FAQ: basics, talent checks, combat, hints
[CAUTION! THIS FAQ CONTAINS MINOR SPOILERS! READ AT YOUR OWN RISK!]
Table of contents
0) Welcome
1) How does the TDE system work?
I) Attributes
II) Base Values
III) Talent- and Spellchecks
2) The combat system
I) How does the combat system work?
II) Calculating combat values
III) Hitpoints and ST bonus
IV) Ranged combat
V) Sword'n'shield - choosing your weapon
i) Ways to parry
ii) Weapon classes
3) Enhancement
I) Levels
II) Costs
III) What should I improve?
IV) Special abilities
0) Welcome!
You are new to the world of The Dark Eye, you have bought Drakensang and now your are a bit clueless how some game mechanics or rules work?
Well, no worries! I play the pan and paper version of TDE for more than 8 years now - and I learn something new at every session.
The following FAQ contains the most important facts about the game mechanics.
Sidenote 1:
The PnP system from TDE is much more complicated than the Drakensang system, but I have no complete overview on the changes made for the computer Version. Therefore, there are parts in this FAQ where I am not 100% sure if my statements are correct. I will mark these with three red stars ***.
Sidenote 2:
Since I am a non-native english speaker, this text will contain several spelling and grammar mistakes, as well as partially wrong translated in-game terms from the german version. Your help to fix them is appreachiated!
1) How does the TDE system work?
TDE is a so-called "3D20" dice roll system, pretty much focused on single or triple 20-sided dices. These are mostly used to check attributes.
Every character has 8 attributes, usually reaching from 8-20:
I)Attributes
CO - Courage
CL - Cleverness
IN - Intuition
CH - Charisma
DE - Dexternity
AG - Agility
CN - Constitution
ST - Strength
If a character uses a talent or casts a spell, three 20-sided dice are rolled to see if he is sucessful. This is called talent check and spell check.
However, before I can elaborate on these, I have to explain another bunch of numbers:
II) Base Values
This are basic values calculated from attributes and mostly needed for combat. Unfortunatly, the character sheet does often not show the real base value, but rather a total value from: base value +/- racial modifier +/- class modifier +/- bonuses/penalties modifier.
AT base: (CO+AG+ST)/5
Attack base is the basic AT value for all melee weapons.
Even if your character hast never learnt how to use sabres (Talentvalue TAV 0), he may still wield the weapon with this basic attack value. AT base is important for many offensive combat abilities.
PA base: (IN+AG+ST)/5
Parry base is the basic value for all kinds of defensive actions: Weaponparry, shield parry and even dodge. Some defensive combat abilities require a certain amount of PA base.
RC base: (IN/DE/ST)/5
Ranged combat base is the basic attack value for all ranged weapons. Some ranged combat abilites requrire a certain amount of RC base.
Vitality: (CN+CN+ST)/2
The vitality of a character, showing how many hitpoints it can take before dying. As you might guess: The more, the merrier!
The real base value cannot be seen, only the total value. However, the calculation works, since every point of CN gives you +1 to vitality.
In general, dwarfs and fighting professions have a bonus to vitality, while elves and spellcasters suffer a malus.
Endurance: (CO+CN+AG)/2
The endurance of a character, needed for almost all combat abilities.
Real base value is not shown, only total value can be seen.
Astral Energy: (CO+IN+CH)/2
Used for casting spells. Works like "mana" from other systems.
Again, only the total value is shown.
Resist Magic: (CO+CL+CN)/5
Protects from enemy spells by reducing the effective talent value (TAV) of the spellcaster.
Only total value is shown. In general, thorwals have reduced RM, while spellcasters, elves and dwarfes have increased RM.
Wound Threshold: (CN) ***
The amount of hitpoints a character can suffer without getting wounded. Hitpoints > CN will result in one wound, HP > 2xCN will result in two wounds (and so on).
Raising CN will automatically increase the WT of your character.
(Note: In the PnP Version, WT is only CN/2. I have no idea if it is in fact CN or CN/2 in Drakensang.)
