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Visions & Voices is full of both places to explore and numbers to crunch.

While one might be able to get through the game without paying attention to numbers and just randomly equipping what they feel like, there are plenty of people that like to understand exactly how stuff works. On this page, the basics will be at the top and the more complex stuff will be described closer to the end.

Note that when 'power' is mentioned, it is referring to what Visions & Voices calls skills/techs/spells/etc. It's the catch-all term for actions to take beyond attack/item/defend.

Character Aspects

Each character has five aspects that speak to their personality. These aspects control many other numbers so it's a good idea to understand what they do. Note that every character except Wanderer starts with a distribution of 15/13/10/10/8 in their aspects; consider 10 to be neutral. Anything above 10 is beneficial while anything below 10 is detrimental. These aspects will slowly increase as a character fights.

Bravery The measure of a character's physical staying power and brute strength. The higher your Bravery is, the more Melee damage you'll do, the less Melee damage you'll take, the more Energy and Sheer Force you'll have, the more power-based healing will benefit you, and the more often you'll be targeted by foes. The Warrior's aspect.

Perception The measure of a character's agility and dexterity. The higher your Perception is, the more Ranged damage you'll do, the less Ranged damage you'll take, the more Sheer Force you'll have, the more often you'll dodge Melee and Ranged attacks, the more often you'll get a critical hit with Melee and Ranged attacks, and the less time you'll spend waiting between actions. The Rogue's aspect.

Charisma The measure of a character's charm and emotional control. The higher your Charisma is, the more Psychic damage you'll do, the less Psychic damage you'll take, the less damage you'll take overall, the more Willpower you'll have, the more often you'll get a critical hit with Psychic and Force attacks, and the more effective your power-based healing will be. The Healer's aspect.

Tenacity The measure of a character's endurance and magical ability. The higher your Tenacity is, the Force damage you'll do, the less Force damage you'll take, the more Energy and Willpower you'll have, the more often you'll dodge Psychic and Force attacks, and the more often you'll be targeted by attacks. The Magus's aspect.

Logic The measure of a character's ability to assess and calculate scenarios. The higher your Logic is, the more damage you'll do overall, the more often you'll get a critical hit with any attack, and the less time you'll spend waiting between actions. The Assassin's aspect.

Dependant Numbers

Due to a character's aspects governing much about them, there are a series of stats that are based mostly on aspects.

Energy A character's life force; when reduced to zero, the character has fallen unconscious. There are very few ways to wake up a character in this state aside from spending a night at the Ogre's Mug.

Willpower A character's capacity to cast mystic spells or use spiritual forces. Running out of Willpower only means that you can no longer use Willpower-spending powers.

Sheer Force A character's capacity to perform attacks requiring great physical prowess or ones that are physically taxing. Running out of Sheer Force only means that you can no longer use Sheer Force-spending powers.

Physical Damage This stat is based almost entirely on a character's equipment. It is used when determining the damage output of an action. See the next sections for more details.

Magical Damage This stat is based almost entirely on a character's equipment. It is used when determining the damage output of an action. See the next sections for more details.

Physical Evasion Increased by Perception, this stat gives you a chance to completely avoid an oncoming Melee and/or Ranged attack; it provides a smaller chance to completely avoid a combined physical/magical attack or a Sleight attack.

Magical Evasion Increased by Charisma, this stat gives you a chance to completely avoid an oncoming Psychic and/or Force attack; it provides a smaller chance to completely avoid a combined physical/magical attack or a Sleight attack.

Physical Critical Increased by Perception and Logic, this stat gives you a chance to double the damage done with Melee and/or Ranged attack; it provides a smaller chance for a combined physical/magical attack or a Sleight attack. Criticals, beyond doubling damage, also greatly increases the chance that any status effects that might be inflicted by the action are inflicted.

Magical Critical Increased by Tenacity and Logic, this stat gives you a chance to double the damage done with Psychic and/or Force attack; it provides a smaller chance for a combined physical/magical attack or a Sleight attack. Criticals, beyond doubling damage, also greatly increases the chance that any status effects that might be inflicted by the action are inflicted.

Weapon and Power Attributes

You'll notice quickly that every weapon and almost every power has a set of keywords at the front of their description. This lets you know exactly what affects that weapon or power, aspect-wise.

Melee, Ranged, Psychic, Force and Sleight are keywords that describe how the action determines effectiveness. Melee actions use Bravery and Physical Damage. Ranged actions use Perception and Physical Damage. Psychic actions use Charisma and Magical Damage. Force actions use Tenacity and Magical Damage. Sleight actions are unique - they have no obvious numbers to depend on, but are not mitigated by anything except the defensive effects of the Charisma stat. Sleight actions are able to completely ignore barriers and mirrors - a sword (Melee/Sleight) can pierce enemies that have the PhysRef status, for example.

A character's ability to get a critical or evade blows depends on the attribute of the outgoing or incoming action, respectively. PCRI and PEVA work on Melee, Ranged and somewhat on Sleight attacks; MCRI and MEVA work on Psychic, Force and somewhat on Sleight attacks.

To tell how what an enemy is attacking with, look at how they attack. Enemies that run up to you are using Melee or Sleight attacks. Enemies that stand back and shoot piercing shots are using Ranged attacks. Enemies that stand back and sling spells are using Psychic or Force attacks - you can tell for sure when they're casting a Psychic spell because it will hit the entire party. Spells that only hit one or two characters are almost always based on Force.

Radiant, Necrotic, Fire, Cold and Shock are keywords that describe the elemental attributes of an action. These affect damage if the target is weak or resistant to that element. You can almost always use the environment as a clue to what to use; if you're in an icy area, use fire attacks. Most enemies in an area will share similar elemental weaknesses and resistances.