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Attributes are the character's eight defining qualities, each one being a measure of his or her physical and mental abilities. During Character Creation, the initial value of each attribute is randomly generated, ranging from 7 to 14, which can be re-rolled. After that they are given an additional 20 points that can be added to any attribute. Every time characters level up, they are given 3 attribute points.

Strength

Strength is a measure of a character's physical power; their ability to lift and carry weight as well as the maximum force they can deliver when attacking. Nearly all of the character's physical abilities are augmented by Strength in some way.

  • Weight carried increased by 4 pounds per point of Strength
  • Maximum damage increased for unarmed, swords, bludgeoning, cleaving, and throwing attacks by 1 point of damage per 5 points of Strength
  • HP at character creation increased by 1 HP per point of Strength*
  • HP gained on level up increased by 1 HP per 10 points of Strength*
    * bonus is not retroactive: it applies only to HP increases for the current level and future levels
  • Toxin resistance is determined by the sum of Strength and Endurance. It increases by about 1% per point for the first 40 points combined, and slowly becomes less effective after that. A combined score of over 300 would be required for 99% resistance.
  • Spell casting in combat - The stronger you are, the more weight you can hold in your hands (weapon + gloves + shield/lantern) and still cast spells. Every 3 points of Strength allows you to carry 1 pound and still cast in combat. This limit applies only when enemies are near.
Strength Damage Bonus Level Up HP Bonus Combat Casting Weight
8 +1 - 2
9 +1 - 3
10 +2 +1 3
12 +2 +1 4
15 +3 +1 5
18 +3 +1 6
20 +4 +2 6
21 +4 +2 7
24 +4 +2 8
25 +5 +2 8
27 +5 +2 9
30 +6 +3 10
33 +6 +3 11
35 +7 +3 11
36 +7 +3 12
39 +7 +3 13
40 +8 +4 13

Dexterity

Dexterity is a measure of steadiness, accuracy, hand-eye coordination, balance and grace in physical activity. Dexterity is critical in the character's ToHit rating and their base Armor Rating.

  • Maximum damage increased for bow, piercing, and throwing attacks by 1 point of damage per 5 points of Dexterity
  • To Hit increased by 1 point per 5 points of Dexterity
  • Armor increased by 1 point per 5 points of Dexterity
  • Lock Picking in combination with the Pick Locks skill
  • Moving Silently in combination with the Move Silently skill
Dexterity Damage Bonus To Hit Bonus Armor Bonus Lock Pick Bonus
8 +1 +1 +1 +2%
9 +1 +1 +1 +3%
10 +2 +2 +2 +3%
12 +2 +2 +2 +4%
15 +3 +3 +3 +5%
18 +3 +3 +3 +6%
20 +4 +4 +4 +6%
21 +4 +4 +4 +7%
24 +4 +4 +4 +8%
25 +5 +5 +5 +8%
27 +5 +5 +5 +9%
30 +6 +6 +6 +10%
33 +6 +6 +6 +11%
35 +7 +7 +7 +11%
36 +7 +7 +7 +12%
39 +7 +7 +7 +13%
40 +8 +8 +8 +13%


Endurance

Endurance is a measure of how well a character can endure physical trauma, poisons, diseases and how long they can survive without food and drink before becoming dehydrated and starving to death. It is the critical foundation of the character's maximum Hit Points and Resistance scores, as well as their Hit Point regenerate rate.

  • HP at character creation increased by 2 HP per point of Endurance
  • HP gained on level up increased by 1 HP per 5 points of Endurance*
    * bonus is not retroactive: it applies only to HP increases for the current level and future levels
  • HP recovery rate in combination with the Medicine skill
  • All resistance is determined by the sum of Endurance and the relevant attribute: Strength for Toxins, Intelligence for Elements, Wisdom for Disease, and Perception for Magick. Each resistance increases by about 1% per point for the first 40 points combined, and slowly becomes less effective after that. A combined score of over 300 would be required for 99% resistance.

Speed

Speed is a measure of how quickly a character is able to perform game actions. The higher their Speed is, the faster they can swing a melee weapon (thus increasing maximum deliverable damage amount) and the higher their base Armor Rating is due to their ability to move out of harms' way when being attacked.

  • Maximum damage increased for unarmed, swords, bludgeoning, cleaving, and piercing attacks by 1 point of damage per 5 points of Speed
  • Armor increased by 1 point per 5 points of Speed

Intelligence

Intelligence is a measure of a character's ability to understand and retain new information, as well as his or her logistic skills. For Magick Users, Intelligence contributes to the amount of Mana Points gained every level. Intelligence also augments their ability to resist injury from Elements such as heat and cold. Finally, Intelligence helps the character identify unknown items they may find on your journey.

