Stats


Stats

Each Character, Class, Enemy, etc. has a value for each of the following stats. These are used in various calculations during battle to compute attack damage, struggle percentage, and a variety of other things. The uses listed here are only those available to all entities: any use of stats by skills or abilities will be mentioned on the respective documentation pages.

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Combat Calculations

"Special" Stats

It may seem odd to have so many stats with the label "Special" that are rather nebulous. The intention is that these will function something like "magic" in traditional fantasy RPG's, but the word special is used so that more general modules can be created without having some awkward word choice. A Sci-Fi module may, for example, use "Special" to denote all technology or robotic based skills and abilities instead of magic.



Physical Attack

Used to determine the maximum damage for physical-based attacks and to partially calculate the success chance of a given struggle attempt.



Physical Defense

Used to determine the amount of damage that a combatant can take from a physical attack and to partially calculate how resistant a given restraint is to struggling characters.



Physical Skill

Physical Skill is a measure of how competent a combatant is with anything based on physicality. Higher physical skill values will lead to higher minimum physical damages, higher physical hit chances, and higher struggle rates against certain restraints.



Special Attack

Used to determine the maximum damage for special-based attacks and to partially calculate the success chance of a given struggle attempt.



Special Defense

Used to determine the amount of damage that a combatant can take from a special attack and to partially calculate how resistant a given restraint is to struggling characters.



Special Skill

Special Skill is a measure of how competent a combatant is with anything based on speciality. Higher special skill values will lead to higher minimum special damages, higher special hit chances, and higher struggle rates against certain restraints.



Speed

A combatant's speed increases his or her ability to hit opponents with both physical and special attacks, and also determines how many opportunities he or she gets in a given turn. (And in which order they occur.)



Dexterity

Dexterity contributes to both physical and special hit chances.



Luck

Combatants with higher luck will have higher hit chances and higher minimum damages for both physical-based and special-based actions.



Max Hit Points

The maximum number of health points that a combatant can have: any healing attempts past this point will do nothing. Hit points will be subtracted whenever the combatant takes damage, and he or she will be subdued when they hit 0.



Max Special Points

The maximum number of special points that a combatant can have: any regeneration attempts past this point will do nothing. Special points will be used up each time that a combatant uses a skill. Skills will have varying costs.