Stats
Character Stats
Starting Stats and Stat Growth
Determining Training Points Based
on Stats
Character
Stats
Your character's ten stats, or development statistics,
are broken up into two categories: physical and mental. Discipline
and Aura are unusual, in that they are each considered to
be both physical and mental.
Agility
A representation of a person's grace in motion and general
nimbleness of body. Actions requiring balance, maneuverability,
or quick reactions are based on this attribute. Agility directly
affects a character's defensive strength (DS).
Aura
A measure of a character's innate connection to the spiritual,
mental, and elemental magic that is woven throughout the world
of Elanthia. Elemental magic is strongly tied to Aura, and
a character's spirit points (SP) are determined based on this
stat.
Constitution
Constitution is a measure of the physical durability
of a character. It helps with disease, critical hits, and
affects the maximum number of Health Points a player can receive.
It also affects a number of other things including encumbrance
and some maneuver checks. Constitution does not affect a character's
stun and Hit Point recovery rate.
When the Constitution stat increases, it does not automatically
increase a character's Hit Point total, but will increase
the character's Maximum Hit Point total. (To actually increase
your character's hit points, you must spend points on Physical
Fitness.)
To figure Maximum Hit Point total, take the Base Hit Point
Total for the character's race and add their Constitution
Bonus.
Dexterity
A measurement of a person's hand-eye coordination and
fine motor skills. This aids in actions requiring precision
and deft manipulation, such as picking locks, picking pockets,
skinning, and aiming ranged or targeted attacks.
Discipline
Discipline is a measure of a character's force of will,
determination and ability to focus on the task at hand. Discipline
is used in a wide range of game systems, some of which include
determining the total amount of experience that a character
can gain before needing to rest, and attempts to resist mental
or emotion-based attacks.
Influence
A person's ability to influence others. Some aspects of
Influence include leadership, inspiration, persuasion, intimidation,
fear, presence, and personal charm or magnetism. Magic or
abilities that affect the target's mind or emotions are typically
more powerful for casters with a high Influence attribute.
Intuition
A person's innate or instinctive ability to sense things
without conscious deduction or critical analysis. It is distinctively
different from Logic in that it refers to the ability to make
decisions or leap to conclusions with little or no overt supporting
evidence, relying more upon subconscious "hunches."
Included in intuition would be what is commonly referred to
as a "sixth sense", prescience, perception, and
luck.
Logic
A person's capacity for critical and rational thought, reflecting
their ability to reach logical conclusions based on available
facts. Logic affects how much experience a character can gain
before needing to rest, how quickly a character can absorb
that experience, and the ability to activate magical items
and scrolls.
Strength
Strength is a measure of physical prowess. It affects a character's
Attack Strength (AS) with melee weapons as well as the amount
of weight a character may carry (encumbrance) before suffering
penalties. The Strength Bonus is added directly to a character's
AS.
Wisdom
A representation of a person's common sense, pragmatism,
ability to draw upon past experiences to evaluate new challenges,
and the ability to examine problems and issues from multiple
perspectives. Wisdom also represents a person's conscious
connection with spirituality. Spiritual magic is strongly
tied to Wisdom.
Starting
Stats and Stat Growth
Statistics are assigned at character creation. Depending
on your race, you are given bonuses or penalties to add to
or subtract from your starting stats.
Statistics can only increase when your character reaches
a new level.That doesn't mean they
will go up every time you train, but that
is possible.
The rate at which statistics rise is based on race, profession,
and variety of other factors.
Players are given 640 points to allocate among their stats,
with their profession's prime requisites getting an additional
+10 bonus (maximum 100).
The following charts show the professional baseline values
for Stat Growth Intervals along with the racial modifiers.
To determine the Stat Growth Interval for any profession and
racial combination, simply add the corresponding values from
the two tables. The simple rule is that the higher the Stat
Growth Interval, the faster the stat will increase. To determine
when a stat will increase, apply the following formula:
Divide the Current Value of Stat by the Stat Growth Interval
and round down to the nearest integer. If your new level is
evenly divisible by this value, then the stat will increase.
Stats will not increase beyond 100.
Example
A 22nd level Dwarven Rogue with an 84 Constitution has a Stat
Growth Interval of (Rogue: 20 + Dwarf: 5) = 25. 84/25 = 3.36,
which rounds down to 3. Therefore, the Dwarf's Constitution
stat will next increase at level 24, because level 24 is the
next level after 22 that is evenly divisible by 3.
Baseline
Growth Values by Profession |
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Bard |
20 |
25 |
15 |
10 |
15 |
25 |
20 |
30 |
20 |
25 |
Cleric |
20 |
10 |
25 |
25 |
25 |
20 |
15 |
20 |
30 |
15 |
Empath |
20 |
15 |
25 |
25 |
20 |
10 |
15 |
25 |
30 |
20 |
Monk |
25 |
20 |
25 |
20 |
20 |
25 |
30 |
10 |
15 |
15 |
Paladin |
25 |
20 |
25 |
10 |
15 |
30 |
20 |
20 |
25 |
15 |
Ranger |
20 |
30 |
20 |
15 |
25 |
25 |
20 |
10 |
25 |
15 |
Rogue |
20 |
25 |
20 |
20 |
25 |
25 |
30 |
15 |
10 |
15 |
Sorcerer |
15 |
20 |
25 |
25 |
20 |
10 |
15 |
20 |
25 |
30 |
Warrior |
25 |
25 |
20 |
10 |
20 |
30 |
25 |
20 |
15 |
15 |
Wizard |
15 |
25 |
20 |
25 |
25 |
10 |
15 |
20 |
20 |
30 |
Determining
Training Points Based on Stats
Training points are determined using the following equations:
Physical TP
(25 + (((Aura + Discipline)/2 + Strength + Constitution +
Dexterity + Agility)/20))
Mental TP
(25 + (((Aura + Discipline)/2 + Logic + Intuition + Influence
+ Wisdom)/20))
Note: Prime Requisites count double
wherever they are in the training point equations.
Example
For a Bard, with Prime Requisites of Influence and Aura, training
points are calculated as:
Physical TP
(25 + (((2*Aura + Discipline)/2 + Strength + Constitution
+ Dexterity + Agility)/20))
Mental TP
(25 + (((2*Aura + Discipline)/2 + Logic + Intuition + 2*Influence
+ Wisdom)/20))
Prime Requisites
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