Statistic: Difference between revisions

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'''Statistics''' (stats), refer to a character's innate physical and mental abilities and aptitude. These are determined at the time of a character's creation. The highest a stat can be is 100, and you are given 640 points to divide between your character's ten stats. Each [[profession]] has two primary stats which get an additional 10 each after the initial 640 points. Based on profession and race, stats have an predetermined [[statistic growth rate|growth rate]], and will increase as the character's [[level]] increases. Stats are a factor in many formulae, with different stats influencing various [[verb|actions]], attributes, [[spell]]s, and [[combat system|combat values]]. Stat placement also significantly influences how many [[training point]]s a character gets per level.
'''Statistics''' (or stats), refer to a character's innate physical and mental abilities and aptitude. These are placed at the time of a character's creation and will increase as the character's [[level]] increases, up to a maximum of 100. During character creation, you are given 640 points to divide between your character's ten stats. At this time, you must allocate at least 20 points to each statistic. In addition, each [[profession]] has two primary stats which receive an additional 10 points each on top of the initial 640. As a character gains experience and increases in level, the stats will increase based on a predetermined [[statistic growth rate|growth rate]], which varies based on the character's profession and race.

In addition to the raw values, each of the ten statistics is assigned a bonus which is nominally calculated using the formula BONUS = (STAT-50)/2. This value is then summed with the character's racial bonus (which can be either positive or negative), yielding the total BONUS.

Statistics and their bonuses are a factor in many formulae, with different stats influencing various [[verb|actions]], attributes and [[spell]]s, as well as the character's [[Attack Strength|AS]] and [[Casting strength|CS]]. In addition, the raw values for the statistics also significantly influence how many [[training point]]s a character is allocated each level.


==Racial Bonuses To Starting Statistics==
==Racial Bonuses To Starting Statistics==

Revision as of 18:35, 16 February 2015

Statistics (or stats), refer to a character's innate physical and mental abilities and aptitude. These are placed at the time of a character's creation and will increase as the character's level increases, up to a maximum of 100. During character creation, you are given 640 points to divide between your character's ten stats. At this time, you must allocate at least 20 points to each statistic. In addition, each profession has two primary stats which receive an additional 10 points each on top of the initial 640. As a character gains experience and increases in level, the stats will increase based on a predetermined growth rate, which varies based on the character's profession and race.

In addition to the raw values, each of the ten statistics is assigned a bonus which is nominally calculated using the formula BONUS = (STAT-50)/2. This value is then summed with the character's racial bonus (which can be either positive or negative), yielding the total BONUS.

Statistics and their bonuses are a factor in many formulae, with different stats influencing various actions, attributes and spells, as well as the character's AS and CS. In addition, the raw values for the statistics also significantly influence how many training points a character is allocated each level.

Racial Bonuses To Starting Statistics

Depending on your character's race, you are given bonuses or penalties that add to or subtract from your starting statistics. These bonuses have a direct impact on many game systems.

Racial Bonus To Starting Statistics (Sortable Table)
Race Strength Constitution Dexterity Agility Discipline Aura Logic Intuition Wisdom Influence Total
Aelotoi -5 0 5 10 5 0 5 5 0 -5 +20
Burghal gnome -15 10 10 10 -5 5 10 5 0 -5 +25
Dark elf 0 -5 10 5 -10 10 0 5 5 -5 +15
Dwarf 10 15 0 -5 10 -10 5 0 0 -10 +15
Elf 0 0 5 15 -15 5 0 0 0 10 +20
Erithian -5 10 0 0 5 0 5 0 0 10 +25
Forest gnome -10 10 5 10 5 0 5 0 5 -5 +25
Giantman 15 10 -5 -5 0 -5 -5 0 0 5 +10
Half elf 0 0 5 10 -5 0 0 0 0 5 +15
Half krolvin 10 10 0 5 0 0 -10 0 -5 -5 +5
Halfling -15 10 15 10 -5 -5 5 10 0 -5 +20
Human 5 0 0 0 0 0 5 5 0 0 +15
Sylvankind 0 0 10 5 -5 5 0 0 0 0 +15

Maximum Racial Statistic Bonuses (Non-enhanced)

Each race has a maximum non-enhanced stat bonus when the stat reaches a value of 100. This table displays those maximum values.

Note: It is not possible without enhancives for any race, at level 100, to have a 100 value in each stat.

Maximum Racial Bonus With 100 Stat (Sortable Table)
Race Strength Constitution Dexterity Agility Discipline Aura Logic Intuition Wisdom Influence Total
Aelotoi 20 25 30 35 30 25 30 30 25 20 270
Burghal gnome 10 35 35 35 20 30 35 30 25 20 275
Dark elf 25 20 35 30 15 35 25 30 30 20 265
Dwarf 35 40 25 20 35 15 30 25 25 15 265
Elf 25 25 30 40 10 30 25 25 25 35 270
Erithian 20 35 25 25 30 25 30 25 25 35 275
Forest gnome 15 35 30 35 30 25 30 25 30 20 275
Giantman 40 35 20 20 25 20 20 25 25 30 260
Half elf 25 25 30 35 20 25 25 25 25 30 265
Half krolvin 35 35 25 30 25 25 15 25 20 20 255
Halfling 10 35 40 35 20 20 30 35 25 20 270
Human 30 25 25 25 25 25 30 30 25 25 265
Sylvankind 25 25 35 30 20 30 25 25 25 25 265

References

Statistics - edit
Physical: Strength | Constitution | Dexterity | Agility
Hybrid: Aura | Discipline
Mental: Logic | Intuition | Wisdom | Influence
Statistic growth rate