In SpellForce 3 there are lots of different spells and effects that Corporal Tahar and his companions could use in combat and during their journeys.
Also there are lots of different requirements and other stats and information such as how the damage works with the resistances
Thus this article sums up all necessary information regarding skills and perks of the game.
Table of Contents | ||
Base Stats[]
Way before any ability there are lots of attributes and stats. Those stats are of absolute importance in gameplay and ignoring them will lead to your character's demise sooner or later. A list of what each stat does will follow up now.
Vital Stats[]
- Health : The character's current and maximum life points. Life indicates how much ingoing damage a character can sustain before being defeated and killed on the battle fields.
- Focus: The character's current and maximum focus points. Focus is used to cast spells and abilities. When not having enough focus reserves the character is unable to cast new abilities.
Attributes[]
Strength |
Improves the damage of strength-based weapons. Also increases the Block Chance.
Strength 3: You can use simpler melee weapons and most crossbows as well as most melee weapons with Dexterity as a primary requirement. Strength 4: You can use most one-handed strength weapons. Strength 6: You can use most two-handed strength weapons. |
---|---|
Dexterity |
Improves the damage of dexterity-based weapons. Also increases the Critical Chance.
Dexterity 3: You can use most melee weapons with strength as a primary requirement. Dexterity 4: You can use most one-handed dexterity-based melee weapons and crossbows. Dexterity 6: You can use most two-handed, dexterity-based melee weapons and bows. |
Intelligence |
Improves the damage of intelligence-based weapons and abilities. Also increases the focus regeneration
Intelligence 4: You can use most staffs. (also requires willpower) Intelligence 5: You can wear most magic robes. (also requires willpower) |
Constitution |
Improves health and physical resistances. Also allows wearing heavier armors.
Constitution 5: Required to wear medium armor and shields. Constitution 7: Required to wear heavy armor and shields. Constitution 9: Required to wear super-heavy armor and shields. |
Willpower |
Improves the damage of willpower-based weapons and abilities. Also increases maximum focus points and magical resistances.
Willpower 4: You can use most wands. (also requires Intelligence) Willpower 5: You can wear most magic robes. (also requires Intelligence) |
- 🡆 See the sub-article about how the attributes change things with exact numbers: Attribute Modifiers
Damage Types[]
Resistances[]
Combat Modifiers[]
- Block Chance
Determines how likely the character is able to completely avoid an enemy attack. - Critical Hit Chance
Determines how likely an attack of the character deals more damage. - Damage
Determines the range of damage for each attack. - Damage Type
Shows the damage types applying to the attacks. - Attacks per second
shows the attacks the character deals per second.
Ability Trees[]
After an ability has been leveled the character gains access to new abilities. All abilities are being placed into your ability overview window and can there be put into your active ability loadout. To decrease load time of this article all ability trees have been created as separate articles, that you can see below.
General abilities[]
Now following is a list of abilities that every main character can have if having chosen it.
Companion-specific abilities[]
Now following is a list of abilities specific to certain companions of the main character.