Post by Rynekanti on May 10, 2014 5:09:23 GMT -7
STAT'S GUIDE
A "how to" on stats, what they stand for and how they can help you.
Here with Fractured Image, you may have noticed accepted profile members with a list of stats next to their names. We rely on roleplaying and dice rolls to help make fights that are PvP (player versus player) more realistic. As you continue to roleplay and post on those forums you gain a currency you can save up and spend on your characters to raise their stats. This guide will help you get started by going into detail about each one and how they can help or hinder your performance against another player.
Here are the available stats and a little more in depth about each:
- LEVEL (Lvl) - Increasing your level allows you to raise your limits on what number your stats max out, you also get a free point to spend however you want.
- HEALTH (HP) - This is how much damage you can take before your character is knocked out of a battle.
- STRENGTH (STG) - The number your strength is will be the damage you do when you hit someone.
- SPIRITUALITY/ELEMENTAL POWER (EP) - How much power you have to use on special or elemental attacks.
- DEXTERITY (DEX) - Dexterity affects your roll, the higher this is the more likely that you will hit your opponent and possibly do double damage.
- SWIFTNESS (SWF) - How fast and evasive you are, this works against dexterity making it less likely your opponent will damage you as much or hit you.
When you start out and make a character, everyone starts out with the same base stats.
Lvl: 1
HP: 10
STG: 1
EP: 1
DEX: 1
SWF: 1
Since you start at level 1 you get one extra point to put into whatever you like. If you put it into health you get two points of health for every one point instead of one. We recommend putting this point into Strength as you won't be able to do much with an extra point in much else in the beginning.
Now we will go into more depth about each stat further to break it down how each could be essential to help you and your character grow.
LEVELS
"The most important stat of them all."
So your first question probably is. "What's so important about level?" Of course you get that one extra point into any stat you like, but wouldn't it be just as easy to simply buy individual points in those areas and say screw the rest? Maybe, but you won't get far if you don't put something into leveling up and here's why.
Levels are essential to the growth of ALL characters. Regardless of breed and skill of the roleplayer. At level one you have a cap for all stats, if you want to increase this you NEED to level up to put more points into those stats. Some skills will require minimum level's to be able to use them, or a certain amount of points put into a stat you need a higher level to put more of those points into. There are a total of 10 levels. Here's the leveling system at it's bare bones and what comes with each level up.
EX: I have a strength of 1 where my opponent has a strength of 3, lets say all other stats are base stats."The most important stat of them all."
So your first question probably is. "What's so important about level?" Of course you get that one extra point into any stat you like, but wouldn't it be just as easy to simply buy individual points in those areas and say screw the rest? Maybe, but you won't get far if you don't put something into leveling up and here's why.
Levels are essential to the growth of ALL characters. Regardless of breed and skill of the roleplayer. At level one you have a cap for all stats, if you want to increase this you NEED to level up to put more points into those stats. Some skills will require minimum level's to be able to use them, or a certain amount of points put into a stat you need a higher level to put more of those points into. There are a total of 10 levels. Here's the leveling system at it's bare bones and what comes with each level up.
HP CAP | STG CAP | EP CAP | DEX CAP | SWF CAP | |
LEVEL 1 | 12/100 | 2/10 | 2/10 | 2/12 | 2/16 |
LEVEL 2 | 15/100 | 2/10 | 2/10 | 4/12 | 4/16 |
LEVEL 3 | 20/100 | 2/10 | 2/10 | 4/12 | 6/16 |
LEVEL 4 | 35/100 | 4/10 | 4/10 | 6/12 | 8/16 |
LEVEL 5 | 45/100 | 4/10 | 4/10 | 6/12 | 8/16 |
LEVEL 6 | 55/100 | 6/10 | 6/10 | 8/12 | 12/16 |
LEVEL 7 | 65/100 | 6/10 | 6/10 | 8/12 | 12/16 |
LEVEL 8 | 75/100 | 8/10 | 8/10 | 10/12 | 14/16 |
LEVEL 9 | 85/100 | 8/10 | 8/10 | 10/12 | 14/16 |
LEVEL 10 | 100/100 | 10/10 | 10/10 | 12/12 | 16/16 |
HEALTH
"Sticks and stones can still hurt, a lot."
