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AttributesEdit

Each character has a set of six attributes defining his specialization and capabilities during dungeon exploration and combat.

Each attribute starts from a base value of 100 but can be increased with passive skills and items.

Attributes govern certain aspects of attack and defense, and they also determine limits to equippable gear.

StrengthEdit

A measure of physical power used in melee attacks.

Strength is directly compared against enemy Toughness during melee attacks and determines which kind of melee weapons can be wielded by the character.

Melee damage is also affected by Strength value.

ToughnessEdit

A measure of physical resistance used in melee defense.

Toughness is directly compared against incoming Strength when defending in melee and determines which kind of heavy armors can be donned by the character.

Health and Resistance are also affected by Toughness value.

PrecisionEdit

A measure of accuracy used in ranged attacks.

Precision is directly compared against enemy Agility during ranged attacks and determines which kind of ranged weapons can be wielded by the character.

Ranged damage is also affected by Precision value.

AgilityEdit

A measure of reflexes used in ranged defense.

Agility is directly compared against incoming Precision when defending from range and determines which kind of light armors can be donned by the character.

Speed and Evasion are also affected by Agility value.

PowerEdit

A measure of mental force used in magic attacks.

Power is directly compared against enemy Will during magic attacks and determines which kind of magic foci can be wielded by the character.

Magic damage is also affected by Power value.

WillEdit

A measure of mental resistance used in magic defense.

Will is directly compared against incoming Power when defending against a magic attack and determines which kind of garment can be donned by the character.

Energy and Deflection are also affected by Will value.

Compared Rolls (Math Inside)Edit

Whenever attributes are compared to see who wins a contest both players roll their attribute value and compare the results.

The rolled die has a number of faces equal to the attribute value, so that every die can always roll a 1, but gets an higher maximum value.

So for example a character with a Strength of 100 will roll 1d100, while a character with a Strength of 150 will roll 1d150.

The two value are compared as follows:

  1. First the highest one determines the overall "winner" of the comparison.
  2. A ratio is determined dividing the lowest value by the highest one, this will always give a ratio higher than 0 and equal or minor than 1
  3. The result is generated by the ratio value
    1. A ratio equal or higher than 0.9 gives a result of 0 (the rolls where similar, it can be considered a tie)
    2. A ratio lower than 0.9 but equal or higher than 0.3 gives a result of 1 (a standard success)
    3. A ratio lower than 0.3 but equal or higher than 0.1 gives a result of 2 (a major success, such as a critical hit)
    4. A ratio lower than 0.1 gives a result of 3 (an incredible success)
  4. The result is applied to the winner, so the 2 will be a critical hit if the winner was the attacker, or a critical block if the winner was the defender

Using the example above, if the character attacked rolling a 95 on the 1d100 and the opponent defended rolling a 12 on the 1d150, the result is calculated as follows:

  1. The attacker is considered the winner with his 95 against the defending 12
  2. The resulting ratio is (12 / 95) = 0.13
  3. The ratio is between 0.3 and 0.1 so the result is 2 (critical success)
  4. The result is applied to the winner: the attacker, so the attack is a critical hit, meaning the defender has critically failed his defense
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