Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. <html> <div class="mw-indicators mw-body-content"> </div> <h1 id="firstHeading" class="firstHeading" lang="en">Stats</h1> <center><p style="border:3px; border-style:solid; border-color:#FF0000; padding: 1em;"><b>This info might be out of date.</b><br> Please proceed with caution while we work on getting it updated. <br>September 2024</p></center> </div> <div id="mw-content-text" lang="en" dir="ltr" class="mw-content-ltr"><div class="mw-parser-output"><p>All characters are born with a set of skills and attributes. Adultspawns receive their racial benefits and nothing else, tierborns receive an average of their parent's stats with a cap at apprentice, they do not inherit attributes. There are three main attributes and twelve skills, each with 5 levels that increase in difficulty. All skills have a root attribute, which can only be levelled through the skills that belong to them and take longer to do so. For example, you can increase your strength over time as you develop your smithing skill. Experience gained on skills is directly affected by the level of the knowledge attribute. It's useful to note that knowledge does not contribute to other attributes skill gains. Most actions will gain you experience, except for hitting with fists, participating on a voting project or failing to land an action; i.e. a miss when sparring. Do note that your attributes do not contribute to the amount of effort gained per hour or the resulting quality of projects except in special cases such as healing, attacking, and various Guile-based actions. </p> <h2><span class="mw-headline" id="Skills_and_Attributes">Skills and Attributes</span></h2> <p><b>Strength</b> <br>* Melee root attribute for hit and dodge chance plus damage <br>* Each level increases inventory capacity by 50 <br>* Level 2 is required for using a crowbar <br>* Is used for battering rams <br>* Increases drag capacity to double the capacity of the character's inventory limit <br><br> <b>Dexterity</b> <br>* Ranged root attribute for hit and dodge chance plus damage <br>* With each level the container capacity increases by 5 to a maximum container weight capacity of 45 <br>* Each level provides a higher level of protection against guile actions <br>* It increases travel speed by an hour per level when walking <br>* It reduces the chance of attaining injuries when damaged below 35% health <br><br> <b>Knowledge</b> <br>* Magic root attribute for abilities and attacks <br>* Each level increases the amount of exp gained per hour <br>* Increases the chance of a healing project completing successfully <br>* Reduces the length of study for gaining magic via a catalyst <br><br> </p> <table style="width:100%;margin-right: auto;margin-left: auto;border-bottom-right-radius: 8px;border-bottom-left-radius: 8px;border-top-right-radius: 8px;border-top-left-radius: 8px;font-size: 16px;font-weight: normal;margin-bottom: 1em;background: #fcfcfc;border-style: solid;border-width: 1px;border-color: #333333;"> <tbody><tr> <th style="padding: 0.2em 0.4em 0px;background: #286090;border-color: #286090;color: #ffffff;">Attribute </th> <th style="padding: 0.2em 0.4em 0px;background: #286090;border-color: #286090;color: #ffffff;">Skill </th> <th style="padding: 0.2em 0.4em 0px;background: #286090;border-color: #286090;color: #ffffff;">Level Effect </th> <th style="padding: 0.2em 0.4em 0px;background: #286090;border-color: #286090;color: #ffffff;">Influence </th> </tr> <tr> <td style="padding: 0.2em 0.4em 0px;font-weight: bold;">Strength </td> <td style="padding: 0.2em 0.4em 0px;">Melee </td> <td style="padding: 0.2em 0.4em 0px;">Damage </td> <td style="padding: 0.2em 0.4em 0px;">Fighting with melee weapons, partly. Weapon quality is also a factor. </td> </tr> <tr style="background: #eaeaea;"> <td style="padding: 0.2em 0.4em 0px;"> </td> <td style="padding: 0.2em 0.4em 0px;">Mining </td> <td style="padding: 0.2em 0.4em 0px;">Just Speed, Not Quality </td> <td style="padding: 0.2em 0.4em 0px;">Gathering materials from underground and refining them such as ore and stone. </td> </tr> <tr> <td style="padding: 0.2em 0.4em 0px;"> </td> <td style="padding: 0.2em 0.4em 0px;">Harvesting </td> <td style="padding: 0.2em 0.4em 0px;">Speed and Quality </td> <td style="padding: 0.2em 0.4em 0px;">Gathering materials from above ground such as wood. </td> </tr> <tr style="background: #eaeaea;"> <td style="padding: 0.2em 0.4em 0px;"> </td> <td style="padding: 0.2em 0.4em 0px;">Smithing </td> <td style="padding: 0.2em 0.4em 0px;">Speed and Quality </td> <td style="padding: 0.2em 0.4em 0px;">Tempering materials into weaponry and jewelry. Higher quality does more damage. </td> </tr> <tr> <td style="padding: 0.2em 0.4em 0px;font-weight: bold;">Dexterity </td> <td style="padding: 0.2em 0.4em 0px;">Marksman </td> <td style="padding: 0.2em 