Your adventurer’s maximum health points.
Affects the amount of damage done by most attacks.
Every point of armor negates one point of incoming physical damage. Mental Damage and True Damage ignore armor.
Determines your Focus while channeling or using stances. This will also make some spells more powerful and dictate how well you can hold your liquor.
Combat in The Bard’s Tale IV: Barrows Deep is turn-based. Starting out, you have three Opportunity, displayed as gems, to spend each turn. You will gain more as you progress. Your adventurers have Abilities that cost Opportunity to activate. Activate Abilities until you’re out of Opportunity before ending your turn. Unlike the other stats, Opportunity is a resource shared by your entire party.
Abilities that use Spell Points display Spell Point Gem icons directly on their Ability icon. The number of gems indicates the number of Spell Points they require to cast. The gems are either lit or unlit, based on how many Spell Points the character currently possesses. If the character lacks the Spell Points needed to cast the spell, the Ability icon is greyed out.
Unlike Opportunity, Spell Points are not a shared resource across your team. Spell Points are generated and stored on the individual character. Generate Spell Points by drinking Elixirs of Focus, meditating, or getting drunk. Some passives also generate Spell Points. Abilities that use Spell Points do not use Opportunity.