Increasing Your Vitality
When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A restoration spell will also restore the intelligence of a creature affected by a feeblemind spell. It also negates any form of insanity such as confusion or berserk, fully heals the target, and cures any disease or poisons. The casting of this spell is very draining on the priest and she will likely require rest immediately after the casting as it will cause days worth of fatigue almost instantaneously.
Sphere Cosmos Range Touch Duration Permanent Area of Effect Creature touched Saving Throw None Energy drain draws away one life energy level. The lost energy level can only be restored by a restoration spell. Sphere Cosmos Range Touch Duration Permanent Area of Effect Creature touched Saving Throw None When this spell is cast, the life energy level of the recipient is raised by one. This spell cancels the effect of the energy drain spell.
Dead A dead character is exactly that - dead. He or she must be resurrected by magical means. When a character dies, he or she loses a point of vitality. Stoned Since your character is officially a statue, he or she can't do anything but stand there and collect bird droppings. Stoned characters are easy to hit, but it's difficult to penetrate their stone. Stoning might be worse than death. Stoned characters lose a point of vitality, and when cured of the stoning, they may be dead. When you resurrect the dead character, he or she loses yet another point of vitality.
Coming from a long line of forest and cave-dwelling folk, Dwarves also have a taste for any adventure. They are small beings, but display a remarkable amount of strength. Their hearty stance and high vitality make them a natural for combat-related professions. Also pious creatures, Dwarves make great Priests.
Each time you level up, you are awarded 5 points that you may distribute among your four character attributes Strength, Dexterity, Vitality and Energy. Clicking on the New Stats icon takes you to the Character screen. You can also bring up this screen at any time by pressing the A or C keys or by clicking the Character button on the Mini-panel. Highlighting the top Attack Rating field with your cursor displays the likelihood that your attacks will hit creatures whose level is equal to your own. Defense Rating - The Defense Rating indicates how well your character can avoid being hit in combat. The higher the value the less often your character will be hit. Highlighting the Defense Rating field with your cursor displays the likelihood that a creature of your level will hit you. Vitality - Vitality determines how much life your character has and how far you can run without resting.
Age Adventure begins early for these youngsters. Its symbol, the planets moving around the sun, represents the passage of time. Each occasion your characters Rest , they get a bit older (only by 8 hours, mind you). Eventually, their vitality may lessen and they may, in general, start to show signs of their age. However, starting young, all of your characters have a good long life ahead of them. Rebirths It's an unfortunate fact, but even the best of the best fall prey to a monster's attack and die. When this happens, characters lose a point of vitality. However, your character can be reborn by magical and other means. The number you see next to the kneeling character's icon tells you which life he or she is currently enjoying.
Medieval Italy, despite its fragmentation, was generally a thriving cultural and economic region. City-states such as Venice, Pisa, and Genoa (and later Milan and Florence) flourished. These mercantile states had strong navies, wealth, and trading posts and colonies around the Mediterranean. Additionally, the papacy in Rome - though not immune to shifts in political power in Italy - continued to provide a strong Christian influence in Western Europe. During the 12th and 13th Centuries, an intellectual renaissance of sorts began among Catholic monks such as Anselm and Thomas Aquinas. By the 14th Century, the vitality, diversity, and prosperity of Italy - especially in the north - was bringing about the full Italian Renaissance.
Coming from a long line of forest and cave-dwelling folk, Dwarfs also have a taste for any adventure. They are small beings, but display a remarkable amount of strength. Their hearty stance and high vitality make them a natural for combat-related professions. Also pious individuals, Dwarfs make great Priests.
Clicking on the sleep icon makes the party sleep. This speeds up the party's recovery of hit points, vitality and spell points. Improved sleep can come from facing a bed before clicking on the icon. Sleep is very important. Characters will only gain experience levels during sleep and will only gain new spells while asleep. It is generally a good idea to sleep after a battle.
