Difference between revisions of "Stats"

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==General Information==
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__TOC__
You start with 2 in each stat. Your race, class, and profession each increase one attribute by +1. Your stats increase when you level up, based on your race, class, and profession.
+
=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.
'''Starting Bonuses'''
+
[[File:Stats_Explanation.png|500px|center|border]]
{| class="wikitable"
+
{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
!Stat!!Race!!Class!!Profession
 
|-
 
|[[Strength]]   
 
|[[Lupines]]
 
|
 
|[[Soldier]]
 
|-
 
|[[Agility]]
 
|[[Catfolk]]
 
|[[Thief]]
 
|
 
*[[Hunter]]
 
*[[Slum Rat]]
 
 
|-
 
|-
|[[Willpower]]
+
! width="120px" class="unsortable"|<span id="Experience"></span>XP
|[[Wyld Elves]]
+
! width="200px" class="unsortable"|<span id="HP"></span>Health
|
+
! width="240px" class="unsortable"|<span id="Resolve"></span>Resolve
*[[White Mage]]
+
! width="130px" class="unsortable"|<span id="Effects"></span>Effects
*[[Black Mage]]
+
! width="150px" class="unsortable"|<span id="Threat"></span>Threat
|
 
*[[Acolyte]]
 
*[[Arcanist]]
 
 
|-
 
|-
|[[Toughness]]
+
|The amount of experience shown until the next level. The bar will flash slowly when full, indicating that the Champion can level up after resting.
|[[Orcs]]
+
|Health serves as one of two durability stats when combat is involved. Health is reduced by physical and magical attacks in addition to some events that may occur that affect Health. Health is further increased by increasing associated attributes.
|[[Warrior]]
+
|Resolve serves as the second durability stat, serving as 'sanity' when facing off against horrifying or sexy things. Resolve is reduced by Lust and Mental attacks, including some events that may reduce it. Unlike Health, however, Resolve does not increase by improving a specific attribute, it is merely the resistance to such attacks that can be improved.
|[[Barbarian]]
+
|Listed here are effects that affect the current character, these effects include both positive and negative status'. For more info see [[Boons]], [[Status Effects]] and [[Combat Mechanics#Combat Effects|Combat Effects]].
|-
+
|Threat is the amount of attention you attract when facing enemies in combat. The higher the threat, the more likely the person is to be targeted. See [[Combat Mechanics#Threat|Threat]] for more detail.
|[[Cunning]]
 
|
 
|
 
|[[Scholar]]
 
|-
 
|[[Presence]]
 
|[[Humans]]
 
|[[Charmer]]
 
|
 
*[[Noble Scion]]
 
*[[Courtesan]]
 
*[[Minstrel]]
 
 
|}
 
|}
  
When you level up, you'll 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).  
+
'''NOTE''': '''RESOLVE''' has been removed from the game in patch [[Version history#0.5.0 (June 9, 2022)|0.5.0]]. Any power or effect that would increase or decrease Resolve now applies to Health.
  
'''Affinities'''
+
==Leveling up==
{| class="wikitable"
+
Your maximum life is increased by +25. You can choose three of your attributes to increase by +3, the others will increase by +1. Depending on the new level and class, a corresponding [[Powers|Power]] can be learned for free, while the remaining ones would have to be learned from associated trainers.<br>
!Stat!!Race!!Class!!Profession
+
(Note: if your race changes from your original race you will lose access to your races favored attributes if your background and class don't also have them.)
 +
 
 +
==Attributes==
 +
Attributes serve as the main stats that can be permanently increased through leveling or temporarily increased through consuming certain items or encountering events. Each point put into an attribute will continuously add to its effects.
 +
{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
 
|-
 
|-
|[[Strength]]   
+
! width="120px" class="unsortable"|<span id="Strength"></span>Strength
|
+
! width="90px" class="unsortable"|<span id="Agility"></span>Agility
*[[Lupines]]
+
! width="150px" class="unsortable"|<span id="Toughness"></span>Toughness
*[[Orcs]]
+
! width="150px" class="unsortable"|<span id="Cunning"></span>Cunning
|
+
! width="140px" class="unsortable"|<span id="Willpower"></span>Willpower
*[[Warrior]]
+
! width="110px" class="unsortable"|<span id="Presence"></span>Presence
*[[Thief]]
 
|
 
*[[Soldier]]
 
*[[Barbarian]]
 
