Stats	


Stats have a variety of effects on a variety of systems. They are set on character creation then can be augmented occasionally through training.

Contents

    1 Physical Strength
    2 Mental Strength
    3 Dexterity
    4 Constitution
    5 Charisma
        5.1 Shop Prices
        5.2 Training Costs
    6 Luck
    7 Character Creation


[=] Physical Strength [=]

Contributes linearly to damage if over 17:

damage = (weapon damage) + min(0, physical strength - 17)


[=] Mental Strength [=]

Contributes to Magic gained from Training:

magic bonus = min(0, floor((mental strength-13)/2))


[=] Dexterity [=]

(Note: No information was listed in the FAQ for Dexterity)


[=] Constitution [=]

Contributes to Life gained from training:

life bonus = min(0, floor((constitution-10)/2))

Also contributes to chance to gain a stat from Training:

chance% = (level*3) + (constitution-10) %


[=] Charisma [=]

Affects shopping and training prices.
Shop Prices

Curiously, a higher charisma counter-intuitively increases weapon and armor shop prices (maybe a bug):

cost = cost * (1 + ((charisma-10)/100))

This means a charisma of:

    10: no effect on cost
    20: multiply costs by 1.1 (increases!)
    3: multiply costs by 0.93 (decreases!)

Training Costs

A higher charisma reduces training prices:

cost = cost * (1 - ((charisma-10)/100))

This means a charisma of:

    10: no effect on cost
    20: multiply costs by 0.9
    3: multiply costs by 1.07

[=] Luck [=]

(Note: No information was listed in the FAQ for Luck)


[=] Character Creation [=]

During character creation, the game runs through the following algorithm:

    Generate a number between 3 and 13 for each stat
    Apply Race adjustments (only for Elf and Corintir):
        For Elf:
            Add 2 to mental strength
            Add 1 to charisma
            Remove 1 from physical strength
            Remove 2 from constitution
        For Corintir
            Add 2 to physical strength
            Add 1 to constitution
            Remove 1 from dexterity
            Remove 2 from charisma
    Sum up all the stats. If the total is greater than or equal to 74 (average of 12.333 in each stat) then proceed to the next step. Otherwise, keep performing the following adjustments until the sum is greater than 67:
        Pick a random stat, add a number between 1 and 2 to it
        Pick another stat at random, add a number between 1 and 3 to it
    Clamp each stat between 3 and 20

