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Daertalmos Online

Stats and Parameters ~ A Comprehensive Guide

a part of “Daertalmos Online”, a fictional universe by ~Living-Dead Doll~.

A new game has launched, however within hours, there is a mass virus that goes out, trapping several players in the game. What will you do when your life becomes a game?

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This conversation is an Out Of Character (OOC) part of the roleplay, “Daertalmos Online”.
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Stats and Parameters ~ A Comprehensive Guide

Tips: 0.00 INK Postby Feyblue on Tue Jun 09, 2015 8:47 pm

Greetings and salutations! At the behest of our wonderful game master, I've been instructed to collate all relevant information on the ingame stats system here so that you don't need to go on an archive crawl just to figure out how to calculate the damage output of that lovely Vorpal Sword you just looted from the Sheep King. So without further ado, let's begin. :3

Table of Contents
  • Stats and the Letter Ranking System
  • Leveling Up
  • Hit Points and Stamina Points
  • Weapons and Attacking
  • Armor and Resistance
  • Runes
  • Starting Parameters
  • Personal Skills


1: Stats and the Letter Ranking System

In Daertalmos Online, a player's combat abilities are defined almost entirely by an advanced system of ten parameters, each representing a different facet of their avatar's overall proficiencies. Each parameter is represented by a numeric value ranging from 1-50, with higher values meaning greater ability in that particular field. These values are in turn divided into subgroups designated by letters. Values from 1-9 are designated as "E Ranked," while values from 10-19 are "D Ranked," values from 20-29 are "C Ranked," values from 30-39 are "B Ranked," values from 40-49 are "A Ranked," and 50, as a perfect score, is given the designation of "S Ranked."

The stats are as follows.

  • Vitality/VIT: Increases HP, resistance to status effects like bleeding, poison, etc.
  • Energy/ENG: Increases SP, resistance to fatigue.
  • Endurance/END: Reduces movement penalty from heavy equipment and from serious "crippling" wounds.
  • Strength/STR: Increases your physical strength, in turn boosting the amount of damage you can deal with physical-based attacks, and the level of weapons you are able to wield.
  • Dexterity/DEX: Adds an aim-correction effect when you attack, ensuring bladed weapons cut as cleanly as possible, and ranged weapons have less of a chance of missing. The more accurate your attacks, the higher your chance of scoring critical hits. See "Weapons and Attacking" below.
  • Intelligence/INT: Required to cast most types of magic. Higher intelligence gives access to better spells, and increases the base damage dealt by spells. Higher levels also allow you to cast multiple spells at once, with level 35 allowing 2 spells to be cast simultaneously, level 40 allowing for 3, level 45 allowing for 4, and level 50 allowing for a total of five to be cast at once.
  • Wisdom/WIS: Dexterity for spellcasters. Instead of increasing the raw power of your spells, this stat improves their aim, lowers the cost of casting, and increases the speed you cast at. It's the difference between firing a single, massively destructive laser and firing twenty smaller homing lasers one right after the other. Some spells have a Wisdom requirement either in place of or in addition to an intelligence requirement, forcing those in search of the most powerful forms of magic to sacrifice other stats to focus solely on nuking things with storms of arcane power.
  • Affinity/AFF: An oft-overlooked stat that slightly increases the effects of runes socketed into your equipment. At lower levels, it's useless due to the weakness of runes at that rank. At higher levels, though, where runes gain "Active effects" that trigger a temporary, much more significant boost to the user's combat capabilities, it can give the user a massive boost in power. This stat also increases the duration and effects of buffs applied to the user, be it through magic, active runes, or potions. Mostly only truly useful for melee-based characters, since mages can do everything runes can and more with magic.
  • Agility/AGI: Increases your movement speed, jump height, and the like. A dump stat for those wearing heavy armor, as the encumbrance involved usually means your movement would be handicapped to the point that this stat would be rendered useless.
  • Luck/LCK: A measure of a character's fortunes. Increases their chances of looting rare items, succeeding at tasks such as crafting, and the like.

