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Stats are values used in-game that determine how your character performs both in general and in specific situations. The majority of these values can be viewed with the Status window and are able to be increased with time and effort; however, there are also other figures that are visible elsewhere and are important to be aware of. | |||
This is the currently used stat system. Because The Mana World is currently using the Ragnarok Online Server Emulator eAthena as a server backend the game mechanics are identical to the online game Ragnarok Online. Note that this is only a temporary state. The game will switch to an unique stat system as soon as the [[Server_development|new server platform]] is ready. | This is the currently used stat system. Because The Mana World is currently using the Ragnarok Online Server Emulator eAthena as a server backend the game mechanics are identical to the online game Ragnarok Online. Note that this is only a temporary state. The game will switch to an unique stat system as soon as the [[Server_development|new server platform]] is ready. | ||
==Agility== | ==Player information== | ||
===Health=== | |||
Health or ''HP'' is an value that determines how much damage you can take without dying. Damage in battle as well as damage over time from poison both reduce your current health while potions and magic are able to restore your health. Once your character's health reaches `0`, they will die. Your current health is also naturally recharged over time, although this may be influenced by your weight (see below). | |||
It is important to note that your maximum health is connected to your `Vitality` level. | |||
===Weight=== | |||
Both items and players have "weight" statistics represented in grams and kilograms. In the case of Items, this is a static weight for each item type. For players, the weight is determined by the total weight of items in his or her inventory. Your current weight is 21kg plus 300g (0.3kg) per point of Strength. Your weight is important because as it reaches halfway, it can encumber you to the effect of keeping you from naturally recharging your health and mana. | |||
===Experience=== | |||
Experience is a value that you accumulate both by killing monsters and completing certain actions or dialogues (usually quests). When you reach your displayed maximum experience, your Level will increase by one and your displayed experience will be reset. The maximum amount of experience required for you to reach the next level is progressively increased per your player level; the values for this increase are, however, not calculated by a formula. | |||
===Level=== | |||
Your player's level, as determined by your experience, is a mark of how much you have advanced. In particular, this is useful because each level increase grants you Character points which are you free to spend to increase your leveled stats. Some figures, such as maximum health, are automatically increased when your level is increased. | |||
===Mana points=== | |||
Mana points, or ''MP'', represent the amount of magical energy you have. Using magic spells drains your mana points. Your maximum Mana points are increased by your Intelligence level. | |||
==Leveled Stats== | |||
These stats can be raised with character points gathered from each player level increase. They are essential to advancing and surviving in the game world. | |||
===Agility=== | |||
Raises your attack speed and your dodge. | Raises your attack speed and your dodge. | ||
* +1 to Flee/Evade per point. | * +1 to Flee/Evade per point. | ||
* Increased attack speed per point (complicated, but based on the attack speed of the weapon you are using). | * Increased attack speed per point (complicated, but based on the attack speed of the weapon you are using). | ||
==Dexterity== | ===Dexterity=== | ||
Raises your bow damage and your accuracy (minimum damage on hit). | Raises your bow damage and your accuracy (minimum damage on hit). | ||
* +1 to Hit per point. Note that the to-Hit chance is then reduced by (distance * (distance + 1)). | * +1 to Hit per point. Note that the to-Hit chance is then reduced by (distance * (distance + 1)). | ||
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* +1 base damage per 5 points for melee weapons. | * +1 base damage per 5 points for melee weapons. | ||
* +1 minimum damage per point for melee weapons. If dexterity exceeds the attack value of the melee weapon, use the attack of the melee weapon for the min. value (ie. max. and min. values become the same). | * +1 minimum damage per point for melee weapons. If dexterity exceeds the attack value of the melee weapon, use the attack of the melee weapon for the min. value (ie. max. and min. values become the same). | ||
* +0.15% | * +0.15% critical chance for melee weapons per point of dexterity | ||
==Vitality== | ===Vitality=== | ||
Raises max health points and defense. | Raises max health points and defense. | ||
* +1% to max health points per point. | * +1% to max health points per point. | ||