III) Talent- and Spellchecks:
As said above, when using a spell or talent, the game rolls three D20 on the required talents. If the roll is smaller or equal the attribute, everything is fine. However, if it is higher, the game will use points from your talent value (TAV) to reduce the rolled number down to your attribute value.
All remaining talent points at the end of a talentcheck are called "TaP*". If the TaP* are 0+, the talent check is considered sucessful.
What you have to consider is that diffuclt actions are penalized with a positive modifier, reducing your TAV for that talent check. If your TAV is reduced below 0, every roll must be that much lower than your attribute!
On the other hand, tools can give your character a negative modifier which can be used to reduce bad dice rolls. However, TaP* can never be higher than your regular TAV.
Another side note: Two or three "1" rolled will always result in a sucessful talent check, while two or three "20" always result in a failure.
Ain't nothing better than rolling two twenties in PnP while your character is climbing up a hundred meter high cliff... Ouch...
Here is a (german) page where you can roughly calculate your chances and average TaP* for talent checks:
http://www.heim-d.uni-sb.de/~ludger/dsa/wuerfel.php
[i]Note: Since the devs seem to hate failures, there are some talentes and spells in Drakensang that will never fail, but rather have 0 TaP* instead: The "light" spell for mages is such an example.
Now, let's have a look at that with some examples:
While TaP* are rather unimportant for talent checks in Drakensang, spell checks are another issue:
Table of contents
0) Welcome
1) How does the TDE system work?
I) Attributes
II) Base Values
III) Talent- and Spellchecks
2) The combat system
I) How does the combat system work?
II) Calculating combat values
III) Hitpoints and ST bonus
IV) Ranged combat
V) Sword'n'shield - choosing your weapon
i) Ways to parry
ii) Weapon classes
3) Enhancement
I) Levels
II) Costs
III) What should I improve?
IV) Special abilities
0) Welcome!
You are new to the world of The Dark Eye, you have bought Drakensang and now your are a bit clueless how some game mechanics or rules work?
Well, no worries! I play the pan and paper version of TDE for more than 8 years now - and I learn something new at every session.
The following FAQ contains the most important facts about the game mechanics.
Sidenote 1:
The PnP system from TDE is much more complicated than the Drakensang system, but I have no complete overview on the changes made for the computer Version. Therefore, there are parts in this FAQ where I am not 100% sure if my statements are correct. I will mark these with three red stars ***.
Sidenote 2:
Since I am a non-native english speaker, this text will contain several spelling and grammar mistakes, as well as partially wrong translated in-game terms from the german version. Your help to fix them is appreachiated!
1) How does the TDE system work?
TDE is a so-called "3D20" dice roll system, pretty much focused on single or triple 20-sided dices. These are mostly used to check attributes.
Every character has 8 attributes, usually reaching from 8-20:
I)Attributes
CO - Courage
CL - Cleverness
IN - Intuition
CH - Charisma
DE - Dexternity
AG - Agility
CN - Constitution
ST - Strength
If a character uses a talent or casts a spell, three 20-sided dice are rolled to see if he is sucessful. This is called talent check and spell check.
However, before I can elaborate on these, I have to explain another bunch of numbers:
II) Base Values
This are basic values calculated from attributes and mostly needed for combat. Unfortunatly, the character sheet does often not show the real base value, but rather a total value from: base value +/- racial modifier +/- class modifier +/- bonuses/penalties modifier.
AT base: (CO+AG+ST)/5
Attack base is the basic AT value for all melee weapons.
Even if your character hast never learnt how to use sabres (Talentvalue TAV 0), he may still wield the weapon with this basic attack value. AT base is important for many offensive combat abilities.
PA base: (IN+AG+ST)/5
Parry base is the basic value for all kinds of defensive actions: Weaponparry, shield parry and even dodge. Some defensive combat abilities require a certain amount of PA base.
RC base: (IN/DE/ST)/5
Ranged combat base is the basic attack value for all ranged weapons. Some ranged combat abilites requrire a certain amount of RC base.
Vitality: (CN+CN+ST)/2
The vitality of a character, showing how many hitpoints it can take before dying. As you might guess: The more, the merrier!