To give a rough estimate of how these numbers translate to actual capabilities, Avatars start out with 1-15 points in all stats. Values from 1-20 are analogous to the abilities of an ordinary human being. A character with a score of 10 Intelligence would be of average intellect, while one with 1 Luck would have the worst fortunes humanly possible, and one with 20 Strength would be at the pinnacle of human physical ability. Values from 21-30, meanwhile, reflect abilities that have gone slightly beyond the limitations of an ordinary human. Someone with 30 Vitality, for example, could survive having a major artery cut, even if a normal person would have long since bled to death. Values from 31-50 reflect abilities that have become clearly superhuman. An individual with a score of 50 Agility might move too quickly to be followed by someone with slower reflexes, for example.

In addition to simply improving the avatar's basic abilities, stats also determine the functionality of several aspects of the combat system. We'll be going into detail on that shortly.

2: Leveling Up

Although characters start with a total of 75 points in their stats already distributed according to a given schema - see "Starting Parameters" - as they level up at their chosen class, they are awarded with more points to infuse their stats with, giving them greatly increased combat abilities. With each level, they are awarded with 3 points to distribute into whatever stats they please. As the level cap is 100, this means that, in total, a level 100 player character would have 375 points allocated into his or her various stats.

Due to the differing scale on which each letter rank operates, stats do not scale linearly as they are increased. From 1-9, there is very little practical increase to be found per level. From levels 10-19, effects are much more pronounced, while levels 20-29 once again yield a much lessened effect. But, at level 30, all that changes. Once one reaches B-Rank in a given stat, it begins taking 2 stat points to raise that stat by a single level. In exchange, though, each level earned causes tremendous increases in ability. A person with level 30 agility would be visibly slower than one with level 31 in the same stat, for example. These effects are only increased further after rank 40, and at rank 50, one can safely be said to be absolutely peerless in their given field.

It is recommended that, while leveling up, one keeps a very close eye on what they spend their stat points on. By abandoning abilities not immediately useful to them, players can achieve a greater level of focus on their specialties. A knight in full plate mail, for example, would have little use for Agility, given that he would be weighed down by his own gear. However, a mage unhindered by such things might use it to great effect, avoiding retaliation whilst raining down showers of arcane doom and destruction. On the flip side, a mage might find little use for Endurance due to the limited weight of his or her gear, while a warrior would find it utterly essential.

3: Hit Points and Stamina Points

The first and most basic elements of combat in Daertalmos Online are Hit Points and Stamina Points - abbreviated HP and SP respectively - which serve as the basis for victory and defeat in battle.

Hit points, quite simply, dictate how much damage your avatar can sustain before it dies. Be hit for more total damage than your body can withstand, and you will quite simply cease to exist, shattering into a cloud of pixels and reforming from this dust at your spawnpoint. Well, unless you're killed by Vyrlo or one of his creations, in which case it's game over. At first, this parameter is nigh indistinguishable from the human body's ability to survive wounds. Get stabbed through the heart, and you're pretty much guaranteed to die. As one's vitality level increases, however, it's possible to survive increasingly impossible injuries simply by virtue of having more than sufficient HP to withstand them. If you had a high enough vitality stat, you could be skewered, have most of your ribs broken, and be lit on fire, and still have the ability to keep on fighting.

However, the amount of HP you lose in response to being hit is completely separate from the amount of pain you feel from that injury. In short, unless you're capable of coping with the sensations of trying to move with broken ribs and a sword through your gut while also being on fire, it might be easier to just kill yourself. Another factor is that most severe wounds remain independent of your HP. Supposing you had an arm severed and then healed yourself to full HP by resting at an inn, you'd still be missing your arm when you woke up, as an injury of that severity would require a high level of healing item or spell to restore. This is a very important thing to keep in mind when attempting to withstand damage, as a tank isn't much use when most of his bones have been broken, regardless of his HP.

