MMORPG.com Roma Victor Correspondent Phil Zieg writes this overview of the character system in the Roman-era based game.
The character system in Roma Victor (RV) is somewhat different than that of most MMOs. In most games the player creates a character with the standard strength, intelligence, dexterity, etc., based upon what benefits/bonuses are desired for the character class (fighter, mage, thief, and so on). Hit points are most often based upon the character’s level, while combat skills may be based on either level or skill with a particular piece of equipment. Crafting is usually skill based, for games that have it.
Most games have an armor class or armor rating that is determined by the total protection value of various equipped items, with that armor rating being for the character’s entire body. In Player versus Player combat, attacks most often “roll” against the opponent’s armor rating, with successful attacks subtracting a certain number of hit points from the character who was successfully attacked. The character who runs out of hit points first is dead.
Read Character Systems Part One
Got a link to that?
Yea your missing the link.... kinda pointless with a half article and no link.
You can find it here.
How is this news, per say ?
Who Play Titan Quest will have noted that the same action or same source I think about it
I have notified the editor that the link does not work. Part 2 has already been submitted and should be up shortly.
Please note that some recent changes to RomaVictor mechanics have made some parts of the article obsolete. From RV server changelog:
The new diet system
-Food can be used to heal certain attributes faster or to buff existing attributes.
-Players will be able to eat up to 3 pieces of food depending on how hungry they have become.
-It is not possible to eat if your vigour is less than 50.
-Drinking water when thirsty now boosts vigour instead.
-Eating no longer boosts vigour.
-Buffs decay by one point per real minute.
-High quality well prepared foods may directly raise strength, shape or fitness.
-Wounds now recover at one point or more per real minute depending on where they are (guildhall, bathhouse etc).
-Major increases have been made to the effect of wound treatment - new physicians and doctors are encouraged to experiment.
The most notable change is that a player can no longer count on "stacking" buffs to compensate for weaknesses in character build. This makes some of the info on character creation no longer applicable.