Brány Skeldalu

Brány Skeldalu

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Tips and tricks to get you started
By Cpt.Bilsn
A collection of few basic tips and tricks to get occasional new player started. Gates of Skeldal (Brány Skeldalu) is neat dungeon with a couple of not that often seen game mechanics (and quirks) and being originaly released in 1998 in Czech, there is not that many resoures online in English to be found for this game.

This guide is very WIP, I am editing it, spellchecking and adding stuff based on popular demand whenever I have some time. If you have something that you thing could be added feel free to post in comments here.
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Party control and general tips
Language Selection

Steam should ask you each time you run game whether you want to run Czech or English version (or you can let it remember your selection).. If for some reason it doesn't work, you can go to the game's directory (easiest way is to <right-click> the game in your library -> properities -> local files) and run skeldal_en.bat


Basic movement:

Standard for dungeons crawlers - you can use WSAD+QE or Numpad or Arrow keys (with [ctrl] for strafing) for movement. Or clicking with a mouse if you are so inclined.

Strafing is actually very usefull - strafing around the corners in dungeons helps as your party wil not be surprised in the first turn of combat (enemy will not get to automatically attack first).

In shops you can [ctrl]+left click to quick sell an item (only works if the item is sellable to that vendor!)


Splitting the party (do split the party):

You can split the party both outside combat and in combat.

Outside combat just press [ctrl] and click character portrait, you will see the little number in corner change to indicate that character is in separate group and can now move independently.



Characters in independent groups can move freely, even to a different map.



The map will mark a position and facing of all of your characters.



You can switch between groups by clicking their portraits or by number keys.

Splitting also somehow works by pressing the number keys but I'll be dammned if I can trace by what logic it assings the group numbers.

Merging the groups back together can be done by [ctrl] again, just step with one group to the other group's square and [ctrl]+click on their portrait. Or use [insert] (or numpad [0], or [x] to quickmerge the group. Keep in mind that quickmerge doesn't work for dead bodies you have to [ctrl]+click them (obviously dead skeleton can't join the party by itself, others have to pick it up) .

notes from testing I made of the grouping mechanic - I will probably tidy it up and merge it with the main text once I have time


TLDR Active group/char has white nameplate. Non-active group/char has a nameplate of different color. CTRL+click active char splits it to a new group. CTRL+click non-active char will join it to a group of the active char IF they are on the same tile. Behaviour of the number keys is arcane and needs a degree from the Miskatonic University to comprehend.

Ok, if you have trouble you can always quick rejoin group by [insert] [numpad 0] or [x] key.

That being said I do find [ctrl]+click grouping a little confusing as well, but from my testing it behaves pretty consistently once you notice that the game considers last char (or group) you clicked on to be "active" (so you can move them) and that you can recognize the "active" character or group by their numbers and nameplates being white. The non-active groups/chars have different colors of nameplates. AND remember, before you first split the party for the first time, ALL the chars are "active" (white name plates).

... now, if you [ctrl]+click the "active" character the game will assume you want to change its group number and assing it to different group - so if it is currently "1" it will become "2". When you [ctrl]+click that same, now "active" char again, it will be "split" from its current group "2" to group "3" (basically it will "split" them from the group they are currently in, no matter how many chars are in that group). So [ctrl]+click the active char is for splitting to a different group.

Merging chars is then pretty easy - when the active group (white nameplate) stands on the same tile as non active group, [ctrl]+click joins them to the active group again. So if you have groups "1", "2", "3" om the same tile and one to join them all to group "1" (without using autojoin, which, frankly you have no reason not to unless someone died), select group number "1" (left click) then [ctrl]+click "2" and "3" (in any order).

.. lastly, behaviour of the numer keys makes my head hurt.. but they basicaly function like a combo of [ctrl]+click and left-click and they are not tied to group numbers but to a position of a character portrait in the bottom bar. Number key then behave like left-click if the chars are not at the same tile (make that char active) and like [ctrl]+click if they are (split them if they are active, merge them to active group if they are not)... if you need to wrap your head around it, rum helps, about two shots I would say...