SP is similar. Instead of determining your body's capacity to withstand further damage, it determines an avatar's ability to continue exerting effort. Almost every action one can take in combat costs SP as a result. Attacking, defending, casting spells and the like all drain a varying level of stamina depending on their complexity. To give an example, a simple thrust with a spear would cost 1 stamina, while an advanced kata consisting of 32 separate offensive and defensive movements might cost 5. The lower one's stamina becomes, the more exhausted they will feel, making their movements more sluggish and their reaction times slower. If one runs low on stamina in battle, it's possible that they might simply collapse and become incapacitated. Thus, it's critical to manage one's stamina wisely, especially during drawn out engagements.

Both of these stats are determined by the same algorithm, based off of a player's VIT and ENG levels, respectively. For levels 1-9, each point of either stat corresponds to 10 HP or SP respectively. So, a person with level 9 VIT would have 90 HP, and a person with 7 ENG would have 70 SP. At level 10 in the relevant stat, however, this increase changes to +30 points for every level between 10 and 19. At level 20, it goes back to 10 points per level through level 29. From 30-39, it becomes +40, and for 40-49, it becomes +50, with level 50 accompanied by an increase of 100 points. So, to give a random example, someone with level 37 VIT would have 90 points for levels 1-9, 300 points for levels 10-19, 100 points for levels 20-29, and 40 points for levels 30-37. Thus, [90 + 300 + 100 + (40 x 8)] = 810 HP. SP works exactly the same way, with the only difference being that it is determined by ENG rather than VIT.

The maximum base HP or SP value one can have is thus 1490.

4: Weapons and Attacking

The second main aspect of combat, is, obviously, actually fighting. The battle system in Daertalmos is such that predominantly, it requires the user to input all commands for movement, offense, and defense, relying entirely on the player's skill and offering very little assistance aside from aim correction. For single attacks, this isn't particularly relevant, as an individual thrust or slash, supplemented by the system's aim correction effect, is little different from a skill with that effect. However, for advanced techniques such as combo attacks, parries, feints, and the like, it becomes exponentially more difficult to act without knowing exactly what one is doing. Unlike, say, Sword Art Online, there are no elaborate chain attack skills that guide the user's movements completely. As such, a player is required to learn or create an effective fighting style for their weapon from simple experience in order to survive. The good news is that this places an emphasis on player skill over simple levels, meaning a player well-versed in combat could potentially overcome a monster many levels higher than himself. The bad news is that people with no training in the art of combat must learn how to fight based on their own movements and instincts, or else die in the attempt.

Magical combat is little different. As a mage, a player is essentially given limited "coding" ability in the guise of spells. Certain words and gestures produce certain effects, and thus spellcasters are encouraged to get creative with their powers, combining different effects into an overall spell. Thus, no two mages are likely to use the same abilities, unless one has specifically instructed the other in using the spells of his or her creation. This makes mages incredibly dangerous and versatile, as even if they lack many means of directly defending themselves, their offensive and field control abilities are unparalleled by physical combatants. However, this doesn't mean they can warp reality to their whims. Spells generally fall into a system of standard fantasy elements - wind, water, fire, earth, lightning, ice, light, and darkness - and have specific focuses - damaging, shielding, healing, strengthening, weakening, transporting, etc. As such, they combine a specific element with a specific function to achieve a given result. A fire spell that focuses on shielding might create a barrier of fire to keep enemies from approaching, while an ice spell that focuses on weakening might freeze an opponent in place to immobilize them.

In the absence of unique skills, thus, damage numbers are almost entirely determined by two things: the level of a fighter's weapon, and his or her own combat parameters - strength for physical damage, and intelligence for magic damage. We'll look at weapons first.