*[[Slum Rat]]
 
 
|-
 
|-
|[[Agility]]
+
|Attack Power +3<br>Armor +1<br>Penetration +1
|
+
|Accuracy +2<br>Evasion +1<br>Initiative +0.5
*[[Catfolk]]
+
|Health +5<br>Physical Resistance +1
*[[Wyld Elves]]
+
|Critical Chance +1%<br>Critical Effectivess +3<br>Ward +1<br>Magical Resistance +1
|
+
|Spellpower +3<br>Focus +1<br>Mental Resistance +1
*[[Thief]]
+
|Health +2<br>Sexiness +1<br>Leadership +2
*[[Warrior]]
+
|}
*[[Charmer]]
+
 
|
+
==Offensive Statistics==
*[[Hunter]]
+
{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
*[[Slum Rat]]
 
*[[Soldier]]
 
*[[Courtesan]]
 
*[[Arcanist]]
 
*[[Minstrel]]
 
 
|-
 
|-
|[[Willpower]]
+
! width="400px" class="unsortable"|<span id="Attack Power"></span>Attack Power
|
+
! width="400px" class="unsortable"|<span id="Spellpower"></span>Spellpower
*[[Wyld Elves]]
+
! width="400px" class="unsortable"|<span id="Sexiness"></span>Sexiness
*[[Orcs]]
+
! width="400px" class="unsortable"|<span id="Accuracy"></span>Accuracy
|
 
*[[White Mage]]
 
*[[Black Mage]]
 
|
 
*[[Acolyte]]
 
*[[Arcanist]]
 
*[[Noble Scion]]
 
*[[Scholar]]
 
*[[Minstrel]]
 
 
|-
 
|-
|[[Toughness]]
+
|Increases the damage of physical attacks you deal. Treated as a percentage increase.
|
+
|Increases the damage or healing factor of your spells. Treated as a percentage increase.
*[[Orcs]]
+
|Increases the Accuracy and Damage of your Tease attacks.
*[[Humans]]
+
|Increases the chance to hit for all attacks, including weapons, spells, and Tease attempts. Every point of Accuracy increases your chance to hit or crit by 1%. Accuracy provided by weapons only applies to attacks made specifically with that weapon. Weapons with the Catalyst tag also apply their Accuracy to spellcasting.
*[[Lupines]]
 
|
 
*[[Warrior]]
 
*[[White Mage]]
 
|
 
*[[Barbarian]]
 
*[[Hunter]]
 
*[[Soldier]]
 
*[[Acolyte]]
 
 
|-
 
|-
|[[Cunning]]
+
! width="400px" class="unsortable"|<span id="Initiative"></span>Initiative
|
+
! width="400px" class="unsortable"|<span id="Penetration"></span>Penetration
*[[Humans]]
+
! width="400px" class="unsortable"|<span id="Critical Chance"></span>Critical Chance
*[[Wyld Elves]]
+
! width="400px" class="unsortable"|<span id="Critical Effectiveness"></span>Critical Effectiveness
*[[Catfolk]]
 
*[[Lupines]]
 
|
 
*[[Thief]]
 
*[[Black Mage]]
 
*[[Charmer]]
 
|
 
*[[Scholar]]
 
*[[Noble Scion]]
 
*[[Hunter]]
 
*[[Courtesan]]
 
*[[Slum Rat]]
 
*[[Arcanist]]
 
 
|-
 
|-
|[[Presence]]
+
|How fast characters act in combat. Your Initiative is added to a random 1-20 number at the start of each round of combat, characters with higher scores act before those with lower ones. Wearing Heavy armor imposes a -5 Initiative penalty.
|
+
|Bypasses enemy damage reduction. Each point of Penetration reduces the relevant DR stat by 1 on a successful hit.
*[[Humans]]
+
Specific gear can increase Penetration's sub-categories: '''Armor Penetration''', '''Spell Penetration''', and '''Temptation''' (for physical, magical, and lustful attacks, respectively).
*[[Catfolk]]
+
|A percentage chance to upgrade normal hits to Critical Hits. Critical Chance provided by weapons only applies to attacks made specifically with that weapon. Weapons with the Catalyst tag also apply their Critical Chance to spellcasting.
|
+
|Increases the Damage or Healing Factor of all your critical hits. Treated as a percentage increase.
*[[Charmer]]
 
*[[White Mage]]
 