Everyone knows the basic concept of HP or health, once it reaches zero you'll have to call it quits for that battle on that thread. If you want to withstand harder hits, then you might want to put more points into health and unlike any other stat you gain two points instead of one when you put points into it. Health is also an important aspect if you don't want your character to become fatally wounded or worse, possible death. While death of a character can still be a part of a plot for a bigger cause, we want to keep possibilities in mind if users are careless with their characters. Here we will go over limits for health and what can happen if those are reached.
"Sticks and stones can still hurt, a lot."
Everyone knows the basic concept of HP or health, once it reaches zero you'll have to call it quits for that battle on that thread. If you want to withstand harder hits, then you might want to put more points into health and unlike any other stat you gain two points instead of one when you put points into it. Health is also an important aspect if you don't want your character to become fatally wounded or worse, possible death. While death of a character can still be a part of a plot for a bigger cause, we want to keep possibilities in mind if users are careless with their characters. Here we will go over limits for health and what can happen if those are reached.
Health | Effect |
0 | Knock out |
-(5+) | Possible injury |
-(x/2) | Possible loss of limb. Where x =Full health. |
-x | Death. Where x =Full health. |
STRENGTH
"When in doubt, brute strength to cut it out."
While health is needed to survive a battle, strength is important in the fact that if you have no points into it you would not do any damage. The more points you put into this stat the more damage per hit you will do. When using elemental power, whatever type attack you use is the element of that turn's damage. Without any EP powers, you do neutral damage which normally isn't resisted or weak against anything. If you want to deal stronger hits, we recommend putting more points into Strength.
"When in doubt, brute strength to cut it out."
While health is needed to survive a battle, strength is important in the fact that if you have no points into it you would not do any damage. The more points you put into this stat the more damage per hit you will do. When using elemental power, whatever type attack you use is the element of that turn's damage. Without any EP powers, you do neutral damage which normally isn't resisted or weak against anything. If you want to deal stronger hits, we recommend putting more points into Strength.
I roll and unless I miss or hit a weak point I'll always do 1 damage. Where my opponent will always do 3.
SPIRITUALITY
"Belief in yourself is stronger than any other force."
It can get a bit tedious doing the same damage over and over without any results. That's where Spirituality or Elemental Power (EP) comes in handy. Each special attack takes up some of your spirituality, early on you don't do much with EP but as you progress you can pursue a path in elemental damage or just stick to neutral attacks with special effects. These attacks sometimes add on elemental damage or extra normal damage on top of your strength. There are four types of attacks, those that go instead of attacking. those that add onto an attack, temporary and permanent. Temporary's work for a set amount of time while Permanents are until the end of that battle, so keep that in mind when purchasing moves or seeking out an element. If you're looking to take some risks or fancy tricks during the heat of the battle, then go ahead and try putting some extra points into spirituality. As we discover more moves we will develop a list of them below with what they do and how much they cost, etc.
NOTE: Only battle powers will be listed here. For purely aesthetic powers, check the shop.
NEUTRAL
N/A
AIR
DARK
EARTH
ELECTRICITY
FIRE
LIGHT
Main Path
Fauna Only
Flora Only
WATER
"Belief in yourself is stronger than any other force."
It can get a bit tedious doing the same damage over and over without any results. That's where Spirituality or Elemental Power (EP) comes in handy. Each special attack takes up some of your spirituality, early on you don't do much with EP but as you progress you can pursue a path in elemental damage or just stick to neutral attacks with special effects. These attacks sometimes add on elemental damage or extra normal damage on top of your strength. There are four types of attacks, those that go instead of attacking. those that add onto an attack, temporary and permanent. Temporary's work for a set amount of time while Permanents are until the end of that battle, so keep that in mind when purchasing moves or seeking out an element. If you're looking to take some risks or fancy tricks during the heat of the battle, then go ahead and try putting some extra points into spirituality. As we discover more moves we will develop a list of them below with what they do and how much they cost, etc.