Splitting in combat
In combat each character moves independently when you use the "Move" action. Skeldal does consider all characters in party, or to be more precise in one group, to be standing on the same square - nobody in the same group is "back row". If you want to put mages, archers or injured characters to the back row, you have to physically move them there with "Move" action.

Do keep in mind that some spells target the "square in front of mage" or "all squares in sight" so do be carefull with those if there are party members in front of the mage. Fireballs and similar spells and projectiles will pass through friendly occupied square as long as there in no more than two characters in that square.
Character creation and Stats
The "Golden Knob" in the middle of compass star in the character creation is there so you can move it around to change min-max values in stats - after you click "Accept" the game will roll for stats in the range you specified by fiddling with the knob.


Basic Stats:

Every character has four basic stats: Strenght, Dexterity, Speed, Magic. They govern what equipment the character can use and their physical and combat characteristics. Stats are pretty standard, although some equipment has more than one stat requirement.

Apart from equipment stats govern other characteristics:

Strength
HP, condition (stamina), hunger and thirst capacity
Dexterity
use of ranged weapons, dualwielding
Speed
number of action per combat turn
Magic
Spellcasting ability, mana

Need for Speed:
This one is really important and every character will benefit from high speed due to how Skeldal's turn base combat works as actions can be used for anything with no limit. With more actions character can attack multiple times, move or cast multiple spells.

Character will get one action for every 15 points in Speed with a minimum of one action. That mean that Speed 1-14 and 14-29 are practically the same - you will get same one action per turn. Speed 30 is the threshold that will grant you 2 actions.

Notes for Magic:
It not only gives you more Mana to cast spells with but also allows the character to cast stronger spells on stronger grades (check the spell list for details) without the risk of failure (or backfire).

About Dexterity:
Dexterity is the main atribute for the ranged weapons or some melee weapons either as main atribute or secondary requirement. It is also used for dualwielding (more in Combat Tips section). It doesn't seem to affect defense.

Tips for Stats and Training
There are two trainers in town - one for magic+spells, the other for the rest of the stats and weapons. Important breakpoints for stat training are: below 20, 20 and 30. Basic training will raise the stats from any value below 20 to 20, advanced training from 20 to 30. Only exception seems to be Speed which has no basic training and can only be trained by advanced training.

So if you want to be "optimal min-max" you should save your level up stat points for only after you trained (and aim for Speed of 20 on character creation). That way you theoretically could basic train everything that is not 20 to 20 and then advance train everything to 30. But in reality you will be balanced out by the ammount of gold you can spend on training anyway. But ideally you don't want to spend much points to raise the stats you can train.

I have tested this approach with one party. One pure Str/Speed char, second Mag./Speed, third Dex./Speed (though I should have gone with another str/speed again and just rely on basic physical training for dex) and I was able to have Speed 45 (3 actions) on two characters before finishing Goblin caves (the 1st dungeon) and on 3 after I have cleared it out with only minimal ammount of cosplaying as Dasani salesman.

By the way, by fiddling with " The Golden Knob" during the character creation, it seems like you can get max 2 stats to roll to up to 20 if you dump one whole stat and can live with max of around 15ish in the other due to how stats are laid out on the "Knob Board". The exception might be the dex/speed which is very suboptimal combination due to how the "Knob board" is layed out.. and it has been confirmed by the Dev as being done intentionally, as apparently Dex is for shooting and shooting is slow.

Studying hard - mage training

Each training will teach the party three spells. Spells are shared between characters.

Basic training: Will raise Magic stat to 20 regardless of the initial level AND will teach the party Defense, Enemy Status and Automapping spells.

Advanced training: Will raise Magic from 20 to 30. It will not work if the character Magic stat is below 20, you will have to raise it by leveling or by basic training first. Will teach the party spells: Acceleration, Lightning and Gathering.

Final training: Will not raise any stats but will teach the party Fire Sword, Icy Breath and Mental Attack spells. It seems you need to have one char with Magic of 30.

Being fit - Physical stat training

Basic training - will raise one character's Strength and Dexterity stat to 20 regardless of initial value. Note that it does nothing to Speed.

