Learn about Vitality, Astral Energy, Endurance, and Resistance to Magic in Dark and Darker, plus combat talent details.
Base Values:
Vitality (VI): Shows the maximum number of injuries a hero can sustain before dying. Vitality is lost through fights, traps, or poisons and is difficult to regain, requiring potions, healing magic, healing arts knowledge, or recovery periods. Vitality is subdivided into individual Vitality Points (VP). Calculation: (Constitution + Constitution + Strength) / 2 ± Character modifications + increase.
Astral Energy (AE): All magically gifted beings have Astral Energy at their disposal, indicating how much magic a hero can perform before needing a break. Astral Energy is subdivided into individual Astral Points (AsP). Calculation: (Courage + Intuition + Charisma) / 2 ± Character modification + Increase.
Endurance (ED): The Endurance rating shows when a hero gets out of breath and how often they can perform special abilities in combat before fatigue sets in. Endurance decreases faster than Vitality but regenerates faster. Endurance is subdivided into individual Endurance Points (EP). Calculation: (Courage + Constitution + Agility) / 2 +/- Character modifications + Special Abilities Endurance I, II and III.
Resistance to Magic (RM): Determines if a hero is easy or difficult to enchant. Willpower, Constitution, and an alert mind contribute to higher resistance. RM is relevant when attempting to dominate another character with spells; the Arcane Test for such spells will incur a Difficulty Increase equal to the RM value of the spell target. Calculation: (Courage + Cleverness + Constitution) / 5 +/- Character modifications.
Bonuses and Penalties:
Bonuses: Alchemy Bonus: +3, Astral Power: +3 astral points, Axes and Maces Bonus: +2, Blacksmith Bonus: +3, Daggers Bonus: +2, Danger Sense: +3 perception, Endurance Bonus: +3 endurance points, Good Looking: +1 Charisma, Haggle Bonus: +3 haggle, High Resistance to Magic: +3 resistance to magic, Judge Distance: +2 ranged combat talents, Lore Penalty: -2 to all lore talents, Low Resistance to Magic: -3 to resist magic, Melee Bonus: +1 all melee talents, Nature Talents Bonus: +2 all nature talents, Perception Bonus: +3 perception, Rapid AE-Regeneration: +1 astral regeneration, Social Chameleon: +2 to Seduce, Etiquette, Haggle and Fast Talk, Swords Bonus: +2 to swords, Vitality Bonus: +3 vitality points, Willpower Bonus: +2 willpower.
Penalties: Artisan Talents Penalty: -2, Endurance Penalty: -3 endurance points, Melee Penalty: -1 all melee talents, Nature Talents Penalties: -2 all nature talents, Ranged Combat Penalty: -3 all ranged combat talents, Slow AE-Regeneration: -1 astral regeneration, Social Talents Penalty: -2 all social talents.
Combat Talents:
- Axes and Maces: One-handed axes, hammers, and maces that deal damage through weighty impact, suited for crushing armor and breaking bones. Maximum length is around one pace, maximum weight around three greatpounds. Combat Talent Type - Melee, Talent Group - Base, Effective Encumbrance - EC-4, Upgrade Category - D.
- Bows: Ranged weapons varying from compact Short Bows to Meadowian Longbows, requiring practice for correct handling. Ranged, Special, EC-3, D.
- Brawling: The skill of defending yourself using swinging blows and punches, where parrying is replaced by dodging. Melee, Basic, EC0, C.
- Crossbows: A dwarven invention resembling a bow mounted horizontally on a central post, fired by aiming and pulling a trigger. Ammunition includes rigid bolts or stone/metal balls. Ranged, Special, EC-5, C.
- Daggers: Bladed weapons used almost exclusively for piercing, with a maximum total length of half a pace. Base, EC-1, D.
- Fencing Weapons: Slim weapons of just under a pace long, designed almost exclusively for piercing, often with ornate hilts.
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