  • In Book II, MP at character creation for non-Healer class characters increased by 1 MP per point of Intelligence
  • In Book I, MP at character creation increased by 1 MP per point of Intelligence
  • In Book II, MP gained on level up for non-Magick User class characters (bug? manual says it should be "for Magick Users") increased by 1 MP per 10 points of Intelligence*
  • In Book I, MP gained on level up for Mages, Fighters, and Rogues increased by 1 MP per 10 points of Intelligence*
    * bonus is not retroactive: it applies only to MP increases for the current level and future levels
  • Ability to Learn Elemental spells - see the table below for details. 25 Intelligence and 11 in Elemental skill is required to learn the highest level Elemental spells in Book II. 42 Intelligence and 11 in Elemental skill is required for learning all the spells in Book II, compared to 20 Intelligence in Book I. Temporary Intelligence and Elemental skill bonuses (from items) do allow you to learn more/stronger spells.
  • Elemental resistance is determined by the sum of Intelligence and Endurance. It increases by about 1% per point for the first 40 points combined, and slowly becomes less effective after that. A combined score of over 300 would be required for 99% resistance.
Intelligence Max Number of Spells Known (Book II) Highest Tier Spells Known (Book II) Highest Tier Spells Known (Book I)
8 - - -
10 - - 1
15 7 1 2
17 8 1 2
19 9 1 2
20 9 2 3
21 10 2 3
23 11 2 3
25 12 3 3
27 13 3 3
29 14 3 3
31 15 3 3
33 16 3 3
35 17 3 3

Wisdom

Wisdom is a measure of the character's insight, common sense and quality of judgment, as well as general cognitive abilities. Wisdom augments the magickal Skill of Divination, as well as Disease Resistance and some defensive stats. Wisdom is also the only attribute that can protect the character against Curses. For Healers, Wisdom contributes to the amount of Mana Points gained every level.

  • In Book II, MP at character creation for Healer class characters increases by 1 MP per point of Wisdom
  • In Book I, MP at character creation for Healers and Rangers increases by 1 MP per point of Wisdom
  • In Book II, MP gained on level up for Magic User class characters (bug?

manual says it should be "for Healers") increases by 1 MP per 10 points of Wisdom*

  • In Book I, MP gained on level up for Healers and Rangers increases by 1 MP per 10 points of Wisdom*
    * bonus is not retroactive: it applies only to MP increases for the current level and future levels
  • Ability to Learn Divine spells - see the table below for details. 46 Wisdom and 11 in Divination skill is required to learn all the Divination spells in Book II. 25 Wisdom and 11 in Divination skill is required to learn the highest level Divination spells in Book II, compared with 20 Wisdom in Book I. Temporary Wisdom and Divination skill bonuses (from items) do allow you to learn more/stronger spells.
  • Disease resistance is determined by the sum of Wisdom and Endurance. It increases by about 1% per point for the first 40 points combined, and slowly becomes less effective after that. A combined score of over 300 would be required for 99% resistance.
Wisdom Max Number of Spells Known (Book II) Highest Tier Spells Known (Book II) Highest Tier Spells Known (Book I)
8 - - -
10 - - 1
15 7 1 2
17 8 1 2
19 9 1 2
20 9 2 3
21 10 2 3
23 11 2 3
25 12 3 3
27 13 3 3
29 14 3 3
31 15 3 3
33 16 3 3
35 17 3 3

Perception

Perception is the ability to sense, channel and utilize the arcane energy that exists below the surface of observable reality. In its slightest form, Perception controls awareness and intuition, while a character with highly developed Perception can perform acts of magick and divine channeling. Perception is the basis of the character's maximum Mana Points, Magick Resistance and Mana Point regeneration.

  • MP at character creation increased by 2 MP per point of Perception*
  • MP gained on level up increased by 1 MP per 5 points of Perception*
    * bonus is not retroactive: it applies only to MP increases for the current level and future levels
  • MP recovery rate in combination with the Meditation skill
  • Magic resistance is determined by the sum of Perception and Endurance. It increases by about 1% per point for the first 40 points combined, and slowly becomes less effective after that. A combined score of over 300 would be required for 99% resistance.
  • Finding hidden objects in combination with the Spot Hidden skill

Concentration

Concentration is a measure of a character's ability to maintain attention and mental focus, especially while distressed. It is often considered the mental version of Endurance. It augments many different Skills and stats that require strong mental focus such as the character's ToHit ability, trap disarming, spell casting and much more. It is a critical Attribute to develop for every character, regardless of specialization.

  • Weight carried increased by 2 pounds per point of Concentration
  • Maximum damage increased for bow attacks by 1 point of damage per 5 points of Concentration
  • To Hit increased by 1 point per 5 points of Concentration
  • Disarm traps in combination with the Skullduggery skill
  • Melee spell failure rate reduced (?)
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