Statistics

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Every character in Astaria has seven base statistics and three derived statistics which govern how well your character performs in-game. At character creation, you are given 40 free stat points with which you may customize your character, and you gain between two and four more stat points at each level. Because the actual formulae and other mechanics are kept hidden from players, keep in mind that at best this is observational data. The base statistics have three levels they start at before customization: Low, Average, and High. Statistics that start out "Low," start out at 6. "Average" statistics start out at 10. High statistics start out no less than 19. "Low" and "Average" statistics may be improved through stat points to be 18, but not higher. The higher a stat is raised, the more expensive it becomes to raise it. (A "Low" stat will start out costing three stat points to raise by one, but will eventually cost five points to raise; an "Average" stat will start out costing two stat points to raise by one, but end up costing 4 to raise.) "High" stats cannot be increased permanently from their starting point through the use of stat points; they may however be lowered during initial character customization to as low as 19, this refunds some stat points to redistribute elsewhere, and as you increase in level, you may re-raise the stat to its original high.


Base Statistics

  • Strength: Strength determines how hard you hit with weapons, and may also factor into some guilds' skills, and by derivation may also factor into how often you hit with your weapons. During creation, your strength also adds to your initial health point maximum and endurance point maximum, and factors into your endurance point gains per level.
  • Intelligence: Intelligence factors into a few guilds' skills; it also contributes to your initial spell point maximum during creation, and factors into to your spell point gain per level.
  • Wisdom: Wisdom factors into a few guilds' skills; it also contributes to your initial spell point maximum during creation, and factors into your spell point gain per level.
  • Dexterity: Dexterity factors into a few guilds' skills; it may also reduce your chance to be hit by physical attacks, may also contribute to how often you make an attack (successful or not) with your offhand weapon, and may also contribute to how often you hit with your weapons. During creation, your dexterity also adds to your initial endurance point maximum, and factors into your endurance point gain per level.
  • Constitution: Constitution influences your initial health point maximum, and factors into your hit point gain per level.
  • Charisma: Charisma factors into a few guilds' skills; and factors into your stat point gain per level.
  • Luck: Luck factors into at least one guilds' skills; it also influences the outcome of the base "combat special" in which you either deal half damage (with low luck) or double damage (with high luck) during any physical attack. It factors directly into your hit points gain per level as well as stat points per level, and may indirectly influence your HP/SP/EP gains in general. Luck is a very important statistic and is not to be ignored.


Derived Statistics

  • Health Points: Health Points ("hp" for short) represent how much damage you may receive before dying. For new players, it is recommended you start with near to or greater than 100 hp; otherwise the difficulty of staying alive may prove to be too much.
    • HP is controlled by Constitution and Luck.

  • Spell Points: Spell (or Skill, for some guilds) ("sp" for short) Points represent how much energy you have that you may use to utilize your guild's skills. When you run out of sp, you may not utilize your guild's skills. While it is not a necessity to have a set amount of sp after creation, an easy way to counter your low sp at low levels would be to use a race with a high Strength.
    • SP is controlled by Intelligence and Wisdom.

  • Endurance Points: Endurance Points ("ep" for short) represent your ability to travel via walking. For many guilds this is not too great a concern; many guilds have some form of teleportation skill that allows them to travel to a location using their spell points, but keep in mind that no guild has an unlimited number of rooms to teleport to, and you will need to walk from your arrival room to wherever you go. There are also some items which allow for teleportation by anybody. Some areas have a greater ep cost to move through, such as the ocean. A small note, if you have no ep left during a fight, you cannot flee if you become overwhelmed. It is advised to bring some means of regenerating lost ep with you if you feel you may be overwhelmed by foes.
    • EP is controlled by Strength and Dexterity.


Starting statistics by race

Statistic       Str    Dex   Con   Int   Wis   Cha   Luck
----------------------------------------------------------
 
Aldonian        6      10    6     20    21    10    20
Catflok         10     22    6     19    6     10    20
Dwarf           22     6     20    6     19    10    10
Elf             6      10    6     21    20    20    10
Feigi           6      20    10    21    20    10    6
Gnome           10     22    10    20    6     6     19
Halfelf         10     20    6     20    10    21    6
Human           20     21    10    6     20    10    6
Lacertain       22     19    20    6     6     10    10
Lamia           10     6     20    10    19    6     22
Nereid          6      20    10    10    21    20    6
Romanae         6      10    6     19    10    21    21
Salandrine      10     21    20    6     10    20    6
Sylph           6      22    6     20    10    19    10
Waeccan         6      19    6     22    10    10    20