0.4em 0px;">Damage </td> <td style="padding: 0.2em 0.4em 0px;">Damage with ranged weapons, partly. Weapon quality is also a factor. </td> </tr> <tr style="background: #eaeaea;"> <td style="padding: 0.2em 0.4em 0px;"> </td> <td style="padding: 0.2em 0.4em 0px;">Ranching </td> <td style="padding: 0.2em 0.4em 0px;">Ability, Quality, and Speed </td> <td style="padding: 0.2em 0.4em 0px;">Taming animals to be steeds, or producers and collecting from them. </td> </tr> <tr> <td style="padding: 0.2em 0.4em 0px;"> </td> <td style="padding: 0.2em 0.4em 0px;">Tailoring </td> <td style="padding: 0.2em 0.4em 0px;">Speed and Quality </td> <td style="padding: 0.2em 0.4em 0px;">Making high quality clothing. </td> </tr> <tr style="background: #eaeaea;"> <td style="padding: 0.2em 0.4em 0px;"> </td> <td style="padding: 0.2em 0.4em 0px;">Cooking </td> <td style="padding: 0.2em 0.4em 0px;">Speed and Quality </td> <td style="padding: 0.2em 0.4em 0px;">Creating high quality foods. Higher quality is more filling. </td> </tr> <tr> <td style="padding: 0.2em 0.4em 0px;font-weight: bold;">Knowledge </td> <td style="padding: 0.2em 0.4em 0px;">Alchemy </td> <td style="padding: 0.2em 0.4em 0px;">Ability and Quality </td> <td style="padding: 0.2em 0.4em 0px;">Producing substances with special properties, such as medicine. Also affects success rate of applying those substances. </td> </tr> <tr style="background: #eaeaea;"> <td style="padding: 0.2em 0.4em 0px;"> </td> <td style="padding: 0.2em 0.4em 0px;">Engineering </td> <td style="padding: 0.2em 0.4em 0px;">Speed and Quality </td> <td style="padding: 0.2em 0.4em 0px;">Building structures (which do not have quality), and complex machinery. </td> </tr> <tr> <td style="padding: 0.2em 0.4em 0px;"> </td> <td style="padding: 0.2em 0.4em 0px;"> Guile </td> <td style="padding: 0.2em 0.4em 0px;">Ability and Speed </td> <td style="padding: 0.2em 0.4em 0px;">Lock picking, eavesdropping, pick pocketing, and stealing animals. The art of stealth. </td> </tr> <tr style="background: #eaeaea;"> <td style="padding: 0.2em 0.4em 0px;"> </td> <td style="padding: 0.2em 0.4em 0px;">Manufacturing </td> <td style="padding: 0.2em 0.4em 0px;">Speed and Quality </td> <td style="padding: 0.2em 0.4em 0px;">Crafting tools, furniture, and other small items or tasks. </td> </tr> </tbody></table> <h2><span class="mw-headline" id="Levels">Levels</span></h2> <p>There are five levels (1 through 5) for skills and attributes. Each level is harder than the last making true mastery more difficult. The text blurbs for each level are shown in chart the below. Adultspawns start at level one for all skills and attributes, except as noted (See <a href="http://www.marosia.com/doku/doku.php?id=spawning" title="Spawning">Spawning</a> for more information on differences between types of spawns).<br><br> </p><p>Experience is mainly gained through hourly participation in projects. Exceptions are experience gained through armed combat and hunting, as well as at the successful completion of some high risk tasks such as stealing animals. The level of your knowledge attribute determines how much experience you earn when developing other skills. [See yonder chart] <br><br> </p><p>Whilst levelling skills is a big part of the game, it is always secondary to roleplay. Skills help you do things more effectively, faster and often to a higher quality (materials dependant). <b>Using a maxed skill will only gain experience for its associated attribute</b>. Maxing out an attribute will no longer gain experience for that attribute. </p> <div style="float:left;position:relative"> <table style="padding: 3px;border-radius:10px;font-size:16px;background: #fcfcfc;border-style:solid;border-width:1px;border-color: #333333;min-width:270px;margin: 0 0 25px 5px;"> <tbody><tr> <th style="padding: 0.2em 0.4em 0px;background: #286090;border-color: #286090;color: #ffffff;text-align:center;">Level </th> <th style="padding: 0.2em 0.4em 0px;background: #286090;border-color: #286090;color: #ffffff;text-align:center;">Text </th> </tr> <tr> <td style="padding:5px; margin:3px;background:#ebebeb; text-align:center;">1 </td> <td style="text-align:center;"> Poor/Weak<br> </td> </tr> <tr> <td style="padding:5px; margin:3px;background:#ebebeb;text-align:center;">2 </td> <td style="text-align:center;"> Novice/Okay<br> </td> </tr> <tr> <td style="padding:5px; margin:3px;background:#ebebeb;text-align:center;">3 </td> <td style="text-align:center;"> Apprentice/Average<br> </td> </tr> <tr> <td style="padding:5px; margin:3px;background:#ebebeb;text-align:center;">4 </td> <td style="text-align:center;"> Expert/Good<br> </td> </tr> <tr> <td style="padding:5px; margin:3px;background:#ebebeb;text-align:center;">5 </td> <td style="text-align:center;"> Master/Strong<br> </td> </tr> </tbody></table> </div> </html> stats.txt Last modified: 2024/09/20 01:22by poldora