Knights of Legend/Character attributes

The large amount of attributes and statistics in Knights of Legends can be confusing at first. It can be useful to make a comparison with the attributes in the.

Foresight
This is the only attribute in Knights of Legends that has no counterpart in the Ultima games.

A character with high foresight lets the others choose their actions first. If combined with high, the character can predict enemy actions, so that he/she can decide what to do accordingly.

If a character has high foresight but low intellect, he can still take advantage of the prediction by a character with high intellect that could foresee an enemy's action.

Health points
There are two separate attributes that replace HP.

If either Body or Endurance points reach zero, the character does not die, but is just knocked out for the rest of the current battle. He/she will start the next battle with minimal BP and EP.

Health
Health is the attribute that affects both the maximum body pts. and endurance pts.

Size
Size is an attribute that contributes to the body pts., but it makes armor much more heavy, thus limiting it. In fact, short dwarves can wear heavy armor with no penalty, while tall elves should fight almost naked.

Body points
The average of Health and Size determines Body points, and there are six independent BP bars (head, torso, 2 arms, 2 legs).

Endurance points
The average of Health and Strength determines Endurance points. These are used up (turned into fatigue) whenever the character makes an effort: a more powerful attack, a more effective defense, cast a spell, or even do nothing while wearing an armor that is too heavy. When a character is low on body points, he loses endurance points faster.

Quickness
Quickness determines how early a character takes action during a combat round.

Weapon attack skill
Each character start with one or two weapon skills, and can learn up to four different ones. Each melee weapon skill has two values: one for attack and one for defense (parry); bow skills have one value only: they can be used to shoot missiles, but not to parry.

Attack weapon skill determines the hit rate. Subsequently, and weapon determine the damage dealt.

Weapon defense skill
Defensive weapon skill determines the evasion rate. In other words, the skill in parrying with a melee weapon.

Strength
strength determines damage dealt, if offensive weapon skill allowed to hit the enemy.

The maximum amount of equipment carried by a character is determined by the average of Strength and Health (called Endurance).

The heaviest armor that a character can wear without losing endurance (i.e. getting fatigued) is determined by the ratio of endurance to Size. In fact, a character with great size requires a larger and heavier armor.

Intellect
Intellect determines the effectiveness of magic, but also it allows to predict enemy actions (this is an innovation of KL; see ).

There are no magic points in Knights of Legend. Whenever a character casts a spell, some endurance points are used up, instead.

Balance
Enemies use no magic, therefore "magic defense" is absent; on the other hand, some enemies can terrify the characters; the average of Intellect and Strength, called Balance, is the only defense from this status ailment.

Charisma
In Knights of Legends, charisma is apparently useless. Maybe it was planned to become relevant in the expansion packs that were never released.

Adventure points
Usually known as "experience points" in role-playing games; they are earned after winning a battle, they are spent (like gold coins) to improve weapon skills and/or customize spells.

Level
In order to gain a level, a character must (1) earn at least 2000 AP; (2) spend 2000 AP at trainers; (3) fight and win a duel in the arena, located straight north from Brettle, the staring town.

When a character gains a level, all his attributes are improved, except weapon skills; on the other hand the weapon skills of the monsters receive an improvement.