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The Stats
Tweet Topic Started: Jul 27 2017, 02:05 AM (43 Views)
Nikos Jul 27 2017, 02:05 AM Post #1
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The Last Crusader
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Stats are the lifeblood of statistic characters and the know-how for combat, encounters, and generally for playing the game of 'After The End'. Though heavily focusing on roleplay, statistics meant to act as progression and how to determine fights, meant to be friendly to early players as well as benefiting long-standing characters just as much. Each race different base stats with usually three to four points to distribute as they like, as well as classes adding and removing certain stats as benefits and consequences for going a certain class.

Characters cannot hit lower than 2 in any stat.


Strength - This stat determines damage amplified with physically demanding weapons like swords, daggers, axes, spears,etc. These weapons usually have lower base damages compared to spells but are not based on a resource like Mana. Damage involving Strength is half of what your current Strength is. For example, if 'Crusader Kingely' hit 'Jerry the Merchant' with a basic fist while Jerry has 12 Vitality (24 HP), meanwhile 'Crusader Kingely' has 12 Strength, he'd do 6 damage, if Jerry had no armor.

Vitality- This acts as the health stat, determining how many hits you can take. The overall HP of your character is Vitality doubled, so if 'Jerry the Merchant' had 15 Vitality, he'd have 30 HP going into a fight. If HP hits zero, the player is knocked out. If hit twice after being knocked out, the player is killed. Other plays in a party can prevent players from 'killing blows' by taking the hit themselves or using items/spells to heal the downed character.

Speed - The speed of a character determines how many actions they can take and the turn order or favor characters may have over other characters. For example, if 'Jerry the Merchant' had 10 Speed, he'd go first over 'Aesperus the Dark Knight' as Aesperus has 8 Speed. Every player has two actions innately they can take per turn. Upon reaching 15 Speed, a character can take three actions. At 20 Speed, a character can take four actions.



Will - Will is much like strength, though acting as an alternative damage source which ignores armor. The only thing that causes magic damage to be lowered is specific magic resisting armor, items, or trinket/spell buffs. Spells have base damages, usually higher than base weapon damage or intellect based weaponry. However, Will itself only amplifies damage of spells by a small amount. Every point of Will amplifies the damage of Spells by .25, meaning that 4 points of Will adds a whole 1 damage to a Spell. For example, if 'Jerry the Merchant' casts the 'Fireball' spell, which has 6 base damage, and he has 8 Will, the damage is amplified by 2, totaling the amount of damage to 8.

This is not all Will has to do with, however. Mana is something to note with Will, which scales 1 to 1 with Will (10 Will = 10 Mana). Mana acts as the pool of inner energy which spells need to fuel their power. You regenerate 2 Mana per turn naturally (this can be enhanced by items), however, if you reach 0 Mana using spells, you cannot cast another Spell until your mana is fully regenerated. For example, if 'Jerry the Wizard' casts 'Water Bolt', an Apprentice level Spell, it costs him 2 Mana, and since he has 12 Will, he now has 10 Mana, having lost 2 of it. Relatively easy, right?



Battery -



Rage - Abominations work off a system of Rage, rendering them unable to use magic through the Will, however, they can use their rage to improve physical attacks. Rage acts like a resource, much like Mana, however it does not naturally regenerate. You can spend 2 Rage to improve the damage of physical attacks by 10%. To regenerate Rage, you must hit an opponent, monster, etc. with a non-Rage enhanced attack to regain 1 Rage point.



Song - Song is an exclusive stat to the Bard class, which improves WIL, INT and STR by +1 for allies by each Song point a Bard has. Overall, a Bard can gain 3 Song points total. This Song point buff can only be achieved by a Bard using their 'Instrument Strum' ability during their turn, in which it goes on cooldown, but gives the buff to allies' stats for the turn.



Intelligence - The Intelligence stat determines damage with INT weapons such as guns, hooks, traps, explosives, and other assorted unique equipped weapons. Intelligence weapons are unique as each Intelligence weapon has specific Intelligence requirements to be able to use the weapon- For example, a 'Flintlock Pistol' could require 14 INT and require a certain ammo to use, however it has extremely high base damage to make up for those disadvantages and requirements. INT weapons with lower requirements, like a 'Metal Hook' can have far