<!------------->
<!-- Primary -->
<!------------->

<attribute>
  <name>Name</name>
  <type>primary</type>
  <text>The name that you have chosen for your character. Some of the locals may learn to remember it.</text>
</attribute>
<attribute>
  <name>Gender</name>
  <type>primary</type>
  <text>Genders are equal, but some enemies may not preceive it so and can have preferences when they choose their target.</text>
</attribute>
<attribute>
  <name>Race</name>
  <type>primary</type>
  <text>There are six playable races from which you can choose your characters. They all have their advantages and limitations, and may find support from their kin among the local population.</text>
</attribute>
<attribute>
  <name>Class</name>
  <type>primary</type>
  <text>The profession of your character determines the skills that he or she can learn. Each promotion is a specialization, and offers higher mastery of some skills while closing alternative paths.</text>
</attribute>
<attribute>
  <name>Age</name>
  <type>primary</type>
  <text>Age shows the current age of your character. Certain monsters and magical effects can raise your temporary Age above your real Age.</text>
  <screen>268|112</screen>
</attribute>
<attribute>
  <name>Level</name>
  <type>primary</type>
  <text>Level is a measure of the training your character has gone through. A high Level contributes to Hit Points and Spell Points.</text>
  <screen>268|144</screen>
</attribute>
<attribute>
  <name>Experience</name>
  <type>primary</type>
  <text>Experience is a simple indicator of your character’s overall understanding of the world. With enough experience points (and some gold), you can train your characters in training grounds throughout the land to increase their level and gain skill points to spend on skills.
</text>
  <screen>268|176</screen>
</attribute>
<attribute>
  <name>Skillpoints</name>
  <type>primary</type>
  <text>Skillpoints are a very valuable asset. It costs ever more skillpoints to further increase a character's skill levels. Fortunately, there are various ways to gain more of them. Training you characters, whenever they have gathered enough experience, is only the most obvious one.</text>
</attribute>

<!---------------->
<!-- Statistics -->
<!---------------->

<attribute>
  <name>Might</name>
  <type>statistic</type>
  <text>Might represents a character’s overall strength, and the ability to put that strength where it counts. Characters with a high Might statistic do more damage in combat.</text>
  <screen>48|112</screen>
</attribute>
<attribute>
  <name>Magic</name>
  <type>statistic</type>
  <text>Magic represents a character’s overall understanding spells and availability to use them. The number of Spell Points for all spell casters is based on Magic.</text>
  <screen>48|144</screen>
</attribute>
<attribute>
  <name>Endurance</name>
  <type>statistic</type>
  <text>Endurance is a measure of the physical toughness and durability of a character. A high Endurance gives a character more Hit Points.</text>
  <screen>48|176</screen>
</attribute>
<attribute>
  <name>Accuracy</name>
  <type>statistic</type>
  <text>Accuracy represents a character’s precision and hand-eye coordination. A high Accuracy will allow a character to hit monsters more frequently in combat.</text>
  <screen>48|208</screen>
</attribute>
<attribute>
  <name>Speed</name>
  <type>statistic</type>
  <text>Speed is a measure of how quick a character is. A high Speed statistic will increase a character’s Armour Class and the rate with which the character recovers from attacks.</text>
  <screen>48|240</screen>
</attribute>
<attribute>
  <name>Luck</name>
  <type>statistic</type>
  <text>Luck has a subtle influence throughout the game, but is most visible in the ability of a character to resist magical attacks and avoid taking (as much) damage from traps.</text>
  <screen>48|272</screen>
</attribute>