First, weapons are divided into three groups: Light Weapons, Medium Weapons, and Heavy Weapons. Light weapons consist of one-handed physical weapons such as daggers, shortswords, rapiers, maces, and the like. They also include magical catalysts and basic ranged weapons such as bows. Medium Weapons, meanwhile, include things like longswords, spears, flails, battleaxes and such, and usually can be used either one or two handed. Also, heavier ranged weapons such as greatbows are included in this category. Finally, there are Heavy Weapons, which can only be used two-handed, and include things like greatswords, greataxes, great hammers, and the like. The weight class of the weapon, among other things, determines which stats are required to use the weapon. For light weapons, one merely requires the weapon's primary damage stat - Strength for physical weapons, and Intelligence for magic based weapons. However, for medium and heavy weapons, although having the needed strength would technically allow the user to deal the weapon's full damage, they would be so encumbered by it that they would doubtless be unable to utilize it with any semblance of skill or finesse. As such, the same level of endurance is also required.

Weapons, like stats, are also governed by a letter ranking system that goes from E to S. However, unlike stats, these ranks are further subdivided into additional groups of + and - modifiers. A weapon's letter ranking is tied directly to the amount of damage it deals, and to the stats required to use it. To determine a weapon's damage, one takes a given VIT ranking that corresponds to the rank of the stats required to utilize the weapon, and then takes 1/5th of the amount of HP that having VIT of that level would provide.

  • E Ranks are the most basic of weapons, and have neither + nor - modifiers. They can be equipped by anyone with any levels, making them an exception to the general rule. Their damage is 1/5th of the maximum HP a character with E-Rank VIT could have, which would be 90. As such, their base damage output is 18.
  • D- is the next rank in line. Placed on the lower end of the D Rank as a whole, they require 13 in their respective stats to utilize them, be it INT, STR, or STR/END. They deal 1/5 of rank 13 VIT HP in damage. 90 + 120 = 210, 210/5 = 42, so they do 42 base damage.
  • D Rank weapons are next, set at a specific level of 16 in their respective stats. They deal 1/5 of rank 16 VIT as damage, which gives them a base damage of 60.
  • D+ Rank weapons are set at level 19, the very highest possible level for a D-Ranked stat. Their damage is rated at 78.
  • C- Rank weapons take level 23 in their respective stats to use, and have damage rated at 86.
  • C Rank weapons take level 26 in their respective stats, and have damage rated at 92.
  • C+ Rank weapons take level 29 in their respective stats, and have damage rated at 98.
  • B- Rank weapons take level 33 in their respective stats, and have damage rated at 130.
  • B Rank weapons take level 36 in their respective stats, and have damage rated at 154.
  • B+ Rank weapons take level 39 in their respective stats, and have damage rated at 178.
  • A- Rank weapons take level 43 in their respective stats, and have damage rated at 218.
  • A Rank weapons take level 46 in their respective stats, and have damage rated at 248.
  • A+ Rank weapons take level 49 in their respective stats, and have damage rated at 278.
  • Finally, S Rank weapons require level 50 in their required stats, and have damage rated at 298.

Differences in the weight of weapons also impose limits upon their effectiveness. As such, light and medium weapons cannot reach the same sheer level of damage capability as their heavier counterparts. For light weapons, as a tradeoff for their lightness and reduced stat requirements, this cap sets in at B+ rank, which they cannot exceed. For Medium weapons, it sets in at A rank. Heavy weapons alone can reach S Rank capability, compensating for their tremendous stat requirements and the level of skill required to use such a large armament effectively. For lighter weapons, on the other hand, even if they lack the offensive power of heavier armaments, they are easier to use, and require less of a stat investment, making choice of weapons largely a matter of preference of raw damage vs. convenience and practicality.

