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stats [2024/10/29 00:51] – created crazahstats [2026/06/25 01:36] (current) – [Vitality] arcathiadev
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 ====== Character Progression: Stat Points, Skill Points, and Core Stats ====== ====== Character Progression: Stat Points, Skill Points, and Core Stats ======
  
-Character progression is driven by **Stat Points** and **Skill Points**, allowing players to customize their characters’ physical, mental, and magickal capabilities. Whether you aim to master physical combat, trace magick, or agile maneuvers, Stat and Skill Points form the foundation of a character’s unique strengths and abilities.+Character progression is driven by **Stat Points** and **Skill Points**, allowing players to customize their characters’ physical, mental, and magickal capabilities. Whether you aim to master physical combat, [[trace-magick|TRACE Magick]], or agile maneuvers, Stat and Skill Points form the foundation of a character’s unique strengths and abilities.
  
 ===== Stat Points ===== ===== Stat Points =====
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 ==== How to Obtain Skill Points ==== ==== How to Obtain Skill Points ====
  
-1. **[[Roleplay Points]] (RPP)**: Similar to Stat Points, each RPP earned also grants **1 Skill Point**. This balanced system encourages both roleplay and mechanical growth, allowing characters to develop skills alongside their core attributes+1. **[[Roleplay_Points|Roleplay Points]] (RPP)**: Similar to Stat Points, each RPP earned also grants **1 Skill Point**. This balanced system encourages both roleplay and mechanical growth, allowing characters to develop skills alongside their core attributes.
- +
-2. **Leveling Up**: For every **even-numbered level** (Level 2, 4, 6, etc.), your character receives **1 Skill Point**. This slower progression rate supports a thoughtful approach to skill selection, ensuring each choice aligns with your character’s role.+
  
 +2. **[[Levels|Leveling Up]]**: For every **even-numbered level** (Level 2, 4, 6, etc.), your character receives **1 Skill Point**. This slower progression rate supports a thoughtful approach to skill selection, ensuring each choice aligns with your character’s role.
 +===== Shonen Tokens=====
 +**[[Shounen_Tokens|Shounen tokens(ST)]]** are limited-use tokens a player may obtain to help prevent death.
 ===== Core Stats ===== ===== Core Stats =====
  
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 ==== Strength ==== ==== Strength ====
-*Strength* governs the power of physical attacks, increasing damage with certain heavy melee weapons like **Claymores**, **Warhammers**, and unarmed strikes. Strength represents raw, brute force and influences both offensive capabilities and inventory capacity.+**Strength** governs the power of physical attacks, increasing damage with certain heavy melee weapons like **Claymores**, **Warhammers**, and unarmed strikes. Strength represents raw, brute force and influences both offensive capabilities and inventory capacity.
   * **Damage Scaling**: Strength directly boosts the power of heavy weapons, making it ideal for close-range combat specialists.   * **Damage Scaling**: Strength directly boosts the power of heavy weapons, making it ideal for close-range combat specialists.
   * **Inventory Capacity**: Every **5 points** in Strength grants **1 additional inventory slot**, reflecting your character’s enhanced carrying ability and physical endurance.   * **Inventory Capacity**: Every **5 points** in Strength grants **1 additional inventory slot**, reflecting your character’s enhanced carrying ability and physical endurance.
  
 ==== Intelligence ==== ==== Intelligence ====
-*Intelligence* measures your character’s ability to control TRACE energy, enhancing magickal skills and abilities. Intelligence not only boosts the raw power of TRACE-based attacks but also increases TRACE reserves, allowing for more prolonged spellcasting.+**Intelligence** measures your character’s ability to control TRACE energy, enhancing magickal skills and abilities. Intelligence not only boosts the raw power of TRACE-based attacks but also increases TRACE reserves, allowing for more prolonged spellcasting.
   * **TRACE Ability Scaling**: Every **2 points** in Intelligence raises the effectiveness of TRACE-based abilities (Power, Healing, etc.), which influences all spells and Magitech abilities.   * **TRACE Ability Scaling**: Every **2 points** in Intelligence raises the effectiveness of TRACE-based abilities (Power, Healing, etc.), which influences all spells and Magitech abilities.
   * **TRACE Reserve**: For every **10 points** in Intelligence, gain **1 additional TRACE Reserve** point. All characters begin with 5 TRACE points, with **1 point regenerating per turn** during combat. Starting at max TRACE Reserve in each battle provides a strategic advantage in casting.   * **TRACE Reserve**: For every **10 points** in Intelligence, gain **1 additional TRACE Reserve** point. All characters begin with 5 TRACE points, with **1 point regenerating per turn** during combat. Starting at max TRACE Reserve in each battle provides a strategic advantage in casting.
  