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* Every 5 full points of vitality increases health points recovery power by 1. This affects both healing by resting and healing by heal-over-time items. | * Every 5 full points of vitality increases health points recovery power by 1. This affects both healing by resting and healing by heal-over-time items. | ||
* For monsters, there is a bonus to damage reduction. | * For monsters, there is a bonus to damage reduction. | ||
* There is a hidden bonus of +1 intelligence style magic | * There is a hidden bonus of +1 intelligence style magic defense per 2 points (currently not used in TMW). | ||
* If (vitality + (luck / 3)) is greater than or equal to 97, then you are immune to poison | * If (vitality + (luck / 3)) is greater than or equal to 97, then you are immune to poison | ||
==Luck== | ===Luck=== | ||
Raises max lucky dodge. | Raises max lucky dodge. | ||
* +1 base damage per 5 points of luck for missile and melee weapons. | * +1 base damage per 5 points of luck for missile and melee weapons. | ||
* +0.2% | * +0.2% critical chance per point of luck. | ||
* -0.3% enemy | * -0.3% enemy critical chance per point. | ||
* +0.1% "lucky" dodge chance (the right hand part of your evade value) per point of luck (starting at 1% with 0 luck). | * +0.1% "lucky" dodge chance (the right hand part of your evade value) per point of luck (starting at 1% with 0 luck). | ||
* 3 + (Vitality + (Luck / 3)) % chance of resisting poison. | * 3 + (Vitality + (Luck / 3)) % chance of resisting poison. | ||
==Intelligence== | ===Intelligence=== | ||
Raises your MP and mind abilities. | Raises your MP (Mana points) and mind abilities. | ||
* +1 Base Magic Attack per point. | * +1 Base Magic Attack per point. | ||
* +1% to Max | * +1% to Max MP per point. | ||
* | * MP Recovery items effect increased by +2% per point. | ||
* Every 6 full points of intelligence increases spirit points recovery power by 1 and past 120 intelligence, every 2 intelligence gives a bonus to spirit recovery power of 1. | * Every 6 full points of intelligence increases spirit points recovery power by 1 and past 120 intelligence, every 2 intelligence gives a bonus to spirit recovery power of 1. | ||
* A bonus to min. magic attack. | * A bonus to min. magic attack. | ||
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* +1 spell damage reduction (defensive) per point. | * +1 spell damage reduction (defensive) per point. | ||
==Strength== | ===Strength=== | ||
Raises your attack and damage of your hits. | Raises your attack and damage of your hits. | ||
* +1 base damage per point for melee weapons. | * +1 base damage per point for melee weapons. | ||
* A bonus of (Strength/10)^2 for melee weapons. | * A bonus of (Strength/10)^2 for melee weapons. | ||
* +1 base damage per 5 points for missile weapons. | * +1 base damage per 5 points for missile weapons. | ||
* +30 carrying capacity per point of base strength (the left hand part of strength only). | * +30 carrying capacity per point of base strength (the left hand part of strength only). (?) | ||
==See Also== | ===See Also=== | ||
* [[Walkthrough#Raising_your_Stats | Raising your Stats]] on the [[Walkthrough]] page. | * [[Walkthrough#Raising_your_Stats | Raising your Stats]] on the [[Walkthrough]] page. | ||
==References== | ===References=== | ||
* [http://rodatazone.simgaming.net/mechanics/stats.php RO DataZone] | * [http://rodatazone.simgaming.net/mechanics/stats.php RO DataZone] | ||
* [http://ro.doddlercon.com/calc/calcx.html RO Stats Calculator] (do only change the Lvl, STR, AGI, VIT, INT, DEX, LUK values!) | * [http://ro.doddlercon.com/calc/calcx.html RO Stats Calculator] (do only change the Lvl, STR, AGI, VIT, INT, DEX, LUK values!) |
Revision as of 18:27, 2 January 2012
This article contains information for players or people interested in playing The Mana World rEvolt. If you're interested for the Classic game, please go to the Classic portal.
This article is for reference purpose
The features described in this article are already implemented in the game. The article should describe how a certain aspect of the game currently works. You may of course edit this article to improve the description of the circumstances. Your opinions or improvement suggestions about the described aspects themself are of course appreciated, too. But please put these on the discussion page of this article to keep facts and fiction separated.
Stats are values used in-game that determine how your character performs both in general and in specific situations. The majority of these values can be viewed with the Status window and are able to be increased with time and effort; however, there are also other figures that are visible elsewhere and are important to be aware of.
This is the currently used stat system. Because The Mana World is currently using the Ragnarok Online Server Emulator eAthena as a server backend the game mechanics are identical to the online game Ragnarok Online. Note that this is only a temporary state. The game will switch to an unique stat system as soon as the new server platform is ready.
