Vital Stats

Table of contents

  1. Vitality
  2. Soul
  3. Endurance
  4. Power

Vitals are the stats that you refer to to determine the life and energy of your character. These stats are Vitality, Soul, Endurance, and Power. You will not place any stat points into these stats but your race or element might have a modifier for these stats. These stats are directly determined by your character's main stats. Each of these stats have various other stats connected to them.

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Vitality: Vitality is equal to your Fortitude stat.
Save: (Vitality, Soul, and Endurance) Save is based on Luck and is 1/2 Luck.
Resist: Resist is based on Fortitude and is 1/2 Fortitude
Evade: Evade is based on React and is 1/2 React
Soul: Soul is 150% greater than your Mental stat
Runic Energy: first digit of your character's Mental stat, most affected by runic element of fire and life
Runic Speed: Mental divided by 25; most affected by runic element of air and time
Focus: Focus is 1/2 Mental + 10
Detect: Detect is 1/2 Perceive + 10.
Awareness: Awareness is half of your Mental stat + 10
Endurance: Endurance is 150% greater than your Will stat
Fatigue: Fatigue is half of your Strength stat + half Will stat
Stamina: Stamina is 1/2 Will + 10
Grip: Grip is 1/2 Will + 10% Strength
Power: Power is 150% greater than your Strength stat.
Melee: first digit of your character's Strength stat.
Throw: first digit of your character's Strength stat + 2
Bow: first digit of your character's Strength stat -2
Hit Chance: 1st digit of Perceive + 2
Hit Targeting: 1/3 Perceive + 15.
Critical: (Luck / 2) + 20

 

Vitality

Vitality: Vitality is the life of your character. Taking damage whether by getting hurt or by poisons causes your character’s Vitality to decrease. Taking potions and significant rest as well as healing skills and spells can cause your character’s Vitality to recover. Should your character’s Vitality reach zero (0), your character is considered incapacitated. When your character's Vitality reaches -10, your character is dead. Your current Vitality is recorded in the heart, while your full Vitality is recorded in the ribbon. Vitality is determined by your character's Fortitude. Vitality is equal to your Fortitude stat. Vitality recovers at 1% of full vitality per round, or 10% per hour.

  • Modifiers: Modifiers is for you to record anything that might affect Vitality.
  • Physical: Physical is the physical vitality of your character's armor. It is the defense your armor provides. Unless an attack bypasses any of the armor, the character's physical vitality must be dropped to zero before actual vitality takes any damage. The field is divided in half between a white field and yellow field. The white field is for current stat and the yellow field is for full stat. 
  • Magical: Magical is the magical vitality of your character's armor. It is the magic defense your armor provides. Unless a magical attack bypasses any of the armor, the character's magical vitality must be dropped to zero before actual vitality takes any damage. The field is divided in half between a white field and yellow field. The white field is for current stat and the yellow field is for full stat. 
  • Defense: Defense is any added physical defense provided by your character's armor. Unlike Physical Vitality, defense doesn't decrease. It will absorb any physical damage not absorbed by your physical vitality before reaching your actual vitality. Once your character's armor is depleted to zero (0), defense will no longer work unless your character has some form of natural defense.
  • Spirit: Spirit is any added magical defense provided by your character's armor. Unlike Magical Vitality, spirit doesn't decrease. It will absorb any magical damage not absorbed by your magical vitality before reaching your actual vitality. Once your character's armor is depleted to zero (0), spirit will no longer work unless your character has some form of natural spirit.
  • Block: Block is a stat provided by your character's shield, should your character have a shield. You will require the use of the Block skill to use this stat, or Runic Block to use this stat against a magical attack.
  • Parry: Parry is a stat provided by your character's weapon. You will require the use of the Parry skill to use this stat.
  • Save: This is also known as Vitality Save, or Saving Grace. This is the chance that you have that an attack that would render your character incapacitated or dead fails to do so, leaving your character with 1 Vitality instead. You can roll this chance each time a death dealing attack is dealt to your character, however once your character is incapacitated or dead you can no longer make this roll. Vitality Save is based on Luck and is 1/2 Luck.
  • Resist: This is your chance to resist any negative status effect, except those of the mental or spiritual nature. This will allow you the chance to resist poisons and sicknesses. Resist is based on Fortitude and is 1/2 Fortitude.
  • Evade: Evade is the chance that an attack does not affect you. Your character is considered to always be moving, so any attacker trying to attack your character will need to roll their Hit Chance, and their Hit Chance roll needs to be greater than your Evade stat to hit you. If it is less than your Evade, you evaded the attack. Armor can hinder your evade, especially if it is heavy armor. If you are playing a tank character, you will want a low evade (unless it is an evasion tank). The trade off is usually higher evade with lower armor stats or higher armor stats with lower evade. Evade is based on React and is 1/2 React.

It is important to consider the strengths and weaknesses of your character and plan accordingly. A character with a lower Vitality would be wise to have a good selection of healing skills and spells, the best armor they can afford, and a good selection of potions for healing and revival purposes. They would also be wise to have at least one other character accompany them that can revive them if needed.

