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Selecting New Attributes Character eam their mettle when you define their attributes. When you select this option, Realms “rolls” values for their positive attributes (the left hand Attribute column) and their negative attributes (the right hand column). Positive Attributes Like you, your characters have certain levels of wisdom, dexterity and strength, among other statistics. In Arkania, the seven positive attributes are tracked numerically and, for newly created characters, range from 8 to 13.
• Courage (CR): A high courage influences quick decisions, and provides a high amount of willpower. This can be of value in a fight, when trying to resist a spell or when conversing. • Wisdom (WD): This attribute measures the theoretical or “bookish” knowledge a character has, memory, ability to plan ahead and to think in abstract terms. This makes it the basis of most magic. • Charisma (CH): A character with a high charisma value will find it easier to influence others. Also, his other teammates will be more open to the character’s suggestions. • Dexterity (DX): This attribute is needed to manipulate small objects. It affects disarming traps, opening locks and other maneuvers which require slight of hand. It also affects a magician’s ability to weave a magic spell. • Agility (AG) :This measures the ability to move skillfully and to avoid sudden obstacles. It also helps characters to avoid blows in combat. Strength (ST): More than just brute muscle power, this is also the knowledge of how to use it to the fullest. A necessity for moving heavy objects, using heavy weapons, strength also determines a character’s maximum load. • Intuition (IN): It’s not necessarily anything you heard or anything you saw, but something just tells you that something’s up. A character’s intuition affects their ability to perform many skills and also influences a magic user’s ability. You’ll see Realms’initial roll on your screen. This roll, a 13 let’s say, can be used for any of the seven attributes; you select which one depending on the Archetype you’re hoping to create. After placing the first value, Realms will roll again until you have placed each roll with a positive statistic. Negetive Attributes Next, you’ll assign values for the negative statistics just like you did for his or her Negative positive attributes. Keep in mind that Archetypes have negative attribute Attributes requirements as well. The seven negative attributes, which range from 2 to 8 for new characters, are: • Superstition (SN): Characters with high superstition notice certain things,black cats and the like, and instantly understand their meaning. A high superstition often makes a character particularly susceptible to magic. • Acrophobia (AC): A fear of heights, leading to a distinct feeling of vertigo. A large acrophobia value can be a severe handicap when forced to cross a suspension bridge or standing at a cliff edge. • Claustrophobia (CL): The fear of being buried alive which can close in when traveling through narrow halls and low corridors. • Avarice (AV): The urge to gather gold, jewelry and other precious items. A character gripped by avarice will often forget all else happening around him or her just to loot something that has caught his or her eye. • Necrophobia (NE): A particularly terrifying fear of death and anything connected with it, especially the undead - mummies, zombies, and skeletons. A character with a high necrophobia value will sometimes refuse to fight against undead and may run away instead. • Curiosity (CU): A healthy amount of curiosity is something of a prerequisite for a true hero, but too much of everything is a curse, and so it is with curiosity. Magicians especially are often overcome with curiosity upon discovering old scrolls and magical artifacts.