The real base value cannot be seen, only the total value. However, the calculation works, since every point of CN gives you +1 to vitality.
In general, dwarfs and fighting professions have a bonus to vitality, while elves and spellcasters suffer a malus.
Endurance: (CO+CN+AG)/2
The endurance of a character, needed for almost all combat abilities.
Real base value is not shown, only total value can be seen.
Astral Energy: (CO+IN+CH)/2
Used for casting spells. Works like "mana" from other systems.
Again, only the total value is shown.
Resist Magic: (CO+CL+CN)/5
Protects from enemy spells by reducing the effective talent value (TAV) of the spellcaster.
Only total value is shown. In general, thorwals have reduced RM, while spellcasters, elves and dwarfes have increased RM.
Wound Threshold: (CN) ***
The amount of hitpoints a character can suffer without getting wounded. Hitpoints > CN will result in one wound, HP > 2xCN will result in two wounds (and so on).
Raising CN will automatically increase the WT of your character.
(Note: In the PnP Version, WT is only CN/2. I have no idea if it is in fact CN or CN/2 in Drakensang.)
III) Talent- and Spellchecks:
As said above, when using a spell or talent, the game rolls three D20 on the required talents. If the roll is smaller or equal the attribute, everything is fine. However, if it is higher, the game will use points from your talent value (TAV) to reduce the rolled number down to your attribute value.
Example: Alrik has DE 12 and IN 12, his TAV "Disarm Traps" is 10, he tries to disarm a neat indy trap in the dungeon of black mage Gerwulf:
He rolles on DE/DE/IN, so thats 12/12/12 for his attributes.
The dice show: DE12, DE15, IN 3. The first roll is still equal to his attributes, all fine. For the second, he has to use 3 points from his TAV 10 to reduce it down to 7. The third is lower than twelve and fine again.
All remaining talent points at the end of a talentcheck are called "TaP*". If the TaP* are 0+, the talent check is considered sucessful.
Example: Alrik from above has 10 (TAV) - 3 (reduction for second talent check roll) = 7 TaP* after the talent check.
What you have to consider is that diffuclt actions are penalized with a positive modifier, reducing your TAV for that talent check. If your TAV is reduced below 0, every roll must be that much lower than your attribute!
Example: Alrik tries to disarm a really difficult trap (+15 modifier), his TAV is 10. So his effective TAV for this talent check is: 10 (TAV) - 15 (difficult trap modifier) = -5. Every roll of his skill check must be five points below his attributes (12/12/12) - not a single one may exceed 7 or the skill check will fail! Well, good luck, Alrik!
On the other hand, tools can give your character a negative modifier which can be used to reduce bad dice rolls. However, TaP* can never be higher than your regular TAV.
Another side note: Two or three "1" rolled will always result in a sucessful talent check, while two or three "20" always result in a failure.
Ain't nothing better than rolling two twenties in PnP while your character is climbing up a hundred meter high cliff... Ouch...
Here is a (german) page where you can roughly calculate your chances and average TaP* for talent checks:
http://www.heim-d.uni-sb.de/~ludger/dsa/wuerfel.php
[i]Note: Since the devs seem to hate failures, there are some talentes and spells in Drakensang that will never fail, but rather have 0 TaP* instead: The "light" spell for mages is such an example.
Now, let's have a look at that with some examples:
Alrik wants to do some lock picking on chests. He has DE 15 und IN 14, his TAV "Pick Locks" is 15, the talent check is on DE/DE/IN - 15/15/14.
The first chest has an easy lock, so the talent check isn't modified. Alrik uses a hair pin, which adds +1 to his TAV (Don't confuse this with the difficulty modifer - here +1 is a good thing. Yeah, I know, totaly counterintuitive...). His effective TAV therefore is 15 (TAV) + 1 (hairpin) = 16
Drakensang rolls: DE12, DE15, IN18.
The first two rolls are smaller or equal his DE, so there is no need to spend talent points. The third roll (18) is 4 above his IN value, so he has to spend 4 talent points to reduce it.