NOTE: Only battle powers will be listed here. For purely aesthetic powers, check the shop.
NEUTRAL
N/A
AIR
- Flourish - Instead of attacking, reset all stats changes and attack effects. (Permanent.)
- Backstab - When successfully evading an opponent's attack, attack twice this turn. (One turn/Temporary.)
- Focus Sensory: Flee - Swiftness goes up one point per use (can be stacked up to three times/Permanent.)
- Evasive Action - Instead of attacking, use to completely avoid any damage from your opponent's next attack. (One turn/Temporary.)
- Hurricane - Count up the amount of misses your opponent has made and add that many point to your strength. (Permanent.)
DARK
- Focus Sensory: Sight - Dexterity goes up one point per use (can be stacked up to three times/Permanent.)
- Black Out - Dexterity goes down one point per use (can be stacked up to three times/Permanent.)
- Inverse - Inverse rolls (lower = critical success and higher = critical failure) (Two turns/Temporary.)
- Flip Swap - Swap one stat with opponent for yours and your opponent's next turn. (One turn/Temporary.)
- Deceiving Dice - Duplicates the opponents last roll for your attack.
EARTH
- Focus Sensory: Force - Strength goes up one point per use (can be stacked up to three times/Permanent.)
- Passive Aggressive - Sacrifice a stat point for two points of health. (Permanent.)
- Stubborn - Only take half damage from your opponent's next attack. (One turn/Temporary.)
- Double Take - Strength doubled. (Next two turns/Temporary.)
- Rock Hard - Double resistances to 1/4 damage (round up) and all non-resistance/neutral to 1/2 damage (round up) and weaknesses to neutral (x1) damage. (Permanent.)
ELECTRICITY
- Focus Sensory: Force - Strength goes up one point per use (can be stacked up to three times/Permanent.)
- Focus Sensory: Flee - Swiftness goes up one point per use (can be stacked up to three times/Permanent.)
- Blood for Blood - Sacrifice a stat point for every one point add to another (2 health for one stat vice versa) (Permanent.)
- Double Take - Strength doubled. (Next two turns/Temporary.)
- All or Nothing - Sacrifice all but 1 health point to guarantee a critical success. (Next turn/Temporary.)
FIRE
- Focus Sensory: Force - Strength goes up one point per use (can be stacked up to three times/Permanent.)
- Open Doors - Sacrifice 1/4 of your health to remove others fire resistance and remove your weaknesses. (Permanent.)
- Dancing Dragon - Sacrifice a stat point for every one point add to your strength for rest of battle. (Permanent.)
- Draining Cycle - Sacrifice health for every two points add to add one to your strength. (Next turn/Temporary.)
- Reckless Drive - Sacrifice half of total health (if available) to double your current strength for the rest of the battle. (Permanent.)
LIGHT
- Focus Sensory: Flee - Swiftness goes up one point per use (can be stacked up to three times/Permanent.)
- Sap - Heal yourself half as much damage you do to the opponent. (Round down.)
- Counter Strike - Instead of attacking, reflect your opponents last move (including effects) back at them.
- Barrier of Compassion - Attacks heal that much damage instead of giving it. (Next two turns/Temporary.)
- Foreshadowing Reaper - Instead of attacking, make the opponent weak against its own element. (Permanent.)
Main Path
- Focus Sensory: Sight - Dexterity goes up one point per use (can be stacked up to three times.)
- Sap - Heal yourself half as much damage you do to the opponent. (Round down.)
- Burst of Life - Heal 5 health per use on you or another. You may still do damage this turn. (Once/Permanent.)
Fauna Only
- Focus Sensory: Flee - Swiftness goes up one point per use. (Can be stacked up to three times/Permanent.)