Soul

Soul: Soul is your character's spiritual and mental energy. This stat is your character’s capacity to use skills and spells. But Soul isn’t used by all types of skills. The types of skills that use Soul usually are skills that require thought or mental conditioning or runic energy. Skills that require raw energy would depend upon another stat. Should your character’s Soul reach zero (0), your character is considered elementally restricted, meaning your character can not use soul using spells or skills, and must make a mental check for all tasks. When your character's Soul reaches -10, your character is elementally dead, unable to even have a soul awakening and unable to act or perform, basically stuck in a vegetative state.

Your current Soul is recorded in the cloud bubble, while your Full stat is recorded in the ribbon. Soul is determined by your character's Mental. Soul is 150% greater than your Mental stat. Soul recovers at 1% of full soul per round, or 10% per hour.

Your runic element can affect your runic stats. Below is a table show their effects on these stats.

  Runic Energy Runic Speed
Earth +2 every 5 spells mastered +1 every 40 Mental
Air +4 every 5 spells mastered +1 every 30 Mental
Water +3 every 5 spells mastered +1 every 50 Mental
Fire +5 every 4 spells mastered +1 every 35 Mental
Life +4 every 4 spells mastered, 50% more for healing +1 every 40 Mental
Death +2 every 5 spells mastered +1 every 50 Mental
Time +2 every 5 spells mastered +1 every 20 Mental
Space +3 every 5 spells mastered +1 every 40 Mental

 

  • Modifiers: Modifiers is for you to record anything that might affect Soul.
  • Natural: Natural is any modifier to your soul stat that come from natural sources, be it skill, or potion. The field is divided in half between a white field and yellow field. The white field is for current stat and the yellow field is for full stat, should it require it.
  • Unnatural: Unnatural is any modifier to your soul stat that come from unnatural sources, be it spell effect or relic effect. The field is divided in half between a white field and yellow field. The white field is for current stat and the yellow field is for full stat, should it require it.
  • Runic Energy: Runic Energy is the raw magic power of your character. It is added to the healing and damaging component of your spells, as long as your spells do direct healing or damage. If a spell does not do damage or does not heal or restore HP, SA, or EP, then you would not add this to the spell. Runic Energy is not added to spells that cause status effects such as poisons, revive, or a slow regenerative affect. Some weapons, such as rune cannons, use your character's runic energy instead of offense power. Runic Energy is based on Mental, although it can be affected by your runic element. The Runic Elements of Fire and life has the greatest affect on Runic Energy. Your character's base Runic Energy is the first digit of your character's Mental stat. If your character's Mental stat is less than 10, then your character's Runic Energy is 0.
  • Runic Speed: Runic Speed is how quickly you can cast spells. The higher your runic speed, the faster you can cast spells. Runic Speed is Mental divided by 25, rounded up. If your character has a mental of 10, your character would have 1 runic speed. The runic elements of air and time has the greatest affect on runic speed.
  • Save: This is also known as Soul Save. This is the chance that you have that an attack that would render your character elementally restricted or elementally dead fails to do so, leaving your character with 1 Soul instead. You can roll this chance each time a magic restricting attack is dealt to your character, however once your character is elementally restricted or dead you can no longer make this roll. Soul Save is based on Luck and is 1/2 Luck.
  • Focus: Focus is your character's ability to maintain concentration when it would be hard to do so. This is used primarily for magic, when you would be working on casting a spell over multiple rounds. If something were to happen to break your concentration, the spell casting would end with the spell not being cast but the stat costs being used. However other situations could require concentration, such as disabling traps and picking locks, and many things could pose a threat to your concentration, such as fear. The Skilled Concentration skill helps to improve your character's focus stat. Focus is 1/2 Mental + 10.
  • Detect: Detect is your character's ability to detect things around him or her. For example, you might be walking down a dark cave and detect the faint sound of dripping water in the distance, or you might detect the subtle sounds to tell you that something is just around the corner. Detect is for more than just standard perceiving, it is more passive, allowing you to notice things that you might not otherwise notice. Detect is 1/2 Perceive + 10.
  • Awareness: Awareness is your character's mental state. Awareness is a passive stat that shows how likely your character will be aware or what is going on around them. Awareness is half of your Mental stat + 10

There are potions and skills that help recover spent Soul, and significant rest also will recover spent Soul.

Endurance

Endurance: This stat is your character’s endurance. In other words it shows how much physical activity and physical strain your character can handle. Skills that use raw power and could tire your character out such as attacking skills use Endurance. Also going too long without rest, food, or water can drain your character’s Endurance as can being in weather conditions your character is not accustomed to such as too hot or too cold weather. Should your character’s Endurance reach zero (0), your character is considered passed out. When your character's Endurance reaches -10, your character is in a coma. Your current Endurance is recorded in the star bubble, while your Full stat is recorded in the ribbon. Endurance is determined by your character's Will. Endurance is 150% greater than your Will stat. Endurance recovers at 1% of full endurance per round, or 10% per hour.