Advanced training - speed, strength, dexterity. Will raise the chosen stat from 20 to 30. If the stat in question is under 20 you will get the "you don't have the basics" message. If the stat is already at 30, you will be told that you "can't get any stronger/faster/dexterous".

So basically, you can run everyone through basic training to make him eligible for advance training in Strength and Dexterity BUT you have to raise your Speed to at least 20 through leveling (...unless there is some glitch with stat raising equipment or some spell or whatever.. ) to be able to get advanced training in Speed. Which is recommended for everyone if you can sell enough water to alchemist find the money for it by means of hard work and questing as 30 Speed is where you get 2 actions per turn in combat.
Combat basics
Combat in Skeldal is turn based. It initiates automatically when you are close enough to a monster or you can initiate it manually by clicking the skull in the middle of direction star in the lower right part of the UI or by pressing [Enter]. Then the game switches into the combat mode and the "Combat Wheel" is going to replace the movement controls in the lower right part of the UI. From now on you control every character independently by planning the actions they will take each turn.

Each combat turn every character and monster will take their action in the order determined by the hidden initiative roll. I haven't find any information if there are any modifiers to the initiative roll and if it only happens once on the beginning or each combat turn.

BUT be aware that the character will not take their actions all at once, they will take the first planned action in their list and then have to wait for the initiative order to get back to them again.

The planned actions for each character are taken in the exact order you planed them once it's their turn to act. So if you plan <Move>, <Wait>, <Attack> for example, that character will first take a Move action the first time he acts in a given combat turn, next time they will Wait and the last thing they do is an Attack.

Number of actions each character might take in the turn depends on their Speed.

The combat wheel


Attack
Schedules an Attack action. Gets one swing with all equipend weapons per action planned.

Magic
Prepare to cast spell. One cast per action planned.

Wait
Skips the action, does not consume Condition (stamina) and will actually recover some instead.

Rearm
Lets you access inventory to change weapons, drink potions/use consumables.

Run
Lets the selected character run away from combat

Cancel action
Deletes the planned action of the selected character so you can plan it again.

Move
Selected character can move one step, choose multiple times if you want to move more.

Fight
Execute planned actions.
Combat Tips
If you initiate combat while the monster has it's back or side to you, it will be suprised and skip its first turn.
Same applies to your party as well though! So do be carefull around corners. Use the strafing so your party always faces danger head on.
Also, while some monsters patrol and move around, some seems to be cunningly placed behind corners or alcoves, waiting to ambush you.

Connected to the previous point - you can throw items (just take it out of the inventory and click somewhere in the upper part of the screen) to try to make a monster react to the sound and maybe turn its back to you as well. I have tried it on the patrolling orks in the first dungeon and it works on them. I am not entirely convinced that it works on the non-patrolling monsters though.

Every Attack action you plan consumes Condition (stamina) even if it happens after the monster you were attacking is dead. It is mainly a concern once your heroes have 2 and more actions. Sometimes it is usefull to schedule a Wait action instead of Attack to conserve your Condition (especially if you have 3+ actions per round on every melee fighter and are fighting monster you can consistently kill in two attacks - if you plan all Attacks for all of your characters, you will be burning thorugh your Condition very quickly).

Your heroes will die if their HP is zero at the end of the combat turn. That means that if you have scheduled any kind of heal for them, they will live!

You can throw items in combat. It is kind of hidden but if, during planning, you open the inventory, take item, close inventory and click the upper part of the screen, that character gets a new action - Throw... not exactly usefull, but hey, it's there. It is usefull for attacking with throwing knives (thanks to commenter Psojed for pointing it out)

Dual-wielding
Your characters can dualwield wepons. Just try to place second weapon into their other hand. They will effectively get 2 swings per "Attack" action. It doesn't work with weapons that are considered 2-handed (like staff for example) and your character needs to have high enough stats to do that.

Now, stat requirements for dualwielding are not documented anywhere I could find... I have found the online guide that says that you need to add stat requirenments of both weapons and multiply the results by 0.73 (or by 11/15) but according to my testing it just doesn't work like that.