 ==== Agility ==== ==== Agility ====
-*Agility* boosts your character’s **Initiative** and enhances the effectiveness of finesse weapons such as **Katanas**, **Swords**, and **Odachis**. This stat allows for faster reaction times, increased movement flexibility, and agility-based combat advantages.+**Agility** boosts your character’s **Initiative** and enhances the effectiveness of finesse and ranged weapons such as **Swords**, **Daggers**, and **Handguns**. This stat allows for faster reaction times, increased movement flexibility, and agility-based combat advantages.
   * **Initiative Boost**: Each point of Agility contributes **0.5 points to Initiative**, allowing characters to act more quickly in combat (see Initiative below).   * **Initiative Boost**: Each point of Agility contributes **0.5 points to Initiative**, allowing characters to act more quickly in combat (see Initiative below).
   * **Agility-Based Weapon Scaling**: Agility directly influences the damage of lightweight weapons, allowing faster characters to strike effectively and with precision.   * **Agility-Based Weapon Scaling**: Agility directly influences the damage of lightweight weapons, allowing faster characters to strike effectively and with precision.
  
 ==== Speed ==== ==== Speed ====
-*Speed* increases both your character’s movement range and Initiative, enabling rapid positioning and strategic placement on the battlefield. Characters with high Speed can navigate terrain more efficiently and act earlier in turn order.+**Speed** increases both your character’s movement range and Initiative, enabling rapid positioning and strategic placement on the battlefield. Characters with high Speed can navigate terrain more efficiently and act earlier in turn order.
   * **Movement Range**: For every **10 points** in Speed, gain **1 additional movement tile**. This allows high-Speed characters to cover greater distances quickly.   * **Movement Range**: For every **10 points** in Speed, gain **1 additional movement tile**. This allows high-Speed characters to cover greater distances quickly.
   * **Initiative Contribution**: Speed contributes **1.0 Initiative per point**, making it more impactful in determining turn order than Agility alone.   * **Initiative Contribution**: Speed contributes **1.0 Initiative per point**, making it more impactful in determining turn order than Agility alone.
  
 ==== Vitality ==== ==== Vitality ====
-*Vitality* enhances health, resilience, and resistance to both physical and magickal damage, making it essential for tank or frontline characters. Vitality grants both health bonuses and damage reduction, reducing the impact of incoming attacks. +**Vitality** enhances health, resilience, and resistance to both physical and magickal damage, making it essential for tank or frontline characters. Vitality grants both health bonuses and damage reduction, reducing the impact of incoming attacks. 
-  * **Health Points (HP)**: Every **1 point** in Vitality grants **3 additional Health Points**. Characters begin with a base of 100 HP. +  * **Health Points (HP)**: Every **1 point** in Vitality grants **3 additional Health Points**. Characters begin with a base of 100 HP, and gain 3 per character level
-  * **Physical Damage Reduction**: Every **5 points** in Vitality adds **10 pts in Physical Damage Reduction**. +  * **Physical Damage Reduction**: Every **5 points** in Vitality adds **pts in Physical Damage Reduction**. 
-  * **Magical Damage Reduction**: Every **10 points** in Vitality adds **pts in Magical Damage Reduction**.+  * **Magical Damage Reduction**: Every **10 points** in Vitality adds **pts in Magical Damage Reduction**.
  
-*Note*: Both Physical and Magical Damage Reduction are capped at **80%**, which includes cumulative bonuses from skills, stances, and armor.+**Note**: Both Physical and Magical Damage Reduction are capped at **80%**, which includes cumulative bonuses from skills, stances, and armor.
  
