Character statistics - Other Statistics

Apart from primary and secondary statistics, there are also a few other factors which determine how well you do in a particular situation.

  • Encumbrance

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    Your encumbrance rating represents how much you are wearing, and affects your Speed rating (after style modifiers) as follows:

    Encumbrance is less than or equal to your Brawn: Unencumbered. Gain +5 Speed. You have access to all feet techniques. Your encumbrance will be coloured CYAN in your score.

    Encumbrance is more than your Brawn: Light encumbrance. Gain +3 Speed. You lose access to the acrobatic combat techniques. Your encumbrance will be coloured BLUE in your score.

    Encumbrance is more than two times your Brawn: Medium encumbrance. No Speed modifier. You lose access to most kicking techniques and can no longer run. Your encumbrance will be coloured MAGENTA in your score.

    Encumbrance is more than three times your Brawn: Heavy encumbrance. -5 Speed (or half, whichever is better). You can no longer jog, kick, or jump. Your encumbrance will be coloured RED in your score.

    Your encumbrance is also subtracted from your Defence rating for your feet, and affects how quickly your locations can recover from preventing an attack.

  • Cooldown

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    When your character successfully defends against an attack, it takes some time before that defence can be used again - this is called 'cooldown'. For your feet (or unarmed attacks) this cooldown is between 4 and 7 seconds, depending on your encumbrance (4 for unencumbered, 5 for light, 6 for medium and 7 for heavy). For a weapon it varies depending on the weapon type, but encumbrance is also a factor - you can find out the cooldown time for a weapon by looking at it.

    Note that the cooldown timer will not go down while you are performing a combat technique (although it can still parry or block while being used to perform a technique - only the recovery time is delayed).

    While wielding a weapon two handed, the assisting hand will automatically be used to help the cooldown timer for the other hand. Thus the cooldown for a two-handed weapon will be half the normal time, or normal time while performing techniques.

  • Pain

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    Your pain modifier represents penalties to Attack and Defence caused by your injuries, and provides modifiers as follows:

    Current Health is at 75% or more of your maximum Health: No penalty. Your pain modifier in score and your Health in your prompt will be coloured CYAN.

    Current Health is at 50% or more of your maximum Health: -10% Attack and Defence. Your pain modifier in score and your Health in your prompt will be coloured BLUE.

    Current Health is at 25% or more of your maximum Health: -25% Attack and Defence. Your pain modifier in score and your Health in your prompt will be coloured MAGENTA.

    Current Health is less than 25% of your maximum Health: -50% Attack and Defence. Your pain modifier in score and your Health in your prompt will be coloured RED.

    Your pain modifer only affects Attack and Defence, but can still put you at a serious disadvantage. Note that certain talents or abilities may reduce or even completely negate pain penalties.

  • Armour

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    Your armour rating determines what percentage of damage is absorbed by your armour for each of your body locations, depending on the damage type.

    Each piece of armour absorbs a percentage of the damage that strikes it. For example were you to wear a breastplate and a chainmail shirt, and both absorbed 50% damage, when struck by 100 points of damage the breastplate would absorb the first 50 and the chainmail shirt the next 25 (i.e. 50% of the 50 damage that got past the breastplate).

    Certain talents, such as Cleave, Smash and Pierce, decrease your opponent's armour by a certain percentage. In addition, some weapons have this as an innate ability for certain commands, which are coloured cyan (along with their AP cost) at the top of the combat table. If you gain this ability from both a talent and a weapon, they are added together. This percentage reduction is applied to each piece of armour that your blow passes through - if you had 20% reduction and your opponent was wearing a 50% helm and a 40% coif, the helm would only be able to absorb 40% damage while the coif would only absorb 32%.

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