*[[Black Mage]]
 
|
 
*[[Noble Scion]]
 
*[[Courtesan]]
 
*[[Minstrel]]
 
*[[Scholar]]
 
*[[Barbarian]]
 
*[[Acolyte]]
 
 
|}
 
|}
  
==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.
+
==Attack Avoidance==
 +
Characters have four means of avoiding the effects of an attack. Avoidance is subtracted from the attacker's accuracy before calculating the hit. Avoidance is capped at 100.
 +
 
 +
An attack hits if <code>rand(100) + 1 + accuracy - avoidance > 15</code>.
 +
So an attack with no additional accuracy and no avoidance from the enemy has 85% chance to hit.
 +
 
 +
If that value is greater than 120, the attack will always be a critical hit, even if critical chance is 0.
  
'''Attributes'''
+
{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
{| class="wikitable" style="text-align:center
+
|-
!width="250"|Strength!!width="250"|Agility!!width="250"|Willpower!!width="250"|Toughness!!width="250"|Cunning!!width="250"|Presence
+
! width="250px" class="unsortable"|Evasion
 +
! width="250px" class="unsortable"|Physical Resistance
 +
! width="250px" class="unsortable"|Magical Resistance
 +
! width="250px" class="unsortable"|Mental Resistance
 
|-
 
|-
|Each point of Strength increases Attack Power by 3%, Armor by +1, and Penetration by +1. 
+
|Counters weapon attacks and area-of-effect abilities, like fireballs
|Each point of Agility increases Accuracy by +1, Evasion by +1, and Initiative by +1.
+
|Counters bodily attacks like tackles, charges, knockdowns, disarms, and poisons.
|Each point of Willpower increases Spellpower by 3%, Focus by +1, and Mental Resistance by +1.
+
|Counters most direct magic attacks.
|Each point of Toughness increases Health by +5, and Physical Resistance by +1.
+
|Counters Tease attacks and many psychic or psychological abilities.
|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%.
 
 
|}
 
|}
  
 +
==Damage Reduction==
 +
Your attributes and worn equipment contribute to the Armor, Warding, and Focus stats, which decrease damage done from physical, magical, and mental/tease attacks respectively.
  
==Derived Attributes==
+
Armor, Warding and Focus are reduced by Armor Penetration, Spell Penetration and Temptation respectively.
  
'''Resistances'''
+
The damage reduction is calculated with the following formula: <code>100 / (100 + defense - penetration)</code>. (<code>defense - penetration</code> can never go below 0, so damage can never be amplified by using penetration).
  
Note that all +% statistics, from Attributes, gear, or any other source are all additive -- eg. 10% + 10% = 20%.  
+
For example a character with 100 Armor and an attack with no Armor Penetration will receive half damage from Physical attacks. This type of damage reduction has no cap, but has diminishing returns and it will take an infinite amount of defense to reach 100% reduction.
  
{| class="wikitable" style="text-align:center
+
Finally Elemental Resistances are applied to any remaining damage, they behave as a percentage reduction.
!width="250"|Evasion!!width="250"|Physical Resistance!!width="250"|Magic Resistance!!width="250"|Mental Resistance
+
 
 +
{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
 
|-
 
|-
|Weapon Attacks, Area of Effects
+
! width="250px" class="unsortable"|Armor
|Physical Effects
+
! width="250px" class="unsortable"|Warding
|Spells, Magical Effects
+
! width="250px" class="unsortable"|Focus
|Tease Attacks, Psychic Attacks
+
|-
 +
|Decreases Physical damage.
 +
|Decreases Magical damage.
 +
|Decreases Mental and Tease damage.
 
|}
 
|}
  
'''Damage Reduction (Percentages)'''
+
==Other Statistics==
 +
{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
 +
|-
 +
! width="400px" class="unsortable"|<span id="Leadership"></span>Leadership
 +
! width="400px" class="unsortable"|<span id="Libido"></span>Libido
 +
! width="400px" class="unsortable"|<span id="Corruption"></span>Corruption
 +
|-
 +
|Increases the efficacy of your companions. All companions gain a bonus to their Attack Power and Spellpower equal to your Leadership. Summoned creatures use your Leadership to determine how powerful they are.
 +
|Libido below 20 increases Lust resistance, libido above 35 increases Sexiness but decreases Lust resistance, libido above 70 decreases Lust resistance.
 +
|High Corruption makes libido increase at a faster rate. Can change the interaction with certain NPCs.<br>See [[Corruption]] for more details.
 +
|}
  