 ===== Other Statistics ===== ===== Other Statistics =====
  
 ==== Initiative ==== ==== Initiative ====
-*Initiative* controls the order of movement and attacks in combat. High Initiative allows characters to act earlier, giving them a tactical advantage in positioning and action.+**Initiative** controls the order of movement and attacks in combat. High Initiative allows characters to act earlier, giving them a tactical advantage in positioning and action.
   * **Initiative Formula**: Initiative is calculated as **(Agility / 2) + Speed**.    * **Initiative Formula**: Initiative is calculated as **(Agility / 2) + Speed**. 
   * Higher Initiative scores allow characters to react quickly, dodge incoming attacks, and control the pace of combat.   * Higher Initiative scores allow characters to react quickly, dodge incoming attacks, and control the pace of combat.
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 ==== Physical Damage Reduction ==== ==== Physical Damage Reduction ====
 This stat reflects the percentage of physical damage your character mitigates. Physical Damage Reduction is valuable for frontline characters, tanking hits, and reducing overall damage intake. This stat reflects the percentage of physical damage your character mitigates. Physical Damage Reduction is valuable for frontline characters, tanking hits, and reducing overall damage intake.
-  * **Increase with Vitality**: Every 5 points in Vitality grants 10 pts in Physical Damage Reduction.+  * **Increase with Vitality**: Every 5 points in Vitality grants pts in Physical Damage Reduction.
   * **Reduction Cap**: Physical Damage Reduction is soft capped with reduced gains scaling towards a hard cap of 80%.   * **Reduction Cap**: Physical Damage Reduction is soft capped with reduced gains scaling towards a hard cap of 80%.
  
 ==== Magical Damage Reduction ==== ==== Magical Damage Reduction ====
 This stat reflects the percentage of magical damage your character mitigates. It’s especially useful for defending against TRACE-based attacks from enemy magick users. This stat reflects the percentage of magical damage your character mitigates. It’s especially useful for defending against TRACE-based attacks from enemy magick users.
-  * **Increase with Vitality**: Every 10 points in Vitality grants pts in Magical Damage Reduction.+  * **Increase with Vitality**: Every 10 points in Vitality grants pts in Magical Damage Reduction.
   * **Reduction Cap**: Magical Damage Reduction is also soft-capped with a full hard-cap at 80%.   * **Reduction Cap**: Magical Damage Reduction is also soft-capped with a full hard-cap at 80%.
 +
 +==== Tenacity ====
 +**Tenacity** is the percentage chance for you to resist being rooted, stunned, or knocked back. It can only be gained through [[skills]] or [[equipment_traits|equipment traits]].
  
 ===== Heads-Up Display (HUD) ===== ===== Heads-Up Display (HUD) =====
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   * **Energy**: Shows current Energy level, typically on a 1:1 scale with [[trace-magick|TRACE]] reserves.   * **Energy**: Shows current Energy level, typically on a 1:1 scale with [[trace-magick|TRACE]] reserves.
   * **Sanity**: Reflects the current Sanity level and mental state, which affects dialog, reactions, and may trigger involuntary behaviors at lower levels.   * **Sanity**: Reflects the current Sanity level and mental state, which affects dialog, reactions, and may trigger involuntary behaviors at lower levels.
-  * **Experience/Activity**: Displays experience progress and activity level, capped at 400%. Reaching 100% grants maximum RPP rewards from daily challenges.+  * **Experience/Activity**: Displays experience progress and activity level. Reaching 100% grants maximum RPP rewards from daily challenges.
  
 The HUD also displays additional metrics, such as **Level**, **Roleplay Points**, **Reputation**, and **Shonen Tokens**. The HUD also displays additional metrics, such as **Level**, **Roleplay Points**, **Reputation**, and **Shonen Tokens**.
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 ===== Sanity ===== ===== Sanity =====
  
-*[[Sanity]]* represents a character’s mental stability, expressed as both a percentage and descriptive mood. Sanity fluctuations impact dialog choices, character actions, and may lead to automatic or involuntary behavior at low levels.+**[[Sanity]]** represents a character’s mental stability, expressed as both a percentage and descriptive mood. Sanity fluctuations impact dialog choices, character actions, and may lead to automatic or involuntary behavior at low levels.
  
 ==== Sanity Levels ==== ==== Sanity Levels ====
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  • Last modified: 2024/10/29 00:51
  • by crazah