So in the end Alrik has: 15 (TAV) + 1 (hair pin) - 4 (roll reduction) = 12 TaP* - the lock is open!
The second chest has a better lock, the talent check is modified by +10. Alrik decides to use one of his lock picks (TAV +5).
For this check, his TAV thus is: 15 (TAV) - 10 (difficulty) + 5 (tools) = 10
Drakensang rolls: DE19 DE16 IN19
The first roll needs 4 points to be reduced down to 15, so 6 TaP remain. The second roll is 1 too high, so he has 5 TaP remaining, the third is 5 too high - in the end, Alrik has 0 TaP*. A close one, but still a sucess.
Now if Alrik had used his hair pin instead of the lock picks, he would only have had +1 instead of +5 bonus points - and the talent check would have failed with -4 TaP*...
The third chest has a masterful lock - giving him a +15 modifier. He looks for another pair of lock picks and prays - his TAV is only 15 (TAV) - 15 (difficulty) + 5 (lock picks) = 5.
He rolls, but, oh my: DE20, FF3, IN20 - the talent check fails due to a double 20...
With a curse on his lips, Alrik pulls out another pair of lock picks and gives the lock another try:
DE3 DE8 IN12
All rolls are below his attributes - so he has 5 TaP* remaining, the lock is open!
Now Alrik finds another chest. It has a simple lock (no difficulty modifier), but Alrik has no lock picks or hair pins left. So he has to use his bare hands to open the lock, giving him a +10 penalty for missing tools. His TAV for this talent check is thus: 15 (TAV) - 10 (bare hands) = 5.
Drakensang rolls: DE16 DE4 IN10
Alrik has to spend 1 point to reduce the first roll down to 15, so he has 4 TaP* left, the lock is open.
Just when turns around to leave the warehouse, he suddenly finds another chest with a masterful lock (+15). Since he has no more tools, he would suffer the bare hand penalty (+10). In the end that would mean: 15 (TAV) - 15 (difficulty) - 10 (bare hands) = -10 TAV.
That means every(!) roll for this talent check would have to be 10 points below Alrik's attributes.
Alrik knows he wouldn't succeed even if he gave it ten tries - and he hears footsteps from somewhere behind him - time to get out of the warehouse!
While TaP* are rather unimportant for talent checks in Drakensang, spell checks are another issue:
Mage Bosper wants to cast a energy bolt (Fulminictus) to get that big filthy rat. His attributes are 14/12/12 his talent value (TAV) is 12.
He rolls:
IN16 AG14 CN10
So he has to use 2+2+0 TaP du reduce his dice rolls, 8 TaP* are remaining.
His spell now deals 2D6+8 damage. He rolls two six-sided dice: 4 and 3 = 7, giving a total of 15 hit points.
Since the rat is still alive (and suddenly called smaller ones!) he casts the spell a second time:
IN2 AG10 CN12
All TaP remain, giving 12 TaP*. He rolls 2D6: A 5 and a 6 - so thats 5 + 6 + 12 = 23 hit points - enough to take the big rat down.
The elven spellweaver Elayoë wants to increase dwarf Forgrimm's strength with an "Attributo ST" spell. Her attributes are 18 16 12, her TAV is 6.
She rolls: 16 17 10 - 5 TaP* remain.
The spell now increases Forgrimm's strengh by 5/3+1. 5/3 is rounded up, giving 2, so Forgrimm now gains 2+1=3 ST.
A few weeks later, the exhausted party returns home from the swamps.
Now she wants to enchant Forgrimm's CN before an important battle - however, her TAV for that spell is only 3. Her attributes are: 18 16 13
She rolls: 13 14 19 - giving -3 TaP*. Normally the spell would now fail, but the developers decided to be nice: Regardless the TaP* are set to 0 and Forgrimm gets +1 CN.
Elayoë notices her failure and decides to increase ST now instead. Since some time has gone by, she has now a TAV of 17. Her attributes are: 18 16 12, she rolls:
10 15 9 - all 17 TaP* remain! Forgrimm gains 17/3+1=7 points of ST! It's hammer time!!
Great Roban!!!!! 