• Violent Temper (VT): A character with a violent temper is easily insulted and quick to draw a weapon to right any perceived wrong. Select Archetype After assigning your character’s attribute values, choose Select Archetype. Realms will show you a list of Archetypes your character qualifies for. Just select one to make it official. At times, however, you may see that the character you’ve created doesn’t qualify for any Archetype at all. In this case, Realms will tell you that you’ve failed to meet the minimum entrace requirements for any Archetype. Perhaps, he or she is just a point or two shy where it counts. You don’t need to start over ... just roll the dice a bit more! Select the Change Attribute option, covered in the next section, to modify his or her current values. If you find yourself miles away from your desired Archetype, though, you may also select New Attributes and re-roll. Change Attributes When you’ve placed all of your rolls and are still just one point away from creating that Silvan Elf that you’ve been trying for, don’t worry... you still have another option open to you. Change Attributes allows you to alter both positive and negative attributes by trading off points between the two. For example, a Silvan Elf requires an agility of 13, but, let’s say, in your attempt to create this Archetype, your agility is only 12. Otherwise, you qualify for the Archetype. It’s just too close for a re-roll, so you select Change Attributes. Realms shows you a menu listing all of the positive attributes. Select the attribute, agility in this case, and you’ll have the option to increase or decrease the attribute value. Selecting increase, his agility jumps to 13. But, there is a price ... for every one point change you make to a positive attribute, you will be required to make a two point change to a negative attribute. After you increase the positive attribute, Realms shows you a menu of negative attributes ... and asks you to trade off for the positive increase in agility by increasing your negative attributes by two points. You may put both increases in one attribute or split them between two different attributes. Just be careful not to alter a negative attribute above (or below) the minimum entrance requirement for the Archetype you’re hoping to create. Change Attributes also allows you to decrease negative attribute values. For example, say that same Silvan Elf has a 5 for a varice, but needs a 3. You can use this option to decrease two points from your negative attributes by choosing to remove one point from a positive attribute. Regardless of which way you do your point trading, remember that positive attributes cannot be decreased below 8 or above 13. Negative attributes cannot go below 2 or above 8. Additionally, once you you begin to change an attribute, you may not turn in the other direction. Values that are lowered may not be raised later on. Likewise, values that are raised may not be lowered. You may, however, continue heading in the same direction. When you have completed the adjustment to your character’s negative at, tributes, Realms will return you to the character screen. Just right click or hit PgUp to return to the menu options. If you have further changes, though, select Change Attributes again.
So you need to have 6 party members, the pre-made are fine, but if you want enjoy the full fun, creating your own 6 is much better.
First you will need to kick out the premade 6 (click the Helm button and then the "x" that is at each character face), each time the game will say something about "' bla bla saved" , as soon you see 6 empty boxes, you are done.
Then click the upper left icton (like hasting/moving human siluette) - this is the creation
First always select
- Gender (upper right corner)
- profession/class (below the 3D dummy)
NOTE each time you change proffesion (Rogue -> Warrior i.e.) the game generates LP (Life points) and birth date (what impacts the BONUS skill, for warrior you want Two-Handed +2, for mage Arcane Knowledge +2... and also look at LP, you don't want a warrior with 20 LP, but with 33-36)
- Now you can select the avatar (upper left corner, although it is known bugging)
- your 3D model (just by clickng the reload (round arrow) button at the upper right part of the model screen
- After that keep the dice rolling - This will first roll 8-13 range for positive and then 3-7 range for negative. The numbers will in each case come randomly (12,9,11,13,9,8) so you will have to assign them without knowing what comes next.
NOTE: you can reroll as many times you want freely
NOTE: you can move points between positve and negative (two negative points for 1 positive ratio).. this is helpful, when you see any of your attributes RED, hence are not meeting requirements. (for example Thorwallians are know for their superstition, so they need this negative attribute at 7)
You should bear in mind:
your warriors need
- Courage (attack)
- Agility (Defense)
- Strength (attack + damage)
Hunters :
- Intuition (orientation, hunting)
- Agility (bows)
Spell Casters
- Wisdom (Cleverness)
- Dexterity (some spells need gesticulatoin for success, hence your good finger/hand mastership is needed)
- if Domination spells would work, also Charisma
- If you plan to get herbs (Druid, Warlock) also Intuition
- also for Elves is Intuition good, especially for green (Leaf) Elf, as he uses mostly intuitive magic (and I also use him as hunter and tracker)
Thief / Rogue
- Dexterity (opening locks, pick pocket)
- Agility (surviving in battle)
- Cleverness + Charisma + Intuition (cheating, haggling, streetwise, fast talk..)
For skills, apart of COMBAT skills, you want choose
- Body control (warriors, archers)
- Arcane knowledge (mages..)
- Willpower (all - soon may domination spells work and your party without willpower may flee battle, or fight among themselves)
- Track + Survival (Hunter/Green Elf)
- Herbal knowledge + Survival (Druid/Warlock)
- Fast Talk, Cheat, Pick Locks (Rogue, if you don't want a Rogue, distribute these among good chars: Pick Pocket for Dwarf, Cheat and Fast talk to any char with hich CHA + INT + CLE , like witch)
For the spells, right now work properly only BALM+Witch Spit (heal), Fulmunictus (shooting range damage), Ignifaxus (shooting range damage) and from the effective ones its all (probably light in darkness too)
The rest can be figured out on the fly.