Statistic: Difference between revisions

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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]
*[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
*[http://gsguide.wikia.com/wiki/Training_Spreadsheet Training spreadsheet on GSGuide calculates stat growth, requires Microsoft Excel]


{{Statistic}}
{{Statistic}}

Revision as of 12:06, 20 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.


Effects 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.

What Stats Do (Sortable Table)
Statistic Type Prime Main Systems
Strength Physical Monk, 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 Monk, 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.

Physical Skills Training Cost (Physical / Mental Training Points)
Skill Warrior Rogue Monk Wizard Sorcerer Cleric Empath Ranger Bard Paladin
Two Weapon Combat 2/2 0 5 10 5 0 5 5 0 -5
Armor Use -15 10 10 10 -5 5 10 5 0 -5
Shield Use 0 -5 10 5 -10 10 0 5 5 -5
Combat Maneuvers 10 15 0 -5 10 -10 5 0 0 -10
Edged Weapons 0 0 5 15 -15 5 0 0 0 10
Blunt Weapons -5 10 0 0 5 0 5 0 0 10
Two-Handed Weapons -10 10 5 10 5 0 5 0 5 -5
Ranged Weapons 15 10 -5 -5 0 -5 -5 0 0 5
Polearm Weapons 0 0 5 10 -5 0 0 0 0 5
Brawling 10 10 0 5 0 0 -10 0 -5 -5
Ambush -5 10 0 0 5 0 5 0 0 10
Multi Opponent Combat -10 10 5 10 5 0 5 0 5 -5
Physical Fitness 15 10 -5 -5 0 -5 -5 0 0 5
Dodging 0 0 5 10 -5 0 0 0 0

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