There are four Ability scores, in Ilkor; Strength, Dexterity, Intelligence and Wisdom. These Stats are used to define the natural characteristics of your character.

These values represents how your character is ‘gifted’ in their traits. If this value is particularly high (or low) you will receive a proportional bonus that may help (or hinder) your actions involving these personal characteristics. This is known as a stat modifier.

Please note all characters start off very lowly skilled. They are just slightly more gifted than a standard pleasant.

Major and Minor Ability Scores #

There are two values for each Ability. One is known as the major ability score and the other is called the minor ability score.

Typically each Major Ability has a value ranging between 3 and 18. In some very rare situations or with super powerful characters the value can exceed 18. Sometimes permanently, sometimes temporary. The higher the value the better. The Major Ability score increases as your character advances up through the levels.

Think of the Minor Ability score as a decimal value ranging between 00 and 99. Your character will obtain a number of ‘Minor Ability Points’ each turn that can be distributed as you see fit amongst your character’s 4 minor ability scores. The minor ability score can never exceed 99. One of it’s primary purposes is to have an impact on any and all Criterial or Fumble rolls.

Strength #

The abbreviation is STR.

Strength measures your character’s muscle, physical power and toughness. It also represents their physical resistance and how hard they can hit. This ability is especially important for Fighters because it helps them prevail in combat.

Strength is often used with the Physical Skill Group for some skill checks.

  • Adds to Melee attack rolls.
  • Adds to Melee damage rolls.
  • Adds to starting Hit Points (HP).
  • Adds to some Skill checks.

Dexterity #

The abbreviation is DEX.

Dexterity measures hand-eye coordination, quickness, agility, reflexes and balance.

This ability is the most important one for Rogues, but it’s also high on the list for characters who typically wear light or medium armour (rogues & priests) or no armour at all (wizards), and for anyone who wants to be a skilled archer.

Dexterity is often used with the Subterfuge Skill Group for some skill checks.

  • Adds to Initiative.
  • Adds to Missile attack rolls.
  • Adds to Armour Class (AC).
  • Adds to some Skill checks.

Intelligence #

The abbreviation is INT.

Intelligence is a measure of your character’s intelligence and determines how well your character learns and reasons.

This ability is important for Wizards because it affects spell casting, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills.

Intelligence is often used with the Knowledge Skill Group for some skill checks.

  • Adds to Magic Difficulty Class (attacks).
  • Adds to Magic saving throws (defense).
  • Adds to some Skill checks.

Wisdom #

The abbreviation is WIS.

Wisdom reflects how attuned your character is to the world around them and represents perceptiveness and intuition.

Wisdom describes your character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. If you want your character to have acute senses, put a high score in Wisdom.

Wisdom is the most important ability for Priests. A Priest’s effectiveness with their magic is not based in their ability to convince their deity to give them power. Wisdom is presence of mind and clarity of thought, and so it’s what lets them clearly sense and attune to a higher power, and thereby effectively channel it.

Wisdom is often used with the Communication Skill Group for some skill checks.

  • Adds to Magic Difficulty Class (attacks) [Priests only].
  • Adds to Magic saving throws (defense) [Priests only].
  • Adds to some Skill checks.