Player information
Health
Health or HP is an value that determines how much damage you can take without dying. Damage in battle as well as damage over time from poison both reduce your current health while potions and magic are able to restore your health. Once your character's health reaches `0`, they will die. Your current health is also naturally recharged over time, although this may be influenced by your weight (see below).
It is important to note that your maximum health is connected to your `Vitality` level.
Weight
Both items and players have "weight" statistics represented in grams and kilograms. In the case of Items, this is a static weight for each item type. For players, the weight is determined by the total weight of items in his or her inventory. Your current weight is 21kg plus 300g (0.3kg) per point of Strength. Your weight is important because as it reaches halfway, it can encumber you to the effect of keeping you from naturally recharging your health and mana.
Experience
Experience is a value that you accumulate both by killing monsters and completing certain actions or dialogues (usually quests). When you reach your displayed maximum experience, your Level will increase by one and your displayed experience will be reset. The maximum amount of experience required for you to reach the next level is progressively increased per your player level; the values for this increase are, however, not calculated by a formula.
Level
Your player's level, as determined by your experience, is a mark of how much you have advanced. In particular, this is useful because each level increase grants you Character points which are you free to spend to increase your leveled stats. Some figures, such as maximum health, are automatically increased when your level is increased.
Mana points
Mana points, or MP, represent the amount of magical energy you have. Using magic spells drains your mana points. Your maximum Mana points are increased by your Intelligence level.
Leveled Stats
These stats can be raised with character points gathered from each player level increase. They are essential to advancing and surviving in the game world.
Agility
Raises your attack speed and your dodge.
- +1 to Flee/Evade per point.
- Increased attack speed per point (complicated, but based on the attack speed of the weapon you are using).
Dexterity
Raises your bow damage and your accuracy (minimum damage on hit).
- +1 to Hit per point. Note that the to-Hit chance is then reduced by (distance * (distance + 1)).
- Increased attack speed per point (complicated, but based on the attack speed of the weapon).
- +1 base damage per point for missile weapons.
- A bonus of (Dexterity/10)^2 for missile weapons (such as bows).
- +1 base damage per 5 points for melee weapons.
- +1 minimum damage per point for melee weapons. If dexterity exceeds the attack value of the melee weapon, use the attack of the melee weapon for the min. value (ie. max. and min. values become the same).
- +0.15% critical chance for melee weapons per point of dexterity
Vitality
Raises max health points and defense.
- +1% to max health points per point.
- +0.8 weapon damage reduction (defensive) per point.
- Healing items effect increased by +2% per point.
- Every 5 full points of vitality increases health points recovery power by 1. This affects both healing by resting and healing by heal-over-time items.
- For monsters, there is a bonus to damage reduction.
- There is a hidden bonus of +1 intelligence style magic defense per 2 points (currently not used in TMW).
- If (vitality + (luck / 3)) is greater than or equal to 97, then you are immune to poison
Luck
Raises max lucky dodge.
- +1 base damage per 5 points of luck for missile and melee weapons.
- +0.2% critical chance per point of luck.
- -0.3% enemy critical chance per point.
- +0.1% "lucky" dodge chance (the right hand part of your evade value) per point of luck (starting at 1% with 0 luck).
- 3 + (Vitality + (Luck / 3)) % chance of resisting poison.
Intelligence
Raises your MP (Mana points) and mind abilities.
- +1 Base Magic Attack per point.
- +1% to Max MP per point.
- MP Recovery items effect increased by +2% per point.
- Every 6 full points of intelligence increases spirit points recovery power by 1 and past 120 intelligence, every 2 intelligence gives a bonus to spirit recovery power of 1.
- A bonus to min. magic attack.
- A bonus to max. magic attack.
- +1 spell damage reduction (defensive) per point.
Strength
Raises your attack and damage of your hits.
- +1 base damage per point for melee weapons.
- A bonus of (Strength/10)^2 for melee weapons.
- +1 base damage per 5 points for missile weapons.
- +30 carrying capacity per point of base strength (the left hand part of strength only). (?)
See Also
- Raising your Stats on the Walkthrough page.
References
- RO DataZone
- RO Stats Calculator (do only change the Lvl, STR, AGI, VIT, INT, DEX, LUK values!)