Ok, I have found out the dualwielding was changed from how it worked in the old version of the game and is documented on Github as such:

The "Dexterity" attribute is on the opposite side of "Mobility" because it is primarily intended for use in shooting, where shooting takes longer (having to draw an arrow, aim, and fire) than a melee attack. To support this attribute, the rules for two-weapon combat have been changed. In order for a character to hold and fight with two weapons, the sum of the required attributes of both weapons must be met. For example, weapons with strength requirements of 20 and 30 mean having a strength of 50 to wield both. However, if a character has "Dexterity", they can use this attribute instead of the required attribute of the other weapon, with the higher number of the pair being considered, while still having to meet the requirements for both weapons individually. So to hold both weapons in the example above, they would need "Strength" = 30 and "Dexterity = 30

For example the goblin's Single edged axe has:
Required
Strength
20
Speed
5
Dexterity
8

So a character should be able to dualwield it either with 20+20=40 in Strength or they can substitude one of the 20's by their Dexterity score. This is consistent with my testing for Strenght based weapons. If the weapons you want to dualwield have different strength requirements (ex. 20/30) you need to have Dex to substitute the higher of the numers (ie. 30 in this case).

Although it seems to me that only Strength works like that for the dualwielding requirements and Dexterity just doesn't.

Why do I think that? Because from my testing a character with Str:15, Dex: 20 can dualwield Flail (Str 15 / Dex 20)+Sabre(Str 10 / Dex 20). IF both stats are added up for the dualwield requirements the combo would be: Flail+Sabre: Str 25 / Dex 40. Our character doesn't have that but they can cover the higher Strength requirement by having enough Dex - so far so good. BUT if it worked same for Dex they neither have enough combine stat score nor they have enough Strength to use it instead of Dex to meet the combo's prerequisites.

So until more testing or info I am assuming that dualwielding only raise the Strength requirements of the set and you just need to meet the basic requirements for the rest of them.
Assorted minor tips
How to make some money (without exploits):

Alchemist in town will buy bottles of water you can create by (Create) Water spell. (You too can immerse in the phantasy of being a water baron!). You will get 5 GP per bottle. So, Water spell III will net you 15 GP for 9 mana. Good if you missing some gold for training of that item you want to buy... Or if you, like me in my teens, want to spend copious ammounts of time selling bottled water to get ALL the money - and I did it before you could [ctrl]-click to quick sell!

You can safely sell gems you find in town (afaik, I don't remember any instance of the game where gems would be needed for anything and I haven't find any mentions gems would be needed for anything in the older guides online. As far as I remember, the quest items are reasonably obvious).

Apparently, stacks (quivers) of arrows can be split and sold one by one for minor profit too, just "load" them to your character's inventory and take them out one by one. BUT profit is only 4 GP per stack (11 GP per quiver -> 15 arrow/1GP = 4 GP profit) and it involves MUCH more clicking then just selling water. Might be usefull if you are a few GP short of the rest or mana potion so you can sell more water, but hey, it is technically a way how to make money.
Magic
Based on a Czech guide from Game4U magazine (November 2000). I have translated it and smoothed it in places, adding my own notes at places. Sadly I only have scanned copy of the guide itself and it doesn't have original author credited.

Spell names are taken from the game files so they should be correct (unless there is a sneaky patch).

Spells not only require mana to cast but also for a character to have certain level of Magic stat. Each spell can also be cast on different levels/grades that determines the strength or effect of the spell. Higher grades require higher level of Magic stat.

Here is an example on (create) Water spell:



Tips for spellcasting:

Spells that produce a projectile like Fireball, Magic Missile and Lightning can travel through one friendly occupied square with less then three characters without harm. So be careful positioning your frontliners.

If you cast a spell into a wall (while standing directly next to it) it will harm your party. So that Fireball WILL blow you up. But it works with Teleport (3) as well - try casting Teleport (3) into a wall, it should affect the whole party.

If you try to combine Eye for an Eye spell with Deflecting Stance on one character they will die, it is an illegal combination of spells - makes sense, it would make that char immortal while being able to kill the monster by its own attacks (or might it be caused by how the spell effects interact within the game code? Suspicious.)
Fire Magic
Fireball
The mage casts a fireball that hits all enemies on a single square.

Grades: Damage.

Notes: Projectile spell, can go through friendly occupied square with less than three characters.