The next mechanic that influences damage is scaling from the player's stats. Depending on the player's levels in Strength for a physical weapon, or in Intelligence for a magic weapon, additional damage will be added to a weapon's basic value. The amount of damage per stat level is calculated by the character's letter ranking in that particular stat. If they have an E Rank, they get 1 damage point per level in the weapon's relevant stat. If they have a D Rank, they get 2 points of damage for every 1 point of the stat. For C Rank, it becomes 2.5 damage for each level, and for B Rank, it becomes 3.5 damage for each level. For A Rank, it becomes 4.5 damage per level, and for reaching S Rank, a player is rewarded with 5 points of extra damage for every level they have taken in the weapon's main stat.

There is one final damage mechanic that should be taken note of. Namely, critical hits. Unlike in most RPGs, where critical hits are simply a random occurrence, in Daertalmos Online, critical hits are instead manually triggered whenever you land a "perfect" hit, either striking your target dead on with magic or cutting/stabbing them such that their body provides as little resistance as possible, like a guy collapsing in half after a single katana swing in a samurai movie. If blocked even partially by armor, critical hits could not occur. Critical damage multipliers are defined by where you hit, meanwhile. A limb would be a minor critical hit, for 1.1x damage, while the stomach would be a semi-minor critical hit rated at 1.3x damage. The chest and vitals would be a major critical hit, dealing 1.5x normal damage, and throat/head would be a perfect critical 2x damage. These rules would be different against non-humanoid enemies, of course – meaning, for example, that critical hits cannot be triggered against slimes, as they have no internal organs or the like that can be damaged - but the principle is the same.

5: Armor and Resistance

Armor in Daertalmos Online, like critical hits, runs on a mechanic at once more complicated and more simple than the usual flat rate of damage reduction provided in other RPGs. Depending on the strength of the armor and the power of the attack, some hits will be blocked completely, others will have their damage reduced by half, and others will simply be prevented from gaining a critical hit bonus, but will pass through the armor without difficulty, likely breaking it in the process. After armor is broken, its runes will have no effect, and it cannot prevent critical hits from occurring. Futhermore, armor only takes effect so long as it is actually hit by the attack one is trying to resist. It doesn't matter if your breastplate is impenetrable if somebody simply takes a warhammer to your lightly-armored kneecaps, after all.

Both weapons and the stats required to use them in Daertalmos Online are defined by letter rankings. And, as you may have guessed, armor is no different, being split into the ranks of E, D, C, B, A, and S based on the level of Endurance required to use it, with further + modifiers appearing based on changes in its effectiveness. Unlike with weapons, however, these modifiers don't actually change the Endurance required to use the armor, and are instead applied solely based on upgrades to the armor. Also, - modifiers don't exist for armor.

  • E Rank is once again the most basic level of gear. Unlike with weapons, however, + modifiers are applicable, even at this level. E Rank armor can be equipped by anyone with any levels, requiring no investment into Endurance to use. E Rank gear is incapable of blocking any grade of attack fully, but will at least halve damage from E Rank attacks that strike it, and prevent more powerful attacks from critical hitting, making it better than nothing.
  • As mentioned above, E+ Rank gear actually exists... assuming one actually spends a valuable rune upgrading a piece of E Rank gear. Also as mentioned, since + ranks are only achievable through rune upgrades, they don't require any more stats than the original item that was upgraded would, meaning E+ Rank armor still doesn't take any particular Endurance level to use. Unlike E Rank gear, it actually blocks E Rank attacks perfectly, sustaining no damage in the process, and prevent more powerful attacks from critical hitting, too.
  • D is the next rank in line. These items are the first that require levels in Endurance to use, needing at least 10 to equip. Like E+ Rank, they can block E Ranked attacks without taking damage, but can also halve damage from D Rank attacks, too, and prevent more powerful attacks from critical hitting. Of note is that even if a weapon is D- or D+ rank, its attack is still technically classified as a D Ranked attack, meaning armor of this rank could halve damage from D+ ranked weapons just as easily as D Rank. It still can't block them perfectly, though.
  • D+ Rank armor, on the other hand, can. Still requiring only 10 Endurance to use, they block E and D Rank attacks perfectly, and prevent critical hits from anything higher.
  • C Rank armor takes 20 Endurance, but can block E and D Rank attacks flawlessly, halve damage from C Rank attacks, and prevent more powerful attacks from critical hitting.
  • C+ Rank armor takes 20 Endurance, blocks E, D, and C Rank attacks perfectly, and prevents critical hits from anything ranked higher.
  • B Rank armor takes 30 Endurance, blocks E, D, and C Rank attacks perfectly, halves damage from B Rank attacks, and prevents critical hits from anything higher.
  • B+ Rank armor takes 30 Endurance, blocks E, D, C, and B Rank attacks perfectly, and prevents critical hits from anything higher.
  • A Rank armor takes 40 Endurance, blocks E, D, C, and B Rank attacks perfectly, halves damage from A Rank attacks, and prevents critical hits from anything higher.
  • A+ Rank armor takes 40 Endurance, blocks E, D, C, B, and A Rank attacks perfectly, and prevents critical hits from anything higher.
  • S Rank armor, as a permanent state for gear, does not exist. However, special “Active Runes” - see “Runes” section below – can temporarily raise armor's resistance beyond normal levels, halving or even perfect-guarding even S Rank attacks. When such a rune is active, armor that has been made capable of halving S Rank attacks is referred to as S Rank, while armor that has been made momentarily impregnable is referred to as EX-Rank.

