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Abilities, Races, and Bonuses

Characters' basic abilities are (for the most part) a means to an end: Bonus scores. The bonus is the modifier derived from the ability, plus a racial modifier. (Racial modifiers affect the bonus, not the ability. A dwarf with a strength of 35 is really as strong as a hobbit with a strength of 100, as you'll see by adding the results of the two charts below.) Various bonuses are applied to skills, hits, speed, defense and spell points. Here's what you need to know:

Basic ability modifiers:
ScoreModifier
35-700
71-855
86-9010
91-9415
95-9720
98-9925
10030

Racial modifiers:
AbilityHumanElfHalf ElfDwarfHobbit
Strength+50+5+15-15
Agility0+10+10-5+20
Constitution+100+5+20+20
Intelligence0+10+5-5-5
Wisdom+10-10-50-5
Presence0+10+5-10-15
Memory0+10+100+5
Reason000+5+10

The abilities affect some stats, and the bonuses are added directly to certain skills. Where more than one bonus applies, the average of the applicable bonuses is added.

Bonus effects:
StatsStrengthAgilityConst.Intel.WisdomPresenceMemoryReason
Hits  *1     
Spell Points   *2*2   
Defense Yes      
Movement *3      
Skill Picks       *4
SkillsStrengthAgilityConst.Intel.WisdomPresenceMemoryReason
Pick Locks Yes Yes    
Disarm Traps Yes Yes    
Deadly Strike        
Trading     Yes  
Unarmed CombatYesYes      
Handheld ArmsYes       
Bows Yes      
Item Ident.   YesYes   
Read Runes   Yes  Yes 
Detect Traps Yes Yes   Yes
Perception   Yes    
Mythic Lore   Yes  Yes 
Spell List        
Woods Lore    Yes  Yes
Mountaineering Yes     Yes

*1: Every "Fortification" pick you take increases your hits by a random amount. Your constitution bonus increases this amount.
*2: Spell points depend upon your actual wisdom or intelligence score, not on your bonus. Therefore, race is irrelevant to spell points. The cleric, paladin and ranger use wisdom. The mage, ashikari, and bard use intelligence. See the tables below.
*3: Movement is based on Agility, plus a factor (possibly random) that I have not yet identified. (Ballpark, but not the real Movement formula: Agility/10 + Agility bonus.)
*4: Lobosolitario presents anecdotal evidence that the Reason score, rather than bonus, affects the total number of skill picks a character receives. Neither of us has investigated this further. (Training at a class-specific guild also tends to yield more skill picks than training at a multi-purpose guild does.)

Spell points per pick, by class and ability
Int/WisMage/Cleric Sps Int/WisAshikari/Paladin Sps Int/WisBard/Ranger Sps
0-5000-5000-500
51-85151-85151-951
86-99286-100296-1002
1003 

Racial skill bonuses:

(Despite what the manual says, there are no racial bonuses to any of the five types of magic resistance. (It is possible, but doubtful, that the game adds a racial bonus to the recorded resistances on the fly: This would not be in keeping with the way it handles all other stats.))

Total racial skill modifiers:
If you apply the racial ability bonuses (from the "Racial Modifiers" table) to the relevant skills (using the "Bonus effects" table), and add the racial skill bonuses (just above), you get the following results, showing which races really are better at which skills.
SkillHumanElfHalf ElfDwarfHobbit
Pick Locks0+10+7.5-5+17.5
Disarm Traps0+10+7.5-5+17.5
Deadly Strike00000
Trading0+10+5-10-15
Unarmed Combat+2.5+5+7.5+5+2.5
Handheld Arms+50+5+15-15
Bows0+10+10-5+35
Item Ident.+500-2.5-5
Read Runes0+10+7.5-2.50
Detect Traps0+5+5-1.7+8.3
Perception0+10+5-5-5
Mythic Lore0+10+7.5-2.50
Spell List00000
Woods Lore+5+5+17.5+2.5+2.5
Mountaineering0+5+5+50+15

Picks per level, by class:
This shows which classes can become best at which skills (presuming that you put picks into those skills). Each pick grants three points to a skill, unless otherwise noted. (Skills that have had no picks assigned to them suffer a -20 penalty. So your first pick will appear to improve the skill by 23.) If a class gets no picks for a skill, then it cannot use that skill, even if it has a decent score (by virtue of high abilities or an editor).
SkillsFighterRogueThiefRangerBardClericMagePaladinAshikari
Pick Locks123221112
Disarm Traps123321112
Deadly Strike023020000
Trading122232121
Unarmed Combat221111112
Handheld Arms322222133
Bows322320020
Item Ident.112223222
Read Runes112222322
Detect Traps123221112
Fortification1332222222
Spell Points2000222222
Perception233222222
Mythic Lore111132211
Attack Evasion3211221123
Spell List4000003300
Woods Lore221321122
Mountaineering222211111

  1. Each Fortification pick increases your hits by a random amount, plus a small amount dependent upon your Constitution bonus.
  2. See the "Spell points per pick" table above for how many spell points each pick grants.
  3. Each Attack Evasion pick increases your Defense by 1.
  4. Each Spell List pick increases your chance to learn a new spell list by 5%.

Number of attacks per round, by class and level:
A beginning character starts out capable of one weapon swing per round, and one bow shot per round. Every X levels (see the chart below), they gain another attack per round. For example, a fighter gains an extra weapon swing at levels 3, 6, 9 and so on, and another bow shot at levels 4, 8, 12 and so on. (Unarmed attacks use the weapon swing amount.)
 Levels to gain extra attacks
ClassWeaponBow
Fighter34
Rogue34
Thief43
Ranger43
Bard34
Cleric46
Elementalist65
Sorcerer65
Mentalist35
Conjuror35
Paladin34
Ashikari34

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