Acceleration
The enchanted character temporarily becomes faster (actions per round are added).

Grade 1 - 1 extra action per round
Grade 2 - 2 extra actions per round
Grade 3 - 3 extra actions per round

Magic Missile
The mage casts a magic missile that hits all enemies on a single square. It deals more damage than a fireball.

Grades: Damage.

Notes: Projectile spell, can go through friendly occupied square with less than three characters.

Fire Sword
A magical weapon appears in the mage's hand. It exists as long as it is equiped.

Grades - the higher the grade, the better the sword.

Blinding
Blinds an enemy reducing their defence for few rounds.

Grades - the higher the grade, the bigger the penalty to defense.

Berserker
Drives a character into a state of combat frenzy. The character's attack bonus and mobility are increased BUT the defense is lowered.

Grades - the higher the grade, the bigger bonus AND penalty.

Incineration
Causes the ground to burst into flames.

Grade 1 - ignites the square in front of the mage
Grade 2 - ignites all squares from the mage forward to the limit of visibility
Grade 3 - ignites all squares around the mage to the limit of visibility
Water Magic
(Create) Water
The mage conjures a bottle of water.

Grades: Number of bottles.

Tip: Alchemyst WILL buy bottled water for 5 gold.... You can become a bottled Water Baron.

Icy Breath
Causes hypothermia. Magical attack in the element of water on the square in front of the mage.

Grades: Damage.

Defense
Increases the target character's defense.

Grades - the higher the grade, the higher the defense number.

Ice Bood
Causes tissue to freeze. Magical attack in the element of water on the square in front of the mage.
More effective than Ice Breath.

Grades: Damage.

Bleeding
Magical attack in the element of water on the field in front of the mage. More effective than Ice Blood. Suprisingly works even on enemies without blood(?)

Grades: Damage.

Abbys
If an enemy kills a character on whom this spell has been cast, he himself dies in that same round.

Grade 1 - The spell is cast on the mage who cast it.
Grade 2 - The spell is cast on another target character.
Grade 3 - The spell is cast on all members of the party.

Tip: Can be usefull for taking down a single strong enemy or if the fight is just going really badly, Just be aware of the lost of XP upon reincarnation.

Energy Drain
The character drains the enemy's life energy. The mage receives half the damage this spell causes as HP.

Grade 1 - The mage uses the spell to drain the hp from enemy.
Grade 2 - As Grade 1, but with a higher effect.
Grade 3 - The mage enchants another party member. For the next few rounds that party member heals for half the damage they cause to enemy (ex.: enchanted warrior hits for 10 hp, and will heal for 5).
Earth Magic
(Create) Bread
The caster conjures up a loaf of bread.

Grades - Number of loafs (1-2-3).

Healing Touch
The caster heals the target's HP.

Grades - Degree of healing effect.

Eye for an Eye
Any damage inflicted by an enemy to a character is also dealt to that enemy.

Grade 1 - The spell is cast on the mage.
Grade 2 - The spell is cast to a different character.
Grade 3 - The spell is cast on the entire party.

Quake
Causes a local earthquake on the square in front of the mage. This causes damage and penalty to Dexterity and Mobility for everyone on targeted square. This can lead to a reduction in actions per round.

Grades - the damage and penalty to Dex and Mobility.

Reincarnation
Revives a dead character. A character that has been revived is reduced in experience to the limit corresponding to the last level achieved (ie.: character will not lose level but will lose all xp they got since they last leveled up).

Grade 1 - The revived character has HP, condition (stamina), and mana set to zero.
Grade 2 - The revived character has maximum hp, but stamina and mana are zero.
Grade 3 - The revived character has vital stats at maximum.

Mana Source
The caster invests a set ammount of mana this round, gets twice as much back next round.

Grade 1 - Invests 30, gets 60.
Grade 2 - Invests 50, gets 100.
Grade 3 - Invests 75, gets 150.

Deflecting Stance
All wounds dealt to a character are converted to lives - ie. if the character takes 15 hp worth of damage they will not lose the hp but are healed by that ammount instead.

