From The Mana World
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** +30 Carrying capacity.
** +30 Carrying capacity.
*Per 5 points
*Per 5 points
** +1 Base damage for missile weapons.
** +1 Base damage for ranged weapons.
Per 10 points
Per 10 points
** A bonus of (Strength/10)^2 for melee weapons. Note that (Strength/10) is truncated so that this bonus only changes every 10 points of Strength.
** A bonus of (Strength/10)^2 for melee weapons. Note that (Strength/10) is truncated so that this bonus only changes every 10 points of Strength.

Revision as of 14:26, 10 August 2020

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.

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, your character will die. Your current health is also naturally restored over time, although this may be influenced by your current 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 restoring 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 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. You are free to spend to increase your leveled stats. Some figures, such as maximum health, are automatically increased as 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. If you do not have more than half of your weight capacity in your inventory, your Mana Points will come back naturally, just like Health Points.

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.

About Status Points:

Note All divisions ( / ) in TMW are integer divisions (quotient).

  • At each Base Level you gain a number of Status Points. These points can be used to improve your 6 main Stats. The number of points gained at each Base Level can be calculated as [(BaseLevel+14)/4]=[(BaseLevel+2)/4] + 3.
  • The cost of improving a Stat increases as the Stat rises (the base amount only). The cost to increase a Stat by one can be calculated as [(BaseOfStat - 1)/ 10] + 2. For instance, if you have 29+3 Dex, then it will cost [(29-1)/10]+2 = 2+2 = 4 Status Points to improve it to 30+3.

Agility

Increases your attack speed and your dodge.

  • Per point
    • +1 Flee/Evade.
    • Greater attack speed (also based on the attack speed of the weapon you are using).

Dexterity

Raises your bow damage and your accuracy (minimum damage on hit).

  • Per point.
    • +1 Damage; note that the chance to hit a target is reduced by (distance * (distance + 1)).
    • +1 Base damage for ranged weapons.
    • +1 Minimum damage 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. The max. and min. values become the same).
    • +0.15% Critical damage chance for melee weapons.
    • Greater attack speed (also based on the attack speed of the weapon).
  • Per 5 points.
    • +1 Base damage for melee weapons.
  • Per 10 points.
    • A bonus of (Dexterity/10)^2 for ranged weapons (such as bows). Note that (Dexterity/10) is truncated so that this bonus only changes every 10 points of Dexterity.

Vitality

Raises max Health Points and Defense.

  • Per point
    • +2% Healing items effect increased.
    • +1% Max Health Points.
    • +0.8 Weapon Damage reduction (defensive).
    • Bonus to damage reduction by monsters.
  • Per 2 points
    • There is a hidden bonus of +1 Intelligence for Magic Defense style (currently not used in TMW).
  • Per 5 points
    • +1 Health Points recovery. This affects both healing by resting and healing by heal-over-time items.
  • If (vitality + (luck / 3)) is greater than or equal to 97, then you are immune to poison.

Luck

Raises max lucky dodge.

  • Per point
    • -0.3% Enemy critical chance.
    • +0.2% Critical chance .
    • +0.1% "Lucky" dodge chance (the right hand part of your evade value, starting at 1% with 0 luck)
  • Per 5 points
    • +1 Base damage for ranged and melee weapons.
  • 3+(Vitality + (Luck/3)) % Chance of resisting poison.

Intelligence

Raises your MP (Mana Points) and mind abilities.

  • Per point
    • +2% MP Recovery items effect.
    • +1% Max MP .
    • +1 Base Magic Attack.
    • +1 Base Magic Defense.
    • +1 Spell damage reduction (defensive).
    • A bonus to min. magic attack.
    • A bonus to max. magic attack
  • Per 2 points (past 120 Intelligence)
    • +1 MP recovery power
  • Per 6 points
    • +1 MP recovery power

Strength

Raises your attack and damage from your hits.

  • Per point
    • +1 Base damage for melee weapons.
    • +30 Carrying capacity.
  • Per 5 points
    • +1 Base damage for ranged weapons.

Per 10 points

    • A bonus of (Strength/10)^2 for melee weapons. Note that (Strength/10) is truncated so that this bonus only changes every 10 points of Strength.

See Also

References and Links

'This article is under construction'

The concept of the features described here are still under construction. The information for this wiki will be for the server.themanaworld.org server in the very near future, so expect changes. The link to the legacy server (above) has the older wiki on it. Therefore, this wiki may seem incomplete or confusing for a little while. Please be patient, and look forward to the great changes!