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Stats and How They Work; Base Stats/Improved Stats/Advanced Stats
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Topic Started: Oct 1 2011, 08:50 PM (491 Views)
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Seraria
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Oct 1 2011, 08:50 PM
Post #1
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Administrator
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BASE STATS
The primary attribute for warriors, high strength makes warrior basic attacks deal more damage and increases the damage inflicted from all warrior attacks. Points invested into strength also give points to Fortitude, building resistance against the effects of knockdown from powerful blows or elemental effects like being set aflame (afflictions). It also gives knockback/affliction to help improve your chances of knocking down an opponent or inflicting status ailments upon them. This is most beneficial to Warriors but can also aids rogue by giving them a small, stable damage boost and preventing them from being knocked back as easy. (can help mages out a fair bit too but they're better off focusing on other stats). |
| AFFECTS | Fortitude. Knockback. Affliction. Damage |
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> 1 strength gives 1 fortitude > 1 strength gives 1 knockback > 1 strength gives 1 affliction > 1 strength gives 1 damage
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| > 1 strength gives 2 damage (warrior) |
Can be increased by weapons/accessories. Rarely by armor. Quest rewards. |
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The primary attribute for rogues, high dexterity increases knockback as well increasing the damage of rogue attacks. Every attribute point invested in dexterity also gives points to critical % allowing a character to inflict higher damage with critical hits. The higher your critical hit percentage, the more deadly some of your abilities become if a rogue. Criticals do not affect magic damage so this stat is pretty much as redundant as they come for a magic caster. This stat is the staple of any good rogue as their attacks deal lower damage but they can attack faster and exploit weakness. |
| AFFECTS | Critical Chance. Fortitude. Knockback. Affliction. Damage |
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> 1 dexerity gives 1 knockback > 1 dexterity gives 1 affliction > 1 dexterity gives 1 fortitude > 1 dexterity gives 0.5% crit chance |
> 1 dexterity gives 1% crit chance (rogue) > 1 dexterity gives 1 damage (rogue) |
Can be increased by weapons/accessories. Rarely by armor. Quest rewards |
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The primary attribute for mages, high magic makes mage spells deal more damage as well as increase the chances of afflictions and knockbacks. Every attribute point invested in magic also gives points to magic resistance for mages and one for other classes, which decreases magical damage recieved and reduces the duration of negative magical effects (afflictions) on that character. The only use for non-Mages when it comes to this stat is the magic resistance though this can be gained through magic resistant armor so Warriors and Rogues shouldn't find themselves dropping points into Magic. |
| AFFECTS | Knockback. Affliction. Fortitude Magic Damage. Magic Resistance. |
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> 1 magic gives 1 knockback > 1 magic gives 1 affliction > 1 magic gives 1 fortitude > 1 magic gives 1 magic damage > 1 magic gives 1 magic resistance |
> 1 magic gives 2 magic resistance (mage) > 1 magic gives 2 magic damage (mage) |
Can be increased by weapons/accessories. Rarely by armor. Quest rewards |
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This determines the size of a mage's mana pool and the stamina reserve of a warrior or rogue. Higher willpower grants more ability use or spellcasting before the character is exhausted and reduced to trading basic attacks. This also affects a character's mana/stamina regeneration. The more regen a character has, the more stamina or mana they get back per turn/kill/attack depending on their class. This is an important stat to all classes. Even Blood Mages need a decent Mana pool despite sacrificing blood for most of their skills. Make sure you keep up with your skill costs as you get stronger. It would suck to have an amazing skill but not have the resource to actuallyuse it in a battle, would it not?