<!----------------->
<!-- Resistances -->
<!----------------->

<attribute>
  <name>Generic</name>
  <type>resistance</type>
  <text>Generic resistance represents your character’s ability to minimize damage taken from magical attacks. Though a high resistance can greatly reduce the damage, it does not make your character immune.</text>
</attribute>
<attribute>
  <name>Fire</name>
  <type>resistance</type>
  <text>Fire resistance represents your character’s ability to minimize damage taken from fire based attacks. Though a high resistance can greatly reduce fire damage, it does not make your character immune.</text>
  <screen>488|112</screen>
</attribute>
<attribute>
  <name>Air</name>
  <type>resistance</type>
  <text>Air resistance represents your character’s ability to minimize damage taken from air based attacks. Though a high resistance can greatly reduce air damage, it does not make your character immune.</text>
  <screen>488|144</screen>
</attribute>
<attribute>
  <name>Water</name>
  <type>resistance</type>
  <text>Water resistance represents your character’s ability to minimize damage taken from water based attacks. Though a high resistance can greatly reduce water damage, it does not make your character immune.</text>
  <screen>488|176</screen>
</attribute>
<attribute>
  <name>Earth</name>
  <type>resistance</type>
  <text>Earth resistance represents your character’s ability to minimize damage taken from earth based attacks. Though a high resistance can greatly reduce earth damage, it does not make your character immune.</text>
  <screen>488|208</screen>
</attribute>
<attribute>
  <name>Spirit</name>
  <type>resistance</type>
  <text>Spirit resistance represents your character’s ability to minimize damage taken from spirit based attacks. Though a high resistance can greatly reduce spirit damage, it does not make your character immune.</text>
  <screen>488|240</screen>
</attribute>
<attribute>
  <name>Mind</name>
  <type>resistance</type>
  <text>Mind resistance represents your character’s ability to minimize damage taken from mind based attacks. Though a high resistance can greatly reduce mind damage, it does not make your character immune.</text>
  <screen>488|272</screen>
</attribute>
<attribute>
  <name>Body</name>
  <type>resistance</type>
  <text>Body resistance represents your character’s ability to minimize damage taken from body based attacks. Though a high resistance can greatly reduce body damage, it does not make your character immune.</text>
  <screen>488|304</screen>
</attribute>
<attribute>
  <name>Light</name>
  <type>resistance</type>
  <text>Light resistance represents your character’s ability to minimize damage taken from light based attacks. Though a high resistance can greatly reduce light damage, it does not make your character immune.</text>
  <screen>488|336</screen>
</attribute>
<attribute>
  <name>Grey</name>
  <type>resistance</type>
  <text>Grey resistance represents your character’s ability to minimize damage taken from Grey based attacks. Though a high resistance can greatly reduce Grey damage, it does not make your character immune.</text>
  <screen>488|368</screen>
</attribute>
<attribute>
  <name>Dark</name>
  <type>resistance</type>
  <text>Dark resistance represents your character’s ability to minimize damage taken from dark based attacks. Though a high resistance can greatly reduce dark damage, it does not make your character immune.</text>
  <screen>488|400</screen>
</attribute>

<!--------------->
<!-- Secondary -->
<!--------------->

<attribute>
  <name>Hitpoints</name>
  <type>secondary</type>
  <text>Hitpoints indicate how much damage your character can sustain before falling unconscious or dying. A character is unconscious at 0 hitpoints or less. Hitpoints return after 8 hours of uninterrupted rest.</text>
  <screen>48|336</screen>
</attribute>
<attribute>
  <name>Spellpoints</name>
  <type>secondary</type>
  <text>Spellpoints are needed to cast spells. Every spell has a spellpoint cost that is deducted from this statistic when it’s cast. Spellpoints return after 8 hours of uninterrupted rest.</text>
  <screen>48|368</screen>
</attribute>
<attribute>
  <name>Armour Class</name>
  <type>secondary</type>
  <text>Armour Class is a measure of how difficult it is for a monster to hit a character. The higher the Armour Class, the better the chance of avoiding an attack.</text>
  <screen>48|400</screen>
</attribute>
<attribute>
  <name>Primary Hit</name>
  <type>secondary</type>
  <text>Primary Hit is the sum of all factors (skill, spells, Accuracy, etc.) that influence your character's chance to hit monsters with a melee weapon that is equipped two-handed or in the character's right hand.</text>
  <screen>268|240</screen>
</attribute>
<attribute>
  <name>Damage (P)</name>
  <type>secondary</type>
  <text>Primary Damage is the sum of all factors (Might, spells, certain weapon skills at expert or master level, etc.) that influence the damage your character does with a melee weapon that is equipped two-handed or in the character's right hand.</text>
  <screen>268|272</screen>
</attribute>
<attribute>
  <name>Secondary Hit</name>
  <type>secondary</type>
  <text>Secondary Hit is the sum of all factors (skill, spells, Accuracy, etc.) that influence your character's chance to hit monsters with a melee weapon that is equipped in the character's left hand.</text>
  <screen>268|304</screen>
</attribute>
<attribute>
  <name>Damage (S)</name>
  <type>secondary</type>
  <text>Secondary Damage is the sum of all factors (Might, spells, certain weapon skills at expert or master level, etc.) that influence the damage your character does with a melee weapon that is equipped in the character's left hand.</text>
  <screen>268|336</screen>
</attribute>
<attribute>
  <name>Ranged Hit</name>
  <type>secondary</type>
  <text>Ranged Hit is the sum of all factors (skill, spells, Accuracy, etc.) that influence your character’s chance to hit monsters with an equipped ranged weapon.</text>
  <screen>268|368</screen>
</attribute>
<attribute>
  <name>Damage (R)</name>
  <type>secondary</type>
  <text>Ranged Damage is the sum of all factors (spells, weapon bonuses, etc.) that influence the damage your character does with an equipped ranged weapon.</text>
  <screen>268|400</screen>
</attribute>