  • Modifiers: Modifiers is for you to record anything that might affect Endurance.
  • Natural: Natural is any modifier to your endurance stat that come from natural sources, be it skill, or potion. The field is divided in half between a white field and yellow field. The white field is for current stat and the yellow field is for full stat, should it require it.
  • Unnatural: Unnatural is any modifier to your endurance stat that come from unnatural sources, be it spell effect or relic effect. The field is divided in half between a white field and yellow field. The white field is for current stat and the yellow field is for full stat, should it require it.
  • Fatigue: Fatigue is your character's level before passing out due to fatigue. This is caused by not sleeping mainly but other things can cause fatigue. Fatigue is half of your Strength stat + half Will stat
  • Stamina: Stamina is your characters ability to keep going even when exhausted. Stamina is 1/2 Will + 10.
  • Save: This is also known as Endurance Save. This is the chance that you have that an attack that would render your character passed out or in a coma fails to do so, leaving your character with 1 Endurance instead. You can roll this chance each time an endurance draining attack is dealt to your character, however once your character is passed out or in a coma you can no longer make this roll. Endurance Save is based on Luck and is 1/2 Luck.
  • Grip: Grip is your characters ability to hold on to something, be it a ledge, a hand, a weapon, or whatever. It only comes into play when there is difficulty holding on. Using a grip check you can determine if your character can keep holding on or let go. Grip is 1/2 Will + 10% Strength.

There are some potions that restore lost Endurance, but generally the best method of recovering EP is to eat good meals, drink plenty of fluids, and get significant rest.

Power

Power: Power is your character's offensive ability. More precisely, it is the energy you put into your physical attacks. Each time you physically attack, a small part of your character's power is used. The amount used depends on the attack or weapon used. If you use less, you will be less effective in your attack. If you use more, your attack will deal more damage. Should your character’s Power reach zero (0), your character is unable to attack until it is restored. Your current Power is recorded in the star bubble, while your Full stat is recorded in the ribbon. Power is determined by your character's Strength. Power is 150% greater than your Strength stat. Power recovers at 1% of full power per round, or 10% per hour.

  • Modifiers: Modifiers is for you to record anything that might affect EP.
  • Natural: Natural is any modifier to your power stat that come from natural sources, be it skill, or potion. The field is divided in half between a white field and yellow field. The white field is for current stat and the yellow field is for full stat, should it require it.
  • Unnatural: Unnatural is any modifier to your power stat that come from unnatural sources, be it spell effect or relic effect. The field is divided in half between a white field and yellow field. The white field is for current stat and the yellow field is for full stat, should it require it.
  • Melee Power: Melee Power is a number that you will add to your damage. You would use Melee Power only for melee (hand-held) weapons, when hitting the target with that hand-held weapon, or with your body part. Your character's Melee Power is the first digit of your character's Strength stat.
  • Throw Power:  Throw Power is a number that you will add to your damage. You would use Throw Power only for thrown weapon damage, when hitting the target with that thrown weapon. Your character's Throw Power is the first digit of your character's Strength stat + 2.
  • Bow Power: Bow Power is a number that you will add to your bow and arrow damage. You would use Bow Power only for bow and arrow damage, when hitting the target with arrow shot from your bow. Your character's Bow Power is the first digit of your character's Strength stat -2.
  • Critical: This stat is a chance to do critical damage when attacking using a melee weapon (or attack), thrown weapon, bow and arrow, spell, or magical attack. The reward for a successful Critical roll would depend upon the type of attack. Critical is (Luck / 2) + 20.
    • For physical damage, it would be increasing the total damaging value of the attack by applying your Melee, Bow, or Throw Power (depending on the type of attack)  again. If you make a critical on a Critical Hit % check, in other words if you roll a 001, you would get to make a death blow check, that is roll a 1d6 and if a 6 is rolled, the target is killed instantly; if a 6 isn't rolled, it is treated as a double crit.
    • For magical spells, would be applying your Runic Energy again to your total healing or damaging power of your spell. If you make a critical on a Critical Hit % check, in other words if you roll a 001, you would get to make an epic casting check, that is roll a 1d6 and if a 6 is rolled, the target is killed or fully restored instantly (depending upon whether the spell does damages or heals); if a 6 isn't rolled, it is treated as a double crit (apply your magic power an additional time for 3 x magic power). You would make this roll only on spells that do immediate healing or damaging effects, so you could not use this stat with poisons or slow regeneration effects. When using weapons powered by magic, such as rune cannons, you'd be treating the Critical as a critical magic.
  • Attack: This is the damage power of your equipped weapon. It might be a flat number, a dice value, or a combination of the two. You'd add this attack value to your character's melee, throw, or bow powers, depending on the weapon type or attack type, to determine your total damage.
  • Hit Chance is a modifier given to your "To Hit" roll to hopefully aide in you hitting your target. Certain skills and weapons can affect this, as well as certain conditions and status effects. Hit Chance is affected by your Perceive stat, it is the 1st digit of Perceive + 2.
  • Hit Targeting: This is your ability to target a spot on an enemy's body, or perhaps something the enemy is holding. Hit Targeting is based on Perceive. Hit Targeting is 1/3 Perceive + 15. The GM may add penalties or bonuses depending on what you are hit targeting and other conditions.

There are some potions that restore lost Power.

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