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| AFFECTS | Stamina. Mana. Mana Regen. Stamina Regen. |
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| > 1 willpower gives 5 mana/stamina |
> 3 willpower gives 1 stamina regen per basic attack (rogue) > 3 willpower gives 10 stamina regen per kill (warrior) > 3 willpower gives 5 mana regen per turn (mage) |
Can be increased by weapons/accessories. Rarely by armor. Quest rewards |
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This determines critical hit damage. The higher this is the more damage you deal with a critical hit. It also affects ability to disarm traps and pick locks. This stat is far more beneficial to Rogues as it is a naturally affiliation for them. Mages and Warriors may increase Lockpicking and Disarming but it is at a much lower increase ratio making it valuable for you to befriend a Rogue companion if you can so you don't have to worry too much about this if you want to obtain extra loot during quests and such. Do not worry, there are plenty of Companions out there who specialize in these two valuable arts. |
| AFFECTS | Critical Hit Damage. Disarming. Lockpicking |
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> 1 cunning gives 0.5% critical damage > 1 cunning gives 0.2 lockpick/disarm |
> 1 cunning gives 1% critical damage (rogue) > 1 cunning gives 1 lockpick (rogue) > 1 cunning gives 1 disarm (rogue) |
Can be increased by weapons/accessories. Rarely by armor. Quest rewards |
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This increases health. The higher your constituition, the more health you have and the more damage you can sustain. Warrior, Mage and Rogue classes each have a different ratio for Constitution:Health. This is naturally because Warriors are meant to be damage takers and therefore need to be able to raise their Health quicker. Rogues, whilst likely to take a lot of damage, can negate much of it through evasive skills should they really need to. And Mages can dish out a lot more damage than either physical class making them sacrifice Health increase for the sake of class balance. Constitution also gives Knockback and Affliction defenses (fortitude). |
| AFFECTS | Health. Fortitude. |
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| > 3 constitution gives 2 Fortitude |
> 1 constitution gives 5 health (warrior) > 1 constitution gives 3 health (rogue) > 1 constitution gives 2 health (mage) |
Can be increased by weapons/accessories. Rarely by armor. Quest rewards |
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This determines who acts first in battles as well as your overall action points. The higher your speed, the more AP (Action Points) you have per turn. Mages will find these stat not as necessary as Rogues fortheir spells don't carry as high an AP cost as some of the later Rogue skills do. Thus, this makes Speed valuable to Rogues, especially considering they have less natural damage output. It is, however, a very useful stat for all classes. |
| AFFECTS | Turn in battle. Action Points |
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| > 5 speed gives 1 Action Point (AP) |
> Character turns are decided by speed from highest to lowest. |
Can be increased by weapons/accessories. Rarely by armor. Quest rewards |
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Reflex stat determines your dodges (referred to as the Dodge stat) per battle. The better your evasion the moreattacks you will be able to dodge in any given battle. This stat is most beneficial to the Rogue who can't take too much upfront damage. |
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| > 10 Evasion gives 1 Dodge |
Can be increased by weapons/accessories. Rarely by armor. Quest rewards |
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Seraria
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Oct 2 2011, 04:44 AM
Post #2
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Administrator
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IMPROVED STATS
Your Health determines how much total damage you can sustain in a battle. Once your Health reaches 0, you enter the Knocked Out State and can no longer participate in the fight. If you are the only person in your team, this results in an immediate loss unless you have an item or cast a spell on yourself before you died that triggers upon death and revives you. If you have allies, one of them can use revivial potions or skills to bring you back into the fight. |
| AFFECTED BY | Constitution. Equipment |
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| Constitution boosts = Base Health |
| Base Health + Equipment boosts = Actual Health |
| 0 Health = Knocked Out and unable to fight |
Character recieves an injury per KO {mod to decide depending on the events of the battle leading up to the KO} |
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Damage is a combination of both your strength stat and any stat boosts you get from weapons, accessories or, in some cases, armor. Actual damage you deal to an opponent takes their armor into the basic formula (second formula on the right). The third formula shows how Physical Penetration is factored in. Damage is Physical. |
| AFFECTED BY | Armor. Physical Penetration |
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| Strength + Equipment boosts = base damage stat |
Base Damage Stat - Armor = Damage dealt against enemy |
Base Damage Stat - Armor + Physical Penetration = Damage dealt against enemy |
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Magic Damage is derived from the magic stat and is the damage dealt by spells from mages. For every point you put into magic, you get to increase one of your elemental stats by 1 (2 for mages). These elemental boosts factor in when you use a spell of a specific element (or even some skills use this). A non elemental spell will only take your Magic Damage and penetration stat into account. Spells of specific elements will add in your bonus from your elemental stat of that element, giving those spells more firepower. Remember, however, that elemental skills also factor in the target's elemental resistance to that element. |