- Block - Use to completely avoid all effects and damage from your opponent's next attack. (One turn/Temporary.)
Flora Only
- Counter Strike - Instead of attacking, reflect your opponents last move (including effects) back at them.
- Phoenix - Instead of attacking, fully heal yourself or someone else.
WATER
- Breath of Life - Instead of attacking, heal 5 per use on you or another.
- Sap - Heal yourself half as much damage you do to your opponent. (Round down.)
- Neutralize - Instead of attacking, reset all stat changes and neutralize temporary statuses.
- Midas Touch - Healing powers poison instead of heal. (Next three turns/Temporary.)
- Double Edged (DE) Sword - Opponent takes the same amount of damage you take from their attacks, but they do not heal when you heal yourself. (Next three turns/Temporary.)
DEXTERITY
"I spy with my little eye: your weak point and my victory!"
Dexterity helps in sticky situations. It helps you pinpoint weak points and tracks down your opponent in battle. The higher this is the more likely it is you will hit the target and do extra damage. This stats adds a +1 to all of your rolls for each point you have, making it easier to do more damage or just to make sure you don't miss if you're working with a slippery foe. Lacking in dexterity can lead to constant near misses or complete misses were you waste a turn trying but failing to hit the other player, so don't forget to put points into this every now and then.
"I spy with my little eye: your weak point and my victory!"
Dexterity helps in sticky situations. It helps you pinpoint weak points and tracks down your opponent in battle. The higher this is the more likely it is you will hit the target and do extra damage. This stats adds a +1 to all of your rolls for each point you have, making it easier to do more damage or just to make sure you don't miss if you're working with a slippery foe. Lacking in dexterity can lead to constant near misses or complete misses were you waste a turn trying but failing to hit the other player, so don't forget to put points into this every now and then.
EX: Say I have a DEX of 2 but my opponent has a DEX of 7. Watch what happens when we both roll to attack if both our strengths are 2 and our swiftness is 1.
I roll:
vBnC_YF5p_p_p_p_
A 21, a really good roll on my end, a 20 if you subtract the 1 for their swiftness, but back up to 22 because of my dexterity. This means I do an extra 1 damage totaling to 3 damage instead of just 2. If I didn't have any dexterity I would not have even gotten the extra point.
They roll:
p_p_p_p_
A 17, usually a normal roll where they would do normal damage and hit regardless if taken down to 16 by my 1 swiftness, but because of their +7 dexterity it pumps the roll up to 24! This means they would do double damage of 4 instead of 2 or 3. And unless they roll 14 or less, they will be able to keep hitting for this much.
SWIFTNESS
"You can't hit what you can't see."
Swiftness is something that most dice games probably don't always include in their systems. Otherwise known as SWF, it works directly AGAINST Dexterity, so if someone fails to put anything into dexterity and you put lots of points into Swiftness, it increases your chances of not being hit or at least lowering the damage you take.
"You can't hit what you can't see."
Swiftness is something that most dice games probably don't always include in their systems. Otherwise known as SWF, it works directly AGAINST Dexterity, so if someone fails to put anything into dexterity and you put lots of points into Swiftness, it increases your chances of not being hit or at least lowering the damage you take.
EX: Let's say I have a SWF of 8 and a strength of 2 where my opponent only has 1 dexterity and 1 swiftness along with 2 strength. For example sake we'll say all other stats are basic.
I roll:
p_p_p_p_
A 10, with the opponent's swf of 1, it goes down one point to 9. If they had two more points in SWF, they could have cut my damage in half to 1 instead of 2. So because I'm just above 8, I do my normal 2 damage.
They roll:
p_p_p_p_
a 13, with my SWF of 8 that comes out to a measly 5 roll, only just about a complete miss to me. They only do 1 damage instead of 2. If they don't roll 16 or higher they will never do more than half damage to me. This is where swiftness really comes into play.
THANKS FOR READING!!
If you have any questions on stats, please feel free to post here!
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