When upgrading armor, it's important to note that outside of special bits of gear such as those possessed by beta testers or owners of DLC content, armor can only be upgraded within the boundaries of its letter rank. An E Rank piece of armor could, at most, become E+ Rank, while a C Rank piece of armor could only, at most, ever rise to C+ rank. The only exceptions are items of “Custom” class rarity, such as the examples listed above, or rare bits of boss loot, which can similarly be upgraded as much as their user wants.

Armor, like weaponry, is also divided into three classes: light, medium, and heavy. Each has different specialties and different drawbacks. Unlike weaponry, however, each piece of armor actually has TWO letter rankings – one symbolizing its resistance to physical damage, and one representing its resistance to magic. So, for example, a piece of platemail armor might be denoted as A/C Rank. The first letter denotes an A Rank resistance to physical damage, while the second denotes a C Rank resistance to magic. Generally speaking, the lighter armor is, the better its resistance to magic will be, while the heavier it is, the better its physical resistance will be. As such, to maintain balance, the stats required to use the gear are defined by whichever value is higher. So, in the case of our earlier example, an A/C Rank chestplate would take 40 Endurance rather than 20. Like with weapons, different weight classes of armor also cap out at different points.

Light armor has the lowest physical cap, with C+ being the most resistance a piece of light armor can offer to physical damage. However, they have the highest capacity to resist magic, capping out at a base value of A+. Since magic damage is slightly rarer than physical damage, this may not seem like a very fair tradeoff, but, like light weapons, light armor has reduced stat requirements to use it. In this case, it takes half of the usual stats, meaning someone could wear E/C Rank light armor by having 10 Endurance instead of 20, or use C/A Rank light armor with only 20 Endurance instead of needing 40.

Medium armor is balanced, having a cap of B+ for both Physical and Magical damage. This type of armor requires full Endurance to use, meaning a B+/B+ piece of gear would take 30 Endurance.

Heavy armor is slanted towards physical resistance, capping out with A+ against physical damage, but only having up to a C+ Rank against magic. It also has no reduction for the Endurance required to use it, limiting its utility to tankier classes. In exchange, though, it usually covers almost all of the user's body completely, requiring either very precise attacks aimed at tiny chinks or gaps in plating, or consistent S Ranked attacks, to pierce it.

Aside from armor, there is also one other aspect of an avatar that reduces the amount of damage a player takes. Namely, the stats of Physical and Magical Resistance. Defined by a simple algorithm based on the user's own damage scaling, they reduce all damage sustained by a set amount, an effect which is applied after the reduction provided by armor. To calculate this stat, just take 1/3 of your offensive scaling in the damage area in question. A high resistance, combined with good armor, can greatly increase a player's survivability.