| AFFECTED BY | Magic. equipment. |
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| Magic stat /boosts = Magic Damage stat |
Base Magic damage stat - Enemy Magical Resistance + Magic Penetration = Damage Dealt |
Base magic damage stat + Elemental boost - EnemyMagical resistance - Enemy element resistance + magic Penetration = Damage deal with specific element |
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Armor is base off of boosts from equipment. There is no other way to increase your armorpast your default base unless you are extremely lucky and get a permanent Armor boost as a Reward. Remember that when you change your equipment, you will lose the boosts from the equipment you changed. |
| AFFECTED BY | Equipment boosts. Very rare rewards |
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Enemy Damage stat - your armor + enemy physical penetration = damage taken |
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| M A G I C R E S I S T A N C E |
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Magic Resistance is the stat that determines how much magic damage you negate from any given spell cast upon you. You can raise your resistance against specific elements of magic seperately, thus you can end up taking less damage from a fire skill than an ice one depending on the boosts from your equipment. In this case, your magical resistance is your base resistance plus any extra defense you have against the specific element being used against you. |
| AFFECTED BY | Magic. Equipment. |
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| Magic stat x boost = base Magic resistance |
Enemy Magical Damage - Magic Resistance + Enemy Magic Penetration = Damage taken |
Enemy base magical damage + Enemy elemental damage boosts - Magical Resistance - Resistance against that element + Enemy Magical Penetration = Damage taken from specific element |
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Your Fortitude helps you to guard against skills and spells that would send lesser prepared people flying or inflict them with various status afflictions. Raising this stat means that you are less likely to catch on fire or fall on your back when attacked. Warriors are most likelyto increase this stat as they need to remain unaffected when protecting their allies, although it is useful for Rogues and Mages too. Spawned enemies have knockback and affliction to so it's always good to have at least the boosts you gain from your primary base damage stat. |
| AFFECTED BY | Constitution, Magic, Dexterity, Strength, Equipment |
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| Base Stat boosts added together = Fortitude |
Fortitude - Affliction/Knockback of enemy = if minus, character is knocked back/gains affliction. |
Fortitude - Affliction/Knockback of enemy = if positive, character suffers no knockback/affliction |
The number below 0 shows the strength of the knockback, and the damage taken from afflictions |
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Your Affliction stat shows your chances of inflicting status changes such as Slow, Stun, Petrify and the like. There are many different Afflictions and each one does different damage/effect durations depending on your stat. As this is naturally increased alongside your primary damage stat, chances are, you're always going to have decent Affliction that should make it easy to add effects to enemy spawns. PvP will prove tricky however. |
| AFFECTED BY | Strength, Magic, Dexterity. Equipment |
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| Base stat boosts = Affliction |
Target/s Fortitude - Your affliction = if number is positive, you affliction fails. If negative, your affliction is successful |
Number below 0 displays the damage taken from afflictions. This varies with each skill/spell with afflictions. Keep them in mind. |
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Your Affliction stat shows your chances of inflicting the status, Knockback when using powerful skills. Warriors can also inflict Knockback by successfully landing a critical hit due to the sheer physical force of the blow. As this is naturally increased alongside your primary damage stat, chances are, you're always going to have decent Knockback that should make it easy to add the effect to enemy spawns. PvP will prove tricky however. |
| AFFECTED BY | Strength. Magic. Dexterity. Equipment. |
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| Base stat boosts = Knockback |
Target/s Fortitude - Your Knockback = if number is positive, knockback fails. If negative, knockback is successful |
Number below 0 decides the force of the knockback. Every 3 below 0 = 1 meter knockback distance. |
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| C R I T I C A L C H A N C E |
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Critical Chance is your ability to deliver Critical hits. The higher this stat is, the more likely you are to deal critical blows. This stat is tied to the Rogue classes more thanany other though Warriors benefit from this too as they sometimes deal knockbacks with critical hits. Mages don't really need critical hits as they deal burst damage as it is. Mods decide if your blow is critical by taking this stat into account. In PvP a dice is rolled between 1 and 10. The secret behind this dice roll is Staff private. |
| AFFECTED BY | Dexterity. Equipment. |
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| Dexterity Boost = Base Crit Chance |
Base Crit Chance + Equipment boosts = Actual Crit chance |
| Mod discretion. Higher Crit chance rewards more crits. |
In PvP, dice is rolled. Mods know how this roll works. |
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| C R I T I C A L D A M A G E |