{| class="wikitable" style="text-align:center
+
==Sexual Statistics==
!width="250"|Armour!!width="250"|Ward!!width="250"|Focus
+
{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
 
|-
 
|-
|Weapon / Physical Damage
+
! width="400px" class="unsortable"|<span id="Feracity"></span>Feracity
|Spell Damage
+
! width="400px" class="unsortable"|<span id="Fertility"></span>Fertility
|Lust, Psychic Damage
+
! width="400px" class="unsortable"|<span id="Virility"></span>Virility
 +
|-
 +
|Is the base stat from which Fertility and Virility are derived.
 +
|Determines the chance to be impregnated.
 +
|Determines the chance to impregnate.
 
|}
 
|}
  
'''Other'''
+
See [[Pregnancy#Pregnancies|Pregnancies]] for more details.
  
{| class="wikitable" style="text-align:center
+
==Starting Bonuses==
!width="100"|Stat!!width="500"|Effect
+
Items in the class row reflect the primary attribute while the other categories provide an additional point for said attribute.
 +
{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
 
|-
 
|-
|Attack Power
+
! width="10px" class="unsortable"|Category
|Increases the damage of weapon attacks and physical abilities by 1% per point.
+
! width="90px" class="unsortable"|Agility
 +
! width="80px" class="unsortable"|Cunning
 +
! width="100px" class="unsortable"|Presence
 +
! width="90px" class="unsortable"|Strength
 +
! width="90px" class="unsortable"|Toughness
 +
! width="100px" class="unsortable"|Willpower
 
|-
 
|-
|Spellpower
+
|'''Race'''
|Increases the damage of spells by 1% per point.
+
|[[Catfolk]]
 +
| -
 +
|[[Humans]]
 +
|[[Lupines]]
 +
|[[Orcs]]
 +
|[[Wyld Elves]]
 
|-
 
|-
|Sexiness
+
|'''Class'''
|Tease attacks add Sexiness as bonus Accuracy.
+
|[[Thief]]
 +
| -
 +
|[[Charmer]]
 +
| -
 +
|[[Warrior]]
 +
|[[Black Mage]]<br>[[White Mage]]
 
|-
 
|-
|Accuracy
+
|'''Background'''
|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.
+
|Hunter<br>Slum Rat
|-
+
|Scholar
|Penetration
+
|Noble Scion<br>Courtesan<br>Minstrel
|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.
+
|Soldier
|-
+
|Barbarian
|Initiative
+
|Arcanist<br>Acolyte
|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.
 
 
|}
 
|}
 +
 +
[[Category:Game mechanics]]
 +
[[Category:Wiki page status - Outdated]]

Latest revision as of 00:49, 6 January 2024

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.

Stats Explanation.png
XP Health Resolve Effects Threat
The amount of experience shown until the next level. The bar will flash slowly when full, indicating that the Champion can level up after resting. Health serves as one of two durability stats when combat is involved. Health is reduced by physical and magical attacks in addition to some events that may occur that affect Health. Health is further increased by increasing associated attributes. Resolve serves as the second durability stat, serving as 'sanity' when facing off against horrifying or sexy things. Resolve is reduced by Lust and Mental attacks, including some events that may reduce it. Unlike Health, however, Resolve does not increase by improving a specific attribute, it is merely the resistance to such attacks that can be improved. Listed here are effects that affect the current character, these effects include both positive and negative status'. For more info see Boons, Status Effects and Combat Effects. Threat is the amount of attention you attract when facing enemies in combat. The higher the threat, the more likely the person is to be targeted. See Threat for more detail.

NOTE: RESOLVE has been removed from the game in patch 0.5.0. Any power or effect that would increase or decrease Resolve now applies to Health.

Leveling up

Your maximum life is increased by +25. You can choose three of your attributes to increase by +3, the others will increase by +1. Depending on the new level and class, a corresponding Power can be learned for free, while the remaining ones would have to be learned from associated trainers.
(Note: if your race changes from your original race you will lose access to your races favored attributes if your background and class don't also have them.)

Attributes

Attributes serve as the main stats that can be permanently increased through leveling or temporarily increased through consuming certain items or encountering events. Each point put into an attribute will continuously add to its effects.