6: Runes

Runes are the upgrade materials used in Daertalmos. Basic runes, when slotted into weapons and armor, they have the effect of raising their Ranking, and may additionally add some bonuses to the base stats of the one using the gear they're equipped to. At higher levels (rank B or above) special runes known as Active runes can also be used, which, instead of increasing the basic parameters of the weapon and its user, can be triggered at the cost of some of the duribility of the item they're slotted into, causing temporary, yet powerful effects. Active runes, however, can only be created by players using the Artisan skill. Their creation process is similar to the game's magic system, in that one uses special radicals with different meanings to create a single gylph that has an overall effect. For example, one might craft a rune by writing a radical meaning “wound,” a radical meaning “time,” and a radical meaning “fire.” This rune, when activated, might temporarily grant all of the user's attacks a fire effect that would burn their enemies upon a successful hit. However, the more powerful the effects of an active rune, the higher the Affinity required to use it.

Each piece of gear only possesses a certain number of rune slots, however, meaning only a certain number of upgrades can be applied to any given piece of gear. Although the number of slots varies depending on the item, there are general tendencies for both weapons and armor. For armor, as a general rule, the lighter the armor, the more rune slots it will usually have. Although, the larger the area of the garment is actually "armored," the more rune slots it will likely possess. So, a leather glove would have more rune space than an armored gauntlet, but a mail-bound vambrace would have more than either of those. So, as a result, the order generally goes Medium Armor > Light Armor > Heavy Armor when it comes to number of possible upgrades.

For weapons, meanwhile, rune slots are usually governed by how sizeable the area of the weapon is that does not deal damage when the weapon is swung at an opponent. The flat of a sword blade, the haft of a spear, or the handle of an axe, for example. As such, the order usually goes Magic Weapons > Medium Weapons > Heavy Weapons > Light Weapons.

The maximum number of runes that can be applied to any given piece of gear is 5.

7: Starting Parameters

When creating a character in Daertalmos Online, one is given 75 stat points to distribute initially. However, to ensure balance in this distribution, users are not allowed to raise any one stat higher than 15. Furthermore, no more than 3 stats can be higher than 10, and at least 4 stats must be rated at 5 or lower. These distributions must also follow the specializations of the user's class. So, for example, no mage character would ever start out with 15 Strength. Keep that in mind when creating your character's stats.

8: Personal Skills

Finally, in addition to stats, there is one other thing that players are allowed to select upon creating an avatar: two abilities, known respectively as a Class Skill and a Racial Skill. In essence, these abilities are specifics aspects of the player character's fighting style that transcend what is defined within the stats system. Endurance or reslience exceeding normal human limitations, an especial aptitude for magic, incredible speed or accuracy... all of these things might take on a new form as skills. There are two types of skills: active and passive. Passive skills serve as a continuous buff, increasing an avatar's parameters at all times. Active skills, meanwhile, trigger only under certain circumstances, but usually have effects that are much more powerful than passive abilities.

Racial Skills are, in general, defined by your character's chosen Race. Human Racial skills emphasize endurance and outstanding physical conditioning, while Elven and Duneil Racial Skills generally focus on increased magical abilities and the like. Duinehithe, meanwhile, have more beastlike specialties, such as increased senses, dexterity, and agility.

Class Skills, meanwhile, are usually more specific abilities based around effectively utilizing your weapon of choice. A mage might gain a bonus to spellcasting, while a longarms might be granted extra effects upon successful hits with a spear. Since they usually only effect the class's chosen weapon, these skills are Active, more often than not.




And that's it, folks! More info may come here with time, but for now, this is everything. I hope I did a good job of explaining it, and if you have any questions, feel free to ask them on this thread. I'll do my best to answer them. Thank you for reading, and have a nice day. ^^

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