VITALITY (VIT) A character's life force, it affects the amount of hit points and stamina a character receives. Vitality also affects the ability to heal and be resurrected, and helps to protect characters from the effects of poison, disease, paralysis, and death. Some of these maladies in turn affect vitality. For example, each time your character is cured of stoning or death, he or she loses a point of vitality. When a character's vitality reaches zero, he or she cannot be resurrected at all.
Place of production Chief's tepee Cost 50 food units, 1 living space Life energy 30 Damage per blow 4 Place of production Chief's tepee Cost 50 food units, 1 living space Life energy 30 Damage per blow 4 Place of production Wood-processing facility j Cost 125 wood units, 50 gold units, 2 living spaces Life energy 125 Damage per blow 10 Place of production Wood-processing facility _ Cost 75 wood units, l horse, l living space Life energy 80 Damage per blow none
Cost 50 food units, 90 gold units, 1 living space Life energy 50 Damage per blow 22 Place of production Hotel H Cost 60 food units, 80 gold units, 1 living space Life energy 100 Place of production Hotel Cost 80 food units, 90 gold units, 1 living space Life energy 65 Damage per blow 5 . I Place of production Saloon 4 J' Cost 60 food units, 80 gold units, 1 living space Life energy 80 Damage per blow 14
J Cost 50 food units, 50 gold units, 1 rifle, 1 living space Life energy 45 Damage per blow 8 Place of production Sheriffs office Cost 75 food units, 90 gold units, 1 living space Life energy 100 Damage per blow 12 Place of production Training camp i Cost 50 food units, 75 gold units, 1 rifle, 1 living space ' Life energy 70 Damage per blow 12 ' Place of production Training camp i Cost 50 food units, 85 gold units, 1 living space Life energy 60 Damage per blow 10 (on foot), 15 (mounted) I Jp* Place of production Church hit .3 Cost 30 food units, 50 gold units, 1 living space Life energy 30 Damage per blow None
Place of production Barracks j Cost 50 food units, 75 gold units, 1 rifle, 1 living space ' Life energy 70 Damage per blow 11 Life energy 60 ' Place production Weapons factory 4 i Cost 100 wood units, 150 gold units, 1 living space Life energy 100 Damage per blow 40 Cost 200 wood units, 100 gold units, 3 living spaces Life energy 250 Damage per blow None
When you select a unit, this menu shows the type of unit, its state of heath (life energy), attack force, level of morale and experience. For some units, it also In this example, Crazy Horse has 150 points of life energy, and thus the maximum number of points. This means that he is uninjured. His attack force is 15 points. This means that one blow from him in a conflict would cause 15 points of damage to an opponent's life energy. When you select a structure, the status menu tells you what kind of structure it is, its condition (life energy) and its purpose.
Trolls Very good in both hand to hand combat and long distance combat but only with two units. No magical talent. Well armed when the other raccs have delivered iron to them. Simple architecture. When a troll has lost half of his life energy he goes insane for a short period of rime, thus being able to inflict much higher damage to his enemy for a few seconds. Specialty Corpse collector processes corpses to food.
- Vitality Bars There are three coloured bars. Green signifies the crew's vitality Orange, the condition of the sails and rigging and Red, the vessel's hull - Reload Bars The two Yellow bars located either side of the Vitality Bars show how long it will take to reload the next broadside
The strike of a moonblade drains a target's vitality, inflicting 1d12+4 points of damage, and an additional 1d12 points to undead, who are particularly susceptible. A successful strike also temporarily scrambles magic, causing any spells the target casts in the next round to fail.
Dwarf Dwarves are small, sturdy creatures with a taste for battle and a fierce devotion to their cause. While they are short in stature, they possess surprising strength and vitality. This make them a natural for combat-related professions, while their piety makes them excellent Priests. Their inborn toughness allows them to laugh off blows that would devastate others. Magic Resistances Fire (amount depends on Vitality) Magic Resistances Mental (amount depends on Vitality) Magic Resistances Earth (amount depends on Vitality) Rawllf Rawulfs arc devout and hearty creatures. Descending from a race of intelligent, bipedal canines, they share their ancestors' caring personality and thick coat, as well as traces of their strong vitality and keen senses. The Rawulfs uncqualed piety makes it an excellent Priest. Lord, or Valkyrie.