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Critical Damage is how much extra damage you deal when you successfully land a critical blow. It is pretty simple to work out. Say for example you had 90 damage and 20 physical penetration. Your critical damage is 50% and you land a critical hit. You would deal 90 plus 45 (50% of 90 is 45) - enemy's armor (let's say this is at 35) = 100 + 20 = 120 damage. Critical Damage is good for rogues who deal much less damage than a well builtwarrior as it allows for them to dish out more damage than they usually would. |
| AFFECTED BY | Cunning. Equipment. |
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| Cunning boost = Base Crit Damage |
Base Crit Damage + equipment boosts = Actual crit damage |
Crit damage is factored into the damage formula BEFORE the enemy's armor is deducted from the damage. |
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| S T A M I N A / M A N A R E G E N |
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Stamina Regen are Rogue and Warrior only and work in different ways. Warriors regen Stamina per kills whereas Rogues regen Stamina per normal physical attack. You can increase the amount of Stamina you regen in each instance by putting points into willpower. Naturally, both these classes do better putting their points elsewhere but they can increase this with equipment. Mana Regen is Mage exclusive and regens per turn. Again, you can increase this with willpower. Considering Willpower also increases any given character's stamina and mana pool, everyone should have sufficient enough Regen to get through a battle. If not, there are always potions that can be consumed for instant return of Stamina or Mana. |
| AFFECTED BY | Willpower. Equipment. |
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| Base regen + Equipment boosts = Actual Regen |
When you run out of Stamina/Mana, you are unable to use any more skills/spells. Using a potion will immediately restore some of your pool but you can also just wait for it to naturally regenerate. |
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Warriors and Rogues have a pool they can tap into to use skills that is known as Stamina. Once you run out of stamina, you can no longer use skills in battle and must wait for it to either Regen or use a potion to instantly regain some of the Stamina you lost. Mages on the other hand are Mana exclusive. This works in the same way as Stamina. Remember. No Mana/Stamina = resorting to physical attacks. |
| AFFECTED BY | Willpower. Equipment |
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| Willpower boost = Base Stamina/Mana pool |
Base pool + Equipment bonus = Actual Stamina/Mana pool |
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Lockpicking. A skill most beneficial to Rogues that allows the character to pick locks. There are several levels of lock that need a certain amount of lock pick to be successfully picked. You can find more information about the various ranks of locks in the appropriate thread about lockpicking and trap disarming. |
| AFFECTED BY | Cunning. Equipment |
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| Cunning boost = Base Lockpicking |
Base Lockpicking + equipment boosts = actual lockpicking |
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Trap Disarming. Another skill that is almost all but exclusive to Rogues. Rogues get a higher ratio to Trap Disarming as it is a skill they hone naturally through their training. Traps come in various ranks, like Locks and need differing amounts of Disarming to successfully be taken apart. Disarming a trap sometimes yields random loot items. You can find more about the various rankings for Traps in the Lockpicking and Disarming thread. |
| AFFECTED BY | Cunning. Equipment |
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| Cunning boost = Base Disarming |
Base Disarming + equipment boosts = actual disarming |
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Action Points define how many times you can attack in a single turn. All skills and spells use up a set amount of Action Points, usually ranging between one and five. If you have 6 AP, you can use skills that add up to that amount. You could use a 3 AP skill, a 2 AP skill and then attack with a physical attack for 1 AP totally the 6AP a turn limit you have. You cannot use skills that cost more than the AP you have left so you wouldn't be able to use a 3, and two 2 AP skills if you only had 6AP. All Physical attacks that you deal with your weapon take 1 AP. So you could just physically attack for however many AP you have if you had run out of Stamina/Mana or wanted to conserve. |
| AFFECTED BY | Speed. equipment |
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| Base AP + equipment boosts = actual AP |
Remember you can only use skills that add up to the total AP that you can use in a turn. AP is PER TURN, not per battle. Ask Seraria is confused about this. |
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Dodge define how many times you can dodge attacks in a single BATTLE. Bear in mind that every time you use a dodge, you are one less down for the rest of the battle. All skills/spells that take 1-3 AP to cost take 1 Dodge to evade. Skills/spells that cost 4-6 AP take 2 dodges to avoid. Skills that take 7-10 AP to cast require 3 Dodge to avoid. |
| AFFECTED BY | Evasion. equipment |
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| Evasion boost = Base Dodge |
| Base Dodge + equipment boosts = actual Dodge |
Remember Dodge is PER BATTLE, not per turn. Ask Seraria is confused about this. |
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Seraria
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Oct 3 2011, 06:22 PM
Post #3
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Administrator
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ADVANCED STATS
| P H Y S I C A L P E N E T R A T I O N |
