Stats

An individual character's physical, mental and spiritual characteristics are known as his or her 'stats'. These include Personal stats and Endurance stats.

Personal Stats

There are 8 personal stats as listed below - four physical and four mental. As far as Strength, Agility, Constitution, and Willpower are concerned, they are equally important relative to melee combat. However, for those using heavy weapons or kite shield, Strength is more important and Agility less so (and thus Willpower is third in importance) while for those using light weapons or light armor (and thus depending on Dodge a lot), Agility is the more important stat with Strength being less so and willpower again being third in importance. Willpower affects the Monk's Fundamentalism bonus, so it is the most important stat for them, with Strength and Agility being of secondary importance. Constitution, on the other hand, is in general more of a long-term investment for all classes, because the advantages of getting more Stamina increase with each level, and thus Constitution is less important early on but more important as time goes along.


Strength (STR)

A character's physical strength. It is typically an important stat (along with Agility) for attacking with most weapons, and is the only important stat (i.e., a double modifier) for attacking with others (e.g. maces, axes, etc). It is also an important stat for all weapon blocking and for shield blocking with round shields, and is the only important stat for blocking with kite shields. It affects whether or not a character can use certain weapons in the first place, and whether or not a character will be knocked down by certain blows. It is an important stat for Priests, as a Strength of 17 is required to become a Priest, and is used as modifier to saving throws against the prayers of that class.


Agility (AGL)

A character's ability to move quickly and precisely. It is typically an important stat (along with Strength) for attacking with most weapons and is the only important stat for attacking with others (e.g. rapiers and scimitars). It is also an important stat for all weapon blocking and for shield blocking with round shield, and is the only important stat for dodging. It affects whether or not a character can use certain
weapons in the first place and whether or not a character will be grappled in combat. Lastly, an Agility of 17 to required to become a Wizard, and Agility is used as a saving throw modifier to all Sorcerer spell attacks.


Constitution (CON)

A character's physical well being. This affects a character's initial stamina level as well as the cost in training points to increase one's Stamina. As most of the damage in combat is Stamina damage; more Stamina means you can take more damage before dying. Also, more Stamina means you can wear heavier armor and/or use more Combat Intensity, both of which increase your ability to defend yourself. There are some armor types that require a high (18 or even higher) Constitution to wear; thus, Constitution is a critical stat for Knights, Mercenaries, and other classes who want to wear heavy armor. Lastly, a Constitution of 17 is required to become a Healer; Constitution is used as a modifier to all saving throws against prayers of this class.


Willpower (WIL)

A character's ability in 'mind over body'. It is a direct modifier to one's General Combat (e.g. Armor) skill, and thus affects all attacking and defending. It also affects whether one will become dazed, stunned or unconscious due to taking a blow in combat and is a direct modifier to the Monk Fundamentalism skill. Lastly, Willpower 17 is required to become a Sorcerer and is used as a modifier to saving throws against Wizard spells.


Cognition (COG)

A character's ability to understand the physical universe around him. Affects a character's starting Mana and the cost of increasing one's Mana through training. As there is Mana fatigue when searching and looting, and also because some spells and prayers affect one's Mana instead of Stamina, Cognition thus has significance to all classes. It is the most important stat for all magic user classes, as an 18 Cognition is required to be able to learn most magic user spells, and Cognition above this is a direct modifier to all spells.


Empathy (EMP)

A character's ability to relate to the consciousness in the universe around him. Affects a character's starting Karma as well as the cost of increasing one's Karma through training. As there is Karma fatigue when searching and looting, and also because some spells and prayer's affect one's Karma instead of one's Stamina, Empathy thus has significance to all classes. It is the most important stat for all cleric classes, as an 18 Empathy is required to be able to learn most cleric prayers, and Empathy above this level is a direct modifier to all prayers.


Charisma (CHR)

A character's ability to interact effectively with other characters. Affects whether or not a given non-player character (NPC) will talk to a given player character in many cases (e.g., some NPCs will not talk to a character unless their charisma is high enough) and is a direct modifier to all saving throws against spells and prayers and thus is significant to all classes. Lastly, a Charisma of 17 is required to become a Witch, while a charisma of 16 is required to become a Knight.


Luck (LCK)

A character's fortunes with respect to the 'intangibles' in the universe. The most important stat for rogue classes (Assassins, Thieves, and Rangers), Luck is a direct modifier to skills such as Hide, Sneak, Steal, etc. Luck is also an important stat for every character in the game, as it affects how fast a character gains stat increases, though it should be noted here that stat increase slows down severely after a character has gained +1 in each stat.



Endurance Stats

In addition to the eight personal stats, each character has three endurance stats: Stamina, Karma, and Mana. The starting values in these for each character are determined from their starting values in Constitution, Cognition, and Empathy. Also, whereas increases in personal stats are something that will only occur over a long period of time, increases in the endurance stats are generally something that characters obtain regularly by training in them at the endurance trainers.

Fatigue and stress affect a character's endurance. These are tracked separately for each endurance stat and are shown graphically on left side of the front end interface. If fatigue becomes too high, a character may not be able to do certain actions. Stress causes the same effect but, more importantly, if stress for any endurance stat reaches the value of that stat, the character is dead.

Starting characters begin with endurance stats equal to 16 times the appropriate personal stat minus 9. In other words, if a character started with a Constitution of 18, an Empathy of 11, and a Cognition of 14, he would start with Stamina at 144, Karma at 32, and Mana at 80.


Stamina (STA)

A character's physical endurance. Fatigue and stress incurred in melee combat, as well as the affects of many prayers and spells, affects Stamina, so the more the better for every character and especially those that spend a lot of time engaging in melee combat. Also, because heavy armor is more fatiguing, a high Stamina is a must before a character can even think of wearing heavy armor.


Karma (KAR)

A character's spiritual endurance. A cleric's reciting of a prayer causes fatigue to that cleric's Karma, and as such the more Karma the better for clerics. Also, there are some attacks in the game that cause stress damage to a character's Karma, which can kill any character, so, in this sense, the more karma the better for every character.


Mana (MAN)

A character's mental endurance. A magic user's casting of a spell causes fatigue to that magic user's Mana, and as such the more Mana the better for magic users. Also, there are some attacks in the game that cause stress damage to a character's Mana, which can kill any character, so, in this sense, the more karma the better for every character.



Stat Requirements

Some classes have minimum stat requirements:

Knights: CHA 16

Healers: CON 17, EMP 18

Priests: STR 17, EMP 18

Sorcerers: WIL 17, COG 18

Witches: CHA 17, EMP 18

Wizards: AGL 17, COG 18

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