STONED Since your character is a statue, he or she can't do anything but stand there and collect bird droppings. Stoned characters are easy to hit, but it's difficult to penetrate their stone. Stoning, in fact, might be worse than death. Stoned characters lose a point of vitality, and when cured of the stoning, they may be dead. When you resurrect dead characters, they lose yet another point of vitality. DEAD A dead character is exactly that - dead. He or she must be resurrected by magical means, and when death comes a knockin', a point of vitality is lost. DISEASE At first, a diseased character will appear and act healthy (you will see they are diseased, however). In fact, besides general fatigue, he or she will feel just fine. However, as time passes, disease begins to ravage the character. Paralysis may set in. He or she may become blind or incapacitated. Their energy and their very life force (vitality) may be drained from them. If disease is not cured quickly, the character will...
Vitality (VIT) Is a character's life force, and affects the amount of hit points and stamina a character achieves. Vitality also affects the ability to heal and be resurrected, and helps to provide the character resistance to poison, paralysis and death in general. If a character's Vitality reaches zero, he or she cannot be resurrected.
Fortitude Saves These saves measure your ability to stand up to massive physical punishment or attacks against your vitality and health such as poison, paralysis, and magic that causes instant death. Apply your Constitution modifier to your Fortitude saving throws. Fortitude saving throws can be made against attack or effects such as poison, disease, paralysis, petrification, energy drain, destruction, and disintegrate.
A character with a good vitality rating has a good chance of being helped, but old, infirm characters may be in big trouble. Dead characters who fail to be raised from the dead are reduced to ashes. Even in such depressing circumstances though, there is still hope for a larger tithe, it is sometimes possible to resurrect a person even from an ashen mess - but if this attempt fails, the character is lost forever and cannot be restored by any means.
Ether is this world's most basic element, the source of all things. White ether flows from the center of the universe, the symbol of this world and its greatness, the source of its power. White ether is fickle and unstable, and its flow dissipates into four lesser types of ether to form the infinite variety of nature. These four types of ether are Chaos, scarlet like blood Motion, the blue of the sky Vitality, green like a fresh leaf and Synthesis, black as scorched stones. Each plant and animal owes its existence to these ethers. Ether is more simply known as magic.
Each unit is represented by an icon on the bottom panel of the interface. These icons depict an image of the unit, the number of soldiers remaining and its experience stars. The green bar represents the unit's vitality (directly proportional to the number of soldiers remaining) the blue one its stamina.
THE CANDLE OF LIFE The sun sets and the moon rises your characters grow a day older. When they first begin Wizardry, your characters will be young and full of vigor, and the candle to the right of your character's portrait will burn bright and its wick will be long. However, each occasion your characters Rest , they get a bit older (only by 8 hours). Eventually, their vitality may lessen and they may, in general, start to show signs of their age. Death will also affect a character's candle when a character dies, he or she loses a point of vitality. However, since Wizardry characters begin their adventure young, they typically have a long life ahead of them.
Strength 10 Intelligence 7 Wisdom 10 Vitality 10 Agility 5 Got your manual with you Good. Check out the requirements for a Fighter. Needs at least 11 strengths, right He had 6 bonus points so let's distribute them. See, when I add 1 to strength he becomes eligible to be a fighter. Now as to the rest of the points, certainly agility needs to be increased so that Derf can swing well, I'll add 4 of the points there. A fighter also can not have enough vitality, so I'll add the last point there. Well, that's Derf. What do you think, should I use him Ok. Now as to the rest of the team, here's a really hot pro tip make up your party out of two fighters, a priest, a thief, and two mages. This mixture has the best chance for survival, and believe me, in this madhouse, survival is everything
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