Difference between revisions of "Stats"
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==Training Example== | ==Training Example== | ||
− | By way of example, consider a [[Mace Fighter]] that would like to add [[Chivalry]], but lacks the intelligence, and therefore mana, to be viable. The Fighter would like to reduce strength while increasing intelligence. The character could first practice [[Evaluate Intelligence]] until she gains 10 or 12 skill points, at which point she could switch to [[Musicianship]] and draw down the 10 or 12 points from Evaluate Intelligence. This process can be repeated, back and forth, until the intelligence stat is at the desired level. The latter skill has a primary association with dexterity, so that stat must be locked. Neither skill requires any resources, so there is no cost. | + | By way of example, consider a [[Mace Fighting|Mace Fighter]] that would like to add [[Chivalry]], but lacks the intelligence, and therefore mana, to be viable. The Fighter would like to reduce strength while increasing intelligence. The character could first practice [[Evaluate Intelligence]] until she gains 10 or 12 skill points, at which point she could switch to [[Musicianship]] and draw down the 10 or 12 points from Evaluate Intelligence. This process can be repeated, back and forth, until the intelligence stat is at the desired level. The latter skill has a primary association with dexterity, so that stat must be locked. Neither skill requires any resources, so there is no cost. |
[[Category:Directory]] | [[Category:Directory]] | ||
[[Category:Game Terms]] | [[Category:Game Terms]] |
Revision as of 20:23, 4 February 2008
Stats, an abbreviation of statistics, refers to the 3 statistics all characters have in varying amounts, as follows:
- Strength - Determines how much can be carried, amount of melee damage, and number of Hit Points;
- Dexterity - Determines Stamina and is important for skills such as Snooping and Parrying; and
- Intelligence - Determines the amount of Mana a player has and can affect skills such as Magery.
Stat Locks & Cap
On the Character Status Menu, there are small yellow arrows, or locks, located next to each stat. These indicate whether a stat will go up, down, or not move at all. To gain in a specific stat, make sure the arrow is pointing up. Both the individual and cumulative maximums that a character can achieve are capped. The natural individual maximum is 125. This can be exceeded with magic items, potions, and foods. The natural cumulative maximum is 225. This cap can be raised in two ways: by using a stat scroll; and as a veteran reward. Via stat scrolls, which come in various amounts (i.e., +5, +10, +15, +20, and +25), a character can reach a total cumulative maximum of 255.
Gaining Stats
You can gain up to 15 stat points per day, one every 10 minutes. Specific skills are related to certain stats. To gain in a particular stat use the appropriate skill set forth in the table below:
Skill | Primary | Secondary | Skill | Primary | Secondary | |
---|---|---|---|---|---|---|
Alchemy | Intelligence | Dexterity | Lumberjacking | Strength | Dexterity | |
Anatomy | Intelligence | Strength | Mace Fighting | Strength | Dexterity | |
Animal Lore | Intelligence | Strength | Magery | Intelligence | Strength | |
Animal Taming | Strength | Intelligence | Meditation | Intelligence | Strength | |
Archery | Dexterity | Strength | Mining | Strength | Dexterity | |
Arms Lore | Intelligence | Strength | Musicianship | Dexterity | Intelligence | |
Begging | Dexterity | Intelligence | Necromancy | Intelligence | Strength | |
Blacksmithing | Strength | Dexterity | Ninjitsu | Dexterity | Intelligence | |
Bowcraft/Fletching | Dexterity | Strength | Parrying | Dexterity | Strength | |
Bushido | Strength | Intelligence | Peacemaking | Intelligence | Dexterity | |
Camping | Dexterity | Intelligence | Poisoning | Intelligence | Dexterity | |
Carpentry | Strength | Dexterity | Provocation | Intelligence | Dexterity | |
Cartography | Intelligence | Dexterity | Remove Trap | Dexterity | Intelligence | |
Chivalry | Strength | Intelligence | Resisting Spells | Strength | Dexterity | |
Cooking | Intelligence | Dexterity | Snooping | Dexterity | Intelligence | |
Detect Hidden | Intelligence | Dexterity | Spellweaving | Intelligence | Strength | |
Discordance | Intelligence | Dexterity | Spirit Speak | Intelligence | Strength | |
Evaluate Intelligence | Intelligence | Strength | Stealing | Dexterity | Intelligence | |
Fencing | Dexterity | Strength | Stealth | Dexterity | Intelligence | |
Fishing | Dexterity | Strength | Swordsmanship | Strength | Dexterity | |
Focus | Dexterity | Intelligence | Tactics | Strength | Dexterity | |
Forensic Evaluation | Intelligence | Dexterity | Tailoring | Dexterity | Intelligence | |
Healing | Intelligence | Dexterity | Taste Identification | Intelligence | Strength | |
Herding | Intelligence | Dexterity | Tinkering | Dexterity | Intelligence | |
Hiding | Dexterity | Intelligence | Tracking | Intelligence | Dexterity | |
Inscription | Intelligence | Dexterity | Veterinary | Intelligence | Dexterity | |
Item Identification | Intelligence | Dexterity | Wrestling | Strength | Dexterity | |
Lockpicking | Dexterity | Intelligence |
Training Example
By way of example, consider a Mace Fighter that would like to add Chivalry, but lacks the intelligence, and therefore mana, to be viable. The Fighter would like to reduce strength while increasing intelligence. The character could first practice Evaluate Intelligence until she gains 10 or 12 skill points, at which point she could switch to Musicianship and draw down the 10 or 12 points from Evaluate Intelligence. This process can be repeated, back and forth, until the intelligence stat is at the desired level. The latter skill has a primary association with dexterity, so that stat must be locked. Neither skill requires any resources, so there is no cost.