Grade 1 - The spell is cast on the mage who cast it.
Grade 2 - The spell is cast on another target character.
Grade 3 - The spell is cast on all members of the party.
Air Magic
Lightning
The mage casts a lightning that hits all enemies on one square.

Grades: Damage.

Enemy Status
Shows current HP above all enemies for the duration of the spell.

Grades: Duration.

Deadly Breath
Sowing death in the ranks of the enemy. Magical attack in the element of air on the square in front of the mage.

Grades: Damage.

Teleportation
Teleports the target character to a designated location. The condition is that there is a clear path from the mage who cast the spell to the destination (the target of the teleportation).

Grade 1: Teleports the character (?)
Grade 2: Teleports the group (?)
Grade 3: Teleports the enemy.

Crushing
Causes pressure around an enemy. Magical attack in the element of air on the square in front of the mage. Greater effect than if used with Deadly Breath.

Grades: Damage.

Holding
A spell cast on a square in front of a mage reduces number of actions per round... I have a sneakysuspicion that it won't reduce a number of actions below 1 due to how mobility works, but need to test it.

Grade 1 - reduces the number of actions per round by one
Grade 2 - reduces the number of actions per round by two
Grade 3 - reduces the number of actions per round by three

Scales of Fate
This spell will equal the hp of ALL participant of combat to the one with lowes hp - that is, if you fight a monster with 200 hp, your party members have 100 hp each except one that has 20, EVERYBODY will be reduced to 20.

Grade 1 - Casting mage will have mana and stamina reduced to zero and can't rest for a time
Grade 2 - Caster will have stamina reduced to zero and can't rest for a time
Grade 3 - Caster will have stamina reduced to zero.
Mind Magic
Automapping
Maps the caster's surroundings, is not limited by walls. This is not a minimap, it will just fill in your automap.

Grades: The size of mapped area.

Notes: Range of grade 2 seems to be 8 squares. Will add more when I test is.

Gathering
Teleports the characters that are on different places to the caster.

Grade 1 - Only teleports one character.
Grade 2 - Teleports the whole group of characters of max size 3.
Grade 3 - Teleports the entire party. Including dead characters.

Mental Attack
Magical attack in the element of mind on the square in front of the mage.

Grades: Damage.

Invisibility
Makes the targeted character invisible. Enemies will not attack the invisible character except for those that can sense or magically detect them.

Grade 1 - Makes caster invisible.
Grade 2 - Can be cast on another character.
Grade 3 - Cast on the whole party.

True Seeing
Shows invisible walls or makes illusionary walls transparent.

Grades: Duration.

Magic Resistance
Raises the magical resistances of the target.

Grades: Size of the bonus to resistances.

Demon
The mage summons the demon and switches his place with it. Demon takes place of the mage in the party and fights for the duration of the spell or until its death. After that the mage returns in the same state as he was after he cast the spell.

Grades: Strength and speed of the Demon.
35 Comments
buchecker 3 Sep @ 12:27am 
Yes Speed is top stat, since it does not impact your hp/mp or vp distribution its safe to invest any amount. I would say tho with dual wield mechanic you sometimes get overkill with to many attacks.
Cpt.Bilsn  [author] 2 Sep @ 1:12pm 
For stats I would tend to agree with your order of importance with the caveat of imho the speed being the most (or the second most) important stat to invest into as it makes a huge difference whether you get 1, 2 or 3 actions per combat round. I still believe rushing for 2 actions per round (30 speed) is the best choice (you can make an argumet if rushing to 3 actions is worth it or not).

So theoretically, assuming the secondary stats keep the linear progression, the most optimal (boring) way to play would be - start>go to town>sell water>train>only then go to play the game to level up and get those "natural" stat progressions.
Cpt.Bilsn  [author] 2 Sep @ 1:12pm 
That's a great deepdive into stats you did there! I am planning to expand the guide a bit so if you don't mind I can try to think about the way how to incorporate some of your info (and if you ever decide to make your own guide for stats and leveling, I could then edit out the overlapping bits from my guide no problem)...

