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AE Questions and Answers

 

General Experience Query

View the following posts on the arduin.com website for information.  Experience for AE
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How to make an Attack (ATK)

The explanation on how to make an attack is listed on page 447 in the Battle and Melee section of the Arduin Eternal Book.  As explained there, a person uses their weapon skill ranks, the base value of the weapon used and any bonuses to equal or exceed the DEF of an opponent.
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How Defense (DEF) works

The explanation on how DEF is computed is listed on page 447 in the Battle and Melee section of the Arduin Eternal Book.  As explained there, a person  uses their ranks in DEF, their COORD characteristic as a bonus and any other bonuses to determine DEF.  This becomes the target difficulty (TD) that anything must might to inflict damage in melee.
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How to determine a skill's "Final" value

The explanation on how to compute a skill's final value is listed on page 236 in the Skills section of the Arduin Eternal Book.   However, the character sheet in the back of the was not explained sufficiently to prevent some surface confusion. 

Skill Final value uses the following formula:

Skill Ranks + attribute + bonus = Final Value

This means a Knowledge skill, with 33 skill ranks and a person with 18 REAS and a +5 bonus, would have:  33 + 18 (REAS) + 5 = 56 as a final value.

The character sheet provided listed the following columns:

Skill Name, Attribute, Modifier, Rank, Bonus, Fumble, Critical, and Final.  

Using the same data as above, it would look like this if we filled in the columns:

Knowledge, REAS, 18, 33, +5, 8, 97, 56

Most of the confusion seems to have stemmed over the use of Attribute (where you write in the guiding attribute), Modifier (where you note the value of the attribute), and Bonus (where you note down any bonuses).

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Understanding OP progression and gaining spells, prayers, etc. in game

Actually two questions but highly interrelated so I'm presenting it in a single format.  If you follow the character creation outlines in the Arduin Eternal book, you'll end up either taking a school of magik or choosing a handful of spells to begin the game.  In either case, you can begin with Order of Power (OP) 1 - 4.   Arduin Eternal has defined 30 OP.   Outside of what you begin with at character creation, each OP requires 1 EPS investment to gain.  The Magik and Psychic section (starts on page 611) talks about this and provides school examples.

So, let's use a scenario where you take the Talismondé Collegiate School of Magik and start with OP 1 & OP 2 magik.  This indicates you have access to OP 1 and OP 2 spells defined in the school of magik but doesn't extend to rituals of equal OP unless specified in the write up. 

Rituals within a school of magik are taken separately and use the Ceremony skill.  You also buy separate proficiency in OP for rituals.  So, just because you have access to OP 5 or lower spells doesn't provide the same access to rituals.  You have to invest the EPS to gain them.

Now, just to reiterate, when you invest EPS to gain an OP, you are investing in access to the OP of magik (psi, prayers, psychic, etc.) not into a specific school.  So, if you learn 4 different schools of magik, and invest 5 EPS to have access to OP 6 or lower spells, you have this access for all of them, regardless of how proficient or how recently you began with the school of magik.

Further example:  You start with the Talismondé Collegiate School of Magik and increase it to 64 skill ranks and invest 8 EPS to have access to OP 5 or less spells.  You then learn the Fire and Ice School of Magik.  Even though you have only 1 skill rank in this school, you could potentially have access to all spells within it of OP 5 or less!  Please note, however, that many schools have tests or acts of progression they require before access is granted.  Its up to the GM to enforce these rules or loosen them, as desired for their personal game.

Now, schools have a lot of benefits, namely as long as you use a spell from it, the Cast skill for the skill has a chance of improvement!  Contrasting this, individually learned spells only gain a chance for advancement if used (see more below).

Lastly on schools, you learn more magik from the school as you spend EPS to gain access to higher OP and pass the tests, rites or actions noted in the school.  Any magik learned outside of it is considered apart from the school and is handled separately (see below for more), including using a separate Cast skill rank, bonuses, etc.

Now, lets talk "school-less" learning.  No specific approach or organized method of study is used.  Spells are learned individually and maintain individual Cast skill ranks, unlike the singular value used for a school of magik.  So a person might start with, say 4 OP 1 spells at creation and look like this:

Attend Me!, Cast, 7
Mulaid's Slowing Tread, Cast, 12
Moshaera's Mystik Dart, Cast, 17
Saballa's Swift Sleep, Cast, 5

As these spells are used, they would potentially rise in skill ranks but only individually.  Use Mystik Dart alot and you will likely get better but your knowledge in the others won't.  Unlike a school of magik, where use in one spell ties into the others and sees a rise in all contained in the school of magik.  The downside of a school of magik is skill ranks cap much faster due to the -20 advancement penalty; whereas individually learned spells do not carry this penalty. 

Everything mentioned above applies equally to prayers, rituals, mental powers and so on.
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How do I learn languages?

Languages are learned when one chooses a culture. Each culture notes a language and usually the ability to get one or more others. The list of common languages is in the back of the AE volume in the GM Assistance Section.   After character creation, acquiring another language requires the expenditure of 1 EPS (and some game play...).  Some races (such as Deodanth) provide access to languages as well.
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