Post by Belouch on Jan 2, 2019 19:12:13 GMT 1
Stats
Agility: primary stat for hitting/dodging but does not increase damage. This is compared to your opponent's agility to partially determine your accuracy and evasion.
Strength: secundary stat for hitting/dodging, strongly affects the amount of damage you deal with each hit. Also increases carrying weight by 1kg. This is compared to your opponent's strength to partially determine your accuracy and evasion.
About Strength and Weapon Tiers: Tier 1 Weapons (the beginning trainer weapons) only use 16% of your strength value to alleviate large differences in training speed. Tier 2 uses 50%, while Tier 3, 4, and 5 weapons use 100% of your strength value.
About Strength and XP: Since XP is gained on a per hit basis, Strength has a small XP multiplier built into it to compensate for killing monsters more quickly. This is not a bonus or a downside, it simply offsets the extra damage that your Strength causes with training weapons (which only use 16% of your strength, so this is not a large effect)
Intelligence: lowers the amount of XP required to skill up. Its effects applies to all weapon skills and all general skills, no matter the level. Also primary stat for Mana points (gives 2 MP).
Health: primary HP stat (gives 5 Health points). By increasing your max HP, you increase your regeneration rate as well.
Endurance: secundary HP stat (gives 2 Health points) and secundary MP stat (0.5 MP). Increases carrying weight by 0.25kg. By increasing your max HP and MP, you increase your regeneration rate as well.
Instinct: increases chances of critical hits, spirit catching, item finding, fleeing, blocking someone from fleeing and pretty much everything with a luck factor. Gives a small defense power bonus if lucky.
Will: increases elemental protection by 1%, Mana points by 0.5, Carrying weight by 0.25kg and also increases your chances to catch spirits.
Faith: just like in real-life, no one really knows what this does
Auto Regeneration of HP: Players will naturally recover about 20% of their Max HP per hour, with some variance. Health and Endurance, and other ways to increase your Max HP, do not increase the rate value, but since it is a percentage of Max HP it will increase how much you recover per hour. There are many extra items that you can consume to recover HP instantly if you are training or in danger, but auto regeneration is free and passive if you have the time to allow for it.
Auto Regeneration of Mana: Players will naturally recover about 8% of their Max Mana per hour, with some variance. Ways to increase your Max Mana will help you have a larger battery for casting many spells in a row, but the primary mana recovery for spellcasters will be Mana Potions.
Agility: primary stat for hitting/dodging but does not increase damage. This is compared to your opponent's agility to partially determine your accuracy and evasion.
Strength: secundary stat for hitting/dodging, strongly affects the amount of damage you deal with each hit. Also increases carrying weight by 1kg. This is compared to your opponent's strength to partially determine your accuracy and evasion.
About Strength and Weapon Tiers: Tier 1 Weapons (the beginning trainer weapons) only use 16% of your strength value to alleviate large differences in training speed. Tier 2 uses 50%, while Tier 3, 4, and 5 weapons use 100% of your strength value.
About Strength and XP: Since XP is gained on a per hit basis, Strength has a small XP multiplier built into it to compensate for killing monsters more quickly. This is not a bonus or a downside, it simply offsets the extra damage that your Strength causes with training weapons (which only use 16% of your strength, so this is not a large effect)
Intelligence: lowers the amount of XP required to skill up. Its effects applies to all weapon skills and all general skills, no matter the level. Also primary stat for Mana points (gives 2 MP).
Health: primary HP stat (gives 5 Health points). By increasing your max HP, you increase your regeneration rate as well.
Endurance: secundary HP stat (gives 2 Health points) and secundary MP stat (0.5 MP). Increases carrying weight by 0.25kg. By increasing your max HP and MP, you increase your regeneration rate as well.
Instinct: increases chances of critical hits, spirit catching, item finding, fleeing, blocking someone from fleeing and pretty much everything with a luck factor. Gives a small defense power bonus if lucky.
Will: increases elemental protection by 1%, Mana points by 0.5, Carrying weight by 0.25kg and also increases your chances to catch spirits.
Faith: just like in real-life, no one really knows what this does
Auto Regeneration of HP: Players will naturally recover about 20% of their Max HP per hour, with some variance. Health and Endurance, and other ways to increase your Max HP, do not increase the rate value, but since it is a percentage of Max HP it will increase how much you recover per hour. There are many extra items that you can consume to recover HP instantly if you are training or in danger, but auto regeneration is free and passive if you have the time to allow for it.
Auto Regeneration of Mana: Players will naturally recover about 8% of their Max Mana per hour, with some variance. Ways to increase your Max Mana will help you have a larger battery for casting many spells in a row, but the primary mana recovery for spellcasters will be Mana Potions.