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Physical penetration is a stat that ensures you deal SOME damage with physical attacks and skills in battle regardless of the enemy's armor. If there was no such thing as Physical Penetration, the heroes of Thedas would be able to simply stack Armor and take no damage from incoming attacks. Think of it as a way to ensure that not all battles go on for ten years. Every character starts with some physical penetration depending on their class/race/beginning specialization. Even staff controlled mobs that spawn have armor, so this is a way of ensuring that you can still deal damage to them when you haven't been able to invest in equipment to boost your damage. It is a simple stat that is added into the damage formula AFTER armor is taken into consideration in order to completely bypass that stat. So say you had 10 Physical penetration; EVERY single physical attack/skill you used on an enemy would deal at least 10 damage regardless of their armor. |
| INCREASED BY | Equipment. Boost rewards. |
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| M A G I C A L P E N E T R A T I O N |
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Magical Penetration works the same way as the Physical variant in that it ensures you always deal some damage with magical spells and skills. This stat applies to mage weapons that fire off bolts of energy as they are technically magic (but these weapons do not factor in physical penetration unless the staff is whacked over the enemy's head or something). Magic Penetration is not affected by elements and will always deal the same damage regardless of the spell you use. It is factored into damage after resistances. |
| INCREASED BY | Equipment. Reward boosts |
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| E L E M E N T A L D A M A G E |
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Your elemental damage is an advanced stat that brances off from your magic damage. Every time you put a point into the base Magic stat (increasing your base Magic damage by it's boost), you get to pick which element to point the same amount of points in to (1 for warriors and rogues, 2 for mages). So say you were a Rogue and you decided to put 2 points into magic at level up. Your magic damage/resistance would increase by 2 each (once per point into Magic) and you would then decide from the different elements, what you want to increase. So you could put a point into fire and one into dark to raise those elements by a point, giving you more damage behind any skills that factor in that element.
NOTE: when under the effect of Elemental Weapon, the extra damage you dish out is your elemental damage for the element in question. So a rogue buffed with fire Elemental Weapons would deal their normal damage + their fire elemental damage. |
| INCREASED BY | Equipment. Reward boosts |
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| E L E M E N T A L R E S I S T A N C E |
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Your elemental resistance is an advanced stat that brances off from your magic resistance. Every time you put a point into the base Magic stat (increasing your base Magic damage by it's boost), you get to pick which element to point the same amount of points in to (1 for warriors and rogues, 2 for mages). So say you were a Rogue and you decided to put 2 points into magic at level up. Your magic damage/resistance would increase by 2 each (once per point into Magic) and you would then decide from the different elements, what you want to increase. So you could put a point into fire and one into dark to raise those elements by a point, giving you more defense against any skills that factor in that element.
NOTE: when attacked by any enemy under the effect of Elemental Weapon, Your elemental resistance towards that element is factored in. So a rogue buffed with fire Elemental Weapons would deal their normal damage + their fire elemental damage and your normal armor and fire resistance would be brought into the formula. |
| INCREASED BY | Equipment. Reward boosts |
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Reflexes are probably the most advanced stat in the system. What Reflexes decide is your parrying and evasion during battles. It is not the same as Dodges where it allows you to completely dodge an attack and you do not have control of it. The higher your reflexes stat, the more chances there are of you nimbly evading the majority of the damage from an attack. It is all based around how you battle as well. If you just stand there like a steel wall, you're going to nearly always take full damage. However, if you brought your weapon up to defend yourself against an attack, the staff modding your battle will check your Reflexes stat and determine if you take the full damage or parry it, taking damage still but at a reduced amount which depends upon your Reflexes stat. A rogue who is constantly on the move in battle has more chance of only being grazed by some attacks and a mage can take reduced damage depending on if they use their skills defensively like sending out a fireball to try and intercept an incoming attack.
You have no way of determining you don't take full damage, it is all down to the staff in question. However, the better and more strategically you write, the more chance you have. |
| INCREASED BY | Training with certain NPCs. Reward boosts. Rarely by equipment. |
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Morality shows your moral standing between 'Good', 'Neutral', and 'Evil'. Of course, these perceptions can vary from character to character but this stat works as following. When presented with options during quests and general RP and Events, your Morality will be affected. Picking options that would stereotypically be viewed as "Good" gives you Positive morality. Taking the option/s that would be deemed as "evil" gives you negative Morality. Sticking to the Neutral options doesn't affected your moral standing at all but may move it back towards neutral if you were swaying either way on the good/evil scale. Once you hit 100% morality on either good or evil, you can request your Ascension (positive) or Falling (negative) quest. More about these can be found in the Morality thread. If you stay Neutral for several quests, you can request the Balancing Quest. |
| INCREASED BY | Making decisions. |
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