Strength Agility Toughness Cunning Willpower Presence
Attack Power +3
Armor +1
Penetration +1
Accuracy +2
Evasion +1
Initiative +0.5
Health +5
Physical Resistance +1
Critical Chance +1%
Critical Effectivess +3
Ward +1
Magical Resistance +1
Spellpower +3
Focus +1
Mental Resistance +1
Health +2
Sexiness +1
Leadership +2

Offensive Statistics

Attack Power Spellpower Sexiness Accuracy
Increases the damage of physical attacks you deal. Treated as a percentage increase. Increases the damage or healing factor of your spells. Treated as a percentage increase. Increases the Accuracy and Damage of your Tease attacks. Increases the chance to hit for all attacks, including weapons, spells, and Tease attempts. Every point of Accuracy increases your chance to hit or crit by 1%. Accuracy provided by weapons only applies to attacks made specifically with that weapon. Weapons with the Catalyst tag also apply their Accuracy to spellcasting.
Initiative Penetration Critical Chance Critical Effectiveness
How fast characters act in combat. Your Initiative is added to a random 1-20 number at the start of each round of combat, characters with higher scores act before those with lower ones. Wearing Heavy armor imposes a -5 Initiative penalty. Bypasses enemy damage reduction. Each point of Penetration reduces the relevant DR stat by 1 on a successful hit.

Specific gear can increase Penetration's sub-categories: Armor Penetration, Spell Penetration, and Temptation (for physical, magical, and lustful attacks, respectively).

A percentage chance to upgrade normal hits to Critical Hits. Critical Chance provided by weapons only applies to attacks made specifically with that weapon. Weapons with the Catalyst tag also apply their Critical Chance to spellcasting. Increases the Damage or Healing Factor of all your critical hits. Treated as a percentage increase.


Attack Avoidance

Characters have four means of avoiding the effects of an attack. Avoidance is subtracted from the attacker's accuracy before calculating the hit. Avoidance is capped at 100.

An attack hits if rand(100) + 1 + accuracy - avoidance > 15. So an attack with no additional accuracy and no avoidance from the enemy has 85% chance to hit.

If that value is greater than 120, the attack will always be a critical hit, even if critical chance is 0.

Evasion Physical Resistance Magical Resistance Mental Resistance
Counters weapon attacks and area-of-effect abilities, like fireballs Counters bodily attacks like tackles, charges, knockdowns, disarms, and poisons. Counters most direct magic attacks. Counters Tease attacks and many psychic or psychological abilities.

Damage Reduction

Your attributes and worn equipment contribute to the Armor, Warding, and Focus stats, which decrease damage done from physical, magical, and mental/tease attacks respectively.

Armor, Warding and Focus are reduced by Armor Penetration, Spell Penetration and Temptation respectively.

The damage reduction is calculated with the following formula: 100 / (100 + defense - penetration). (defense - penetration can never go below 0, so damage can never be amplified by using penetration).

For example a character with 100 Armor and an attack with no Armor Penetration will receive half damage from Physical attacks. This type of damage reduction has no cap, but has diminishing returns and it will take an infinite amount of defense to reach 100% reduction.

Finally Elemental Resistances are applied to any remaining damage, they behave as a percentage reduction.

Armor Warding Focus
Decreases Physical damage. Decreases Magical damage. Decreases Mental and Tease damage.

Other Statistics

Leadership Libido Corruption
Increases the efficacy of your companions. All companions gain a bonus to their Attack Power and Spellpower equal to your Leadership. Summoned creatures use your Leadership to determine how powerful they are. Libido below 20 increases Lust resistance, libido above 35 increases Sexiness but decreases Lust resistance, libido above 70 decreases Lust resistance. High Corruption makes libido increase at a faster rate. Can change the interaction with certain NPCs.
See Corruption for more details.

Sexual Statistics

Feracity Fertility Virility
Is the base stat from which Fertility and Virility are derived. Determines the chance to be impregnated. Determines the chance to impregnate.

See Pregnancies for more details.

Starting Bonuses

Items in the class row reflect the primary attribute while the other categories provide an additional point for said attribute.

Category Agility Cunning Presence Strength Toughness Willpower
Race Catfolk - Humans Lupines Orcs Wyld Elves
Class Thief - Charmer - Warrior Black Mage
White Mage
Background Hunter
Slum Rat
Scholar Noble Scion
Courtesan
Minstrel
Soldier Barbarian Arcanist
Acolyte