Statistic: Difference between revisions
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Statistics are placed by a player at the time of a character's creation (or later on using a fix stat potion) and these values will increase as the character's [[level]] increases, up to a maximum of 100. When placing statistics points, there are 640 points available to divide between the statistics, although each [[profession]] has two primary stats which receive an additional 10 points each on top of the initial 640. During statistic placement, a minimum of 20 points must be allocated to each statistic and only four statistics can have more than 70 points (not including the +10 modifier for prime statistics). 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. |
Statistics are placed by a player at the time of a character's creation (or later on using a fix stat potion) and these values will increase as the character's [[level]] increases, up to a maximum of 100. When placing statistics points, there are 640 points available to divide between the statistics, although each [[profession]] has two primary stats which receive an additional 10 points each on top of the initial 640. During statistic placement, a minimum of 20 points must be allocated to each statistic and only four statistics can have more than 70 points (not including the +10 modifier for prime statistics). 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. |
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In addition to the raw values, each of the ten statistics is assigned a bonus. The bonus for a particular statistic is based on the value of the raw statistic as well as a racial modifier using the formula |
In addition to the raw values, each of the ten statistics is assigned a bonus. The bonus for a particular statistic is based on the value of the raw statistic as well as a racial modifier using the formula |
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==Effect of Statistics== |
==Effect of Statistics== |
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==References== |
==References== |
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*[[Statistic growth rate]] |
*[[Statistic growth rate]] |
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*[[New_Players'_Guide#Stats|Statistics on the New Player's Guide]] |
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*[http://www.play.net/gs4/info/stats.asp Stats, on Play.net] |
*[http://www.play.net/gs4/info/stats.asp Stats, on Play.net] |
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*[http://www.nitefallz.com/ Gemstone IV Stat Cruncher] - helps determine optimal stat placement for maximum training points |
*[http://www.nitefallz.com/ Gemstone IV Stat Cruncher] - helps determine optimal stat placement for maximum training points |
Revision as of 19:23, 18 February 2015
Statistics (or stats), refer to a character's innate physical and mental abilities and aptitude. There are ten statistics in total, divided into three classes: Physical (Strength, Constitution, Dexterity and Agility), Mental (Logic, Intuition, Wisdom and Influence) and Hybrid (Discipline and Aura).
Statistics are placed by a player at the time of a character's creation (or later on using a fix stat potion) and these values will increase as the character's level increases, up to a maximum of 100. When placing statistics points, there are 640 points available to divide between the statistics, although each profession has two primary stats which receive an additional 10 points each on top of the initial 640. During statistic placement, a minimum of 20 points must be allocated to each statistic and only four statistics can have more than 70 points (not including the +10 modifier for prime statistics). 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. The bonus for a particular statistic is based on the value of the raw statistic as well as a racial modifier using the formula
BONUS = (STAT-50)/2 + RACIAL MODIFIER.
Effect of Statistics
Statistics and their bonuses are a factor in many formulae, with different stats influencing various actions, attributes and spells, as well as a character's AS, CS and DS. In addition, the raw values for the statistics also significantly influence how many training points a character is allocated each level.
Below is a summary of all the statistics. Here, each statistic is listed with its type, professions for which it is a prime statistic and the main systems affected by that particular statistic.
Statistic | Type | Prime | Main Systems |
---|---|---|---|
Strength | Physical | Paladin, Warrior | Melee AS, Ranged RT, Encumbrance, |
Constitution | Physical | Warrior | Hitpoints, Encumbrance, Disease, Criticals |
Dexterity | Physical | Ranger, Rogue | Spell Aiming, Ranged AS, Melee RT, Picking Locks, Disarming Traps, Critical weighting, Ambushing, Skinning |
Agility | Physical | Rogue | Melee RT, Physical DS |
Discipline | Hybrid | N/A | Experience Pool |
Aura | Hybrid | Bard, Sorcerer, Wizard | Elemental CS, Elemental TD, Spirit, Elemental Mana |
Logic | Mental | Wizard | Experience Pool, Experience absorption, Mental CS |
Intuition | Mental | Cleric, Ranger | Detecting Traps |
Wisdom | Mental | Cleric, Empath, Paladin, Sorcerer | Spiritual CS, Spiritual TD, Spiritual Mana |
Influence | Mental | Bard, Empath | Trading, Mental mana |
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.
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.
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
- Statistic growth rate
- Statistics on the New Player's Guide
- Stats, on Play.net
- Gemstone IV Stat Cruncher - helps determine optimal stat placement for maximum training points
Statistics - edit |
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Physical: Strength | Constitution | Dexterity | Agility |
Hybrid: Aura | Discipline |
Mental: Logic | Intuition | Wisdom | Influence |
Statistic growth rate |