Stats
Characters have 6 main attributes, with many other stats derived from them:
- Strength - TODO brief description for each
- Agility
- Willpower
- Toughness
- Cunning
- Presence
Starting bonuses
You start with 2 in each attribute. Your starting race, class, and background each increase one attribute by +1.
Attribute | Race | Class | Background |
---|---|---|---|
Strength | Lupines | Soldier | |
Agility | Catfolk | Thief | |
Willpower | Wyld Elves | ||
Toughness | Orcs | Warrior | Barbarian |
Cunning | Scholar | ||
Presence | Humans | Charmer |
Leveling up
When you level up, you have to choose three attributes to raise by +3, and the rest will increase by +1. Which attributes you may choose are based on your current (not starting) race and class, as well as your background (which is immutable).
Affinities
Stat | Race | Class | Profession |
---|---|---|---|
Strength | |||
Agility | |||
Willpower | |||
Toughness | |||
Cunning | |||
Presence |
Basic statistics
Basic statistics are where your actual combat-ready statistics are derived from. They cannot come from any source other than level-ups and permanent transformations.
Attributes
Strength | Agility | Willpower | Toughness | Cunning | Presence |
---|---|---|---|---|---|
Each point of Strength increases Attack Power by 3%, Armor by +1, and Penetration by +1. | Each point of Agility increases Accuracy by +1, Evasion by +1, and Initiative by +1. | Each point of Willpower increases Spellpower by 3%, Focus by +1, and Mental Resistance by +1. | Each point of Toughness increases Health by +5, and Physical Resistance by +1. | Each point of Cunning increases Critical Chance by 1%, Ward by +1, and Magic Resistance by +1. | Each point of Presence increases Sexiness by +1 and Leadership by 2%. |
Derived attributes
Resistances
Note that all +% statistics, from Attributes, gear, or any other source are all additive -- eg. 10% + 10% = 20%.
Evasion | Physical Resistance | Magic Resistance | Mental Resistance |
---|---|---|---|
Weapon Attacks, Area of Effects | Physical Effects | Spells, Magical Effects | Tease Attacks, Psychic Attacks |
Damage Reduction (Percentages)
Armour | Ward | Focus |
---|---|---|
Weapon / Physical Damage | Spell Damage | Lust, Psychic Damage |
Other
Stat | Effect |
---|---|
Attack Power | Increases the damage of weapon attacks and physical abilities by 1% per point. |
Spellpower | Increases the damage of spells by 1% per point. |
Sexiness | Tease attacks add Sexiness as bonus Accuracy. |
Accuracy | Increases chance to hit for all attacks (magic, weapon, tease, etc.) Can be further split into weapon, spell and sexiness. If 1d100+accuracy - evasion >= 100, a critical hit is landed, if it =< 15, the attack misses. |
Penetration | Each point of Penetration reduces an opponent's effective damage reduction by 1% for all attacks. Can be further split into weapon, spell and temptation. |
Initiative | Each round, Initiative is rerolled on a 1-20 + INIT scale. Heavy equipment imparts a -5 penalty to Initiative per item. |
Critical Chance | Any successful attack has a chance to be upgraded to a Critical Hit as per accuracy. Critical chance imparts a second, additional chance to land a critical if the accuracy roll fails to do so. Critical hits deal +50% damage. Tease criticals cause the target to become aroused. |
Leadership Bonus | All Companions add this in % to their Attack Power and Spellpower; summoned creatures use this to determine all of their stats. |