Stats Guide
Contents
Stat Basics
The Evolution shard has a default stat cap of 300, and a maximum bonus stat cap of 350. A new character will start off with 80 stat points. These points can be placed, as necessary, between 3 major attributes: Strength, Dexterity, and Intelligence.
This initial pool of stats is granted via character creation, and might look something like: (25) Strength, (25) Dexterity & (30) Intelligence; or even: (50) Strength, (15) Dexterity & (15) Intelligence.
However, at creation, a new character will always have at least 10 stat points in each of the major attribute fields. This means one attribute can be pushed to, a maximum of, 60 at character creation; while the other two attributes are left at 10. After character creation the original stat pool, of 80 points, can be increased to 300. To go beyond this default stat cap, to the maximum base stat cap of 350, a character must acquire magical max stat increase scrolls.
Strength
A character’s Strength governs: maximum carrying capacity, potential melee damage output, and is often times used as a requisite in determining which weapons, and armor, may be worn— or wielded— while adventuring.
In addition, Strength is the primary attribute used to calculate a character’s Hit Points. Currently, the maximum strength cap is 150; which can be gained purely via attribute points or a combination of attribute points & gear related bonuses. Any additional strength bonuses, over 150, are left out of the equation, until a negative factor alters the equation, requiring it to be recalculated entirely.
Dexterity
A character’s Dexterity governs: maximized blocking potential, quickened swing speeds, and is sometimes used as a requisite in determining which weapons, and armor, may be worn— or wielded— while adventuring.
In addition, Dexterity is the primary attribute used to calculate a character’s Stamina Points. At present, the maximum dexterity cap is 165; which can be gained purely via attribute points or a combination of attribute points & gear related bonuses. Any additional dexterity bonuses, over 165, are left out of the equation, until a negative factor alters the equation, requiring it to be recalculated entirely.
Intelligence
A character’s Intelligence governs: the art of casting (Magery, Necromancy, Chivalry, Bushido, Ninjitsu, Cleric, Druid, & Spellweaving) spells, (Magery) spell damage potential, and is sometimes used as a requisite in determining which weapons, and armor, may be worn— or wielded— while adventuring.
In addition, Intelligence is the primary attribute used to calculate a character’s Mana Points. Ultimately, the maximum intelligence cap is 150; which can be gained purely via attribute points or a combination of attribute points & gear related bonuses. Any additional intelligence bonuses, over 150, are left out of the equation, until a negative factor alters the equation, requiring it to be recalculated entirely.
Earning the Max Stat Scroll
Players must defeat the 6 main Champion Spawns and collect the 6 skulls to summon the Harrower. Should brave adventurers be lucky enough to defeat such a malicious creature, they might find themselves in possession of a rare treasure; the fabled Max Stat Scroll.
A max stat scroll increases a character’s maximum stat potential by X amount, and can range from +5, to +50, in magnitude. Furthermore, let it be clear that the following is always true: X will never exceed a bonus of +50, and stat scroll bonuses don’t stack cumulatively. Instead the larger bonus replaces the lesser bonus until a character acquires a magical stat scroll with a bonus of +50.
Example 1: a +5 stat scroll replaces the +0 stat scroll bonus, which all players receive on character creation. This is due to the fact that 5 is more than 0. So, 5 will take the lead, and become the bonus awarded.
Using/consuming the +5 stat scroll grants a bonus towards the character’s total stat pool. In effect it replaced the +0 bonus the character had before applying the new bonus. This new, +5, bonus permanently changes the characters minimum base stat points, from 300, to 305.
Example 2: a +10 stat scroll, when consumed, replaces a +5 stat scroll bonus already applied to a character. The +10 stat scroll, also, replaces a +0 stat scroll bonus. This is due to the fact that one of the following is true: 10 is more then 5; or 10 is more than 0. So, 10 will take the lead, and become the bonus awarded.
Using the character from example 1 and consuming the, +10, stat scroll grants a new bonus towards the character’s total stat pool. Stat scroll bonuses are not cumulative--as I mentioned earlier-- so the larger bonus [10] replaces the smaller bonus [5]. In effect the +5 bonus was subtracted—or erased— and the +10 bonus was applied in its place. This same train of thought is plausible for a character with a +0 bonus. The +0 bonus is subtracted and the +10 bonus is applied in its place. This new, +10, bonus permanently changes the characters minimum base stat points, from 305, to 310; or from 300, to 310.
Example 3: a +5 stat scroll will never replace the +10 stat scrolls bonus effect. Instead a larger numbered bonus must be found to replace it. The same is true with a character that has already obtained a +50 stat scroll bonus. This is due to the fact that one of the following is true: 5 is less than 10; or 5 is less than 50. So, the bonuses mention in these two instances would stay the same, and the, +5, stat scroll would be left unconsumed.
In other words stat scroll bonuses do not stack, will not grant a bonus of more than +50 towards a character’s maximum base stat cap and can only be applied to replace a lesser bonus.
Common Misunderstandings
“Wait a minute: 150 + 150 +165 = 465 what am I missing here? I thought you told me 350 was a characters maximum stat potential!”
(If you asked this question, then pat yourself on the back. Warning, further reading is required)
Yes viewer, you are correct. I said 350 was a characters maximum [BASE] stat potential. I did, however, wait until now to go into more detail about miscellaneous effects that can further maximize a characters stat pool; which as you pointed out is well beyond 350. The following ingredients can be used to push a character’s stats to the maximum: [465]
- Spells—which grant an attribute bonus
- Attribute bonuses—granted by worn gear
- Attribute bonuses—granted by augmented and worn gear
- Attribute bonuses—granted by carried weapons
- Attribute bonuses—granted by augmented and carried weapons
- Attribute bonuses—granted by carried shields
- Attribute bonuses—granted by augmented and carried shields
Composed by: Sturger, of Skara Brae
Title Changes
If you want your title to change EXAMPLE "Legendary Biologist" to "Legendary Swordsman" Lock out all your skills that are at 120 except the one you want to be called. There are also combinations to get titles. EXAMPLE Leave Swords, Mace, and Fencing unlocked and you will be a "Legendary Weaponsmith" If it's not 120 don't lock it out because it is still gaining and it goes off the highest unlocked skill you have.
Locking them out at 120 does not affect you adding socketed Items or magical clothes to go higher than 120. EXAMPLE I have Parry unlocked and I am a "Legendary Duelist".