Stats

Stats are points that make up the unique attributes of a character. These numbers can signify details such as durability, proficiency, nimbleness, etc. Most stats can be distributed freely, but there are static stats which are gained automatically based on factors such as race and class. When in control of stat distribution, one must be cautious to put points where they matter the most. For example: a sorcerer or wizard should not place all their points into strength, as this doesn't really help with casting spells.

Attributes are used in determining the outcome of situations (these being quests or combat). Below is a break-down of the stats available, how they are obtained, and what they are most useful for.

Note: All stats and their usefulness are a work in progress, but as these attributes are present on character sheets and certain calculations are already complete, this section provides context into what stats are and will be. It is important to note that stats are not adjusted or used for individual storylines. Conjuring a hex or breaking down a door need not rely on attributes, though it would be interesting to see them used this way!

Hit Points (or HP)

Type:
Static

Overall health. HP can be lost when a persona takes damage through a quest or combat, but can be recovered through healing or rest. Should a character let their HP dwindle to a value of 0, they will be considered dead.

Base HP starts at 20 and "modifiers" alter this value through the chosen race and class; those with a dual race or class will take an average of the modifiers. (These can be seen on individual races and classes page.) A bonus modifier is added to the HP calculation every ten levels determined by (LEVEL / 10) x MODIFIER. The final HP value is computed by:

((BASE HP + CLASS MODIFIER + RACE MODIFIER) x (LEVEL / 2 rounded up)) + BONUS MODIFIER

Magic Points (or MP)

Type:
Static

Overall magical aptitude. MP is depleted when a character uses a spell, but can be regenerated through rest. If the MP total is reduced to 0, that character cannot cast spells.

Base MP starts at 15 and "modifiers" alter this value through the chosen race and class; those with a dual race or class will take an average of the modifiers. (These can be seen on individual races and classes page.) A bonus modifier is added to the MP calculation every ten levels determined by (LEVEL / 10) x MODIFIER. The final MP value is computed by:

((BASE MP + CLASS MODIFIER + RACE MODIFIER) x (LEVEL / 2 rounded up)) + BONUS MODIFIER