I strictly used game manual as the source of the info for stats, your info is really helpfull to see how overdesigne.... eeh, I mean creatively and cleverly designed the systems are ( I guess I need to test the training myself to see how it really behaves, I made a mistake of just assuming it would be same as rising the stats naturally).
buchecker 2 Sep @ 10:43am 
You also get a bonus to HP / MP and VP on levelup which is based on the order of your str(HP), mag(MP) and dex(VP) attributes. Your highest stat will gain 1-5 points, second highest 1-3 and your lowest gets 1 point. In case of a tie str > mag > dex. Rings with attribute bonuses do impact that ordering, which gives a way to better control which stat gets raised most on levelup.

IMO HP > VP > MP, since MP does not directly aid in survival and is also the easiest to boost with items (before sleep).

Also casting gives xp (equal to mana cost i believe), which helps with close/controlled levelups.
buchecker 2 Sep @ 10:42am 
You also get a bonus to HP / MP and VP on levelup which is based on the order of your str(HP), mag(MP) and dex(VP) attributes. Your highest stat will gain 1-5 points, second highest 1-3 and your lowest gets 1 point. In case of a tie str > mag > dex. Rings with attribute bonuses do impact that ordering, which gives a way to better control which stat gets raised most on levelup.

IMO HP > VP > MP, since MP does not directly aid in survival and is also the easiest to boost with items (before sleep).
buchecker 2 Sep @ 10:33am 
Also notice that casting spells can give you a raise for your magic attribute when casting orange spells (higher requirement than your current skill). The chance to successfully cast a spell with a higher requirement is

chance = (2 * mag / req - 1) * 100%

Your chance of increasing that attribute afterwards is 100% - chance

Example: casting healing touch (req 15) with a skill of 10 would give you

(2 * 10 / 15 - 1) * 100% = 33.33% chance of success and on success 66.67% chance of raising Mag.

However raising Mag that way has no impact on your MP. Also rings that provide attribute bonuses to not raise your secondary stats (unless listed)
buchecker 2 Sep @ 10:28am 
Thanks for your guide after playing a while and digging around in the published source code i found a couple addities im to lazy (for now) to put in a guide.

Regarding your stats table it seems for derived stats like HP, MP etc. the source of your attributes matter.

VP is called Condition in the inventory screen

Attr |Creation |(Creation/Level)Bonus |Training 20 |Training 30 |Casting
Str |1.5x HP |1.5x HP, 0.08x HPReg |- |-
Mag |2x MP |2x MP, 0.1x MPReg |MP -> 35 |MP -> 45 |-
Spd |0.5x HP |0.5x HP, 0.25x End |n/a |-
Dex |2x VP |0.5x VP, 0.1x VPReg |VP -> 40 |-

As you can see training for an example either does nothing to your secondary stats (i didnt check hunger/thirst meters since they are basically pointless) or sets (only when higher than your value before training) them to a value that is in 2 cases lower than what raising that attribute would give you.
Cpt.Bilsn  [author] 22 Jul @ 12:16pm 
TLDR - dam you Steam for having a comment lenght limit! Active group/char has white nameplate. Non-active group/char has a nameplate of different color. CTRL+click active char splits it to a new group. CTRL+click non-active char will join it to a group of the active char IF they are on the same tile. Behaviour of the number keys is arcane and needs a degree from the Miskatonic University to comprehend.

Due to 1000 characters limit, I have posted my carefully constructed and tested explanaition of this mechanic (that I by no means needed half a bottle of wine to wrap my head around) in the top section of the guide at the and of splitting the party)

Unless someone died you can always quick rejoin group by [insert] [numpad 0] or [x] key as long they are on the same tile.
ChopShop 19 Jul @ 10:17am 
I can't get these clowns to regroup. Pressing CTRL and then "clicking" on the portrait does NOT rejoin the group. The group number will change, but only to a different number that isn't already used. Example: I have 3 groups, I press CTRL and click on the group one, it changes to group 4, do it again, it changes back to group 1. This is the dumbest freaking thing I have ever seen.
Cpt.Bilsn  [author] 14 Jul @ 9:33am 
Alright, I'll add potions into my to-do list :)

hmm. as far as the mushroom goes - as far as my foggy memory goes (and brief search in old walkthrough) if it is the one from driad forest, I think it is just a trap item (??) like it poisons you if you eat it? have to test it for myself.