats, Spiders, Scorpions, etc.

Athleticism

You don’t tire as quickly while performing strenuous activities such as running, jumping, climbing, etc.

Increased Magery

You have more spell points to play with. The default is 0.5 times your Intelligence in spell points. If your intelligence is 60, you will have 30 spell points without this bonus. Not taking this advantage makes your magic skills more difficult to develop since you will exhaust your magica more quickly and need to rest more frequently to replenish it. On the other hand, resting frequently will cause your Medical skill to develop more quickly.

Adrenaline Rush

A temporary increase in combat-related skills in order to save yourself when you’re about ready to die. Not a terribly effective advantage from my experience.

Expertise In

More and better chances to hit with a particular type of weapon.

Climate Survival

Less chance of getting lost, missing your destination, running into wandering critters in the type of terrain. Also, you move more easily through the particular terrain type. Not a particularly helpful advantage since it was apparently never implemented.

Acute Hearing

An undocumented special advantage that lets you hear what's up ahead sooner than you normally would. This advantage is particularly helpful when your quest object is a particular critter (imp, atronach, giant, orc -- whatever) since you'll be able to tell whether you're in the right part of the dungeon.


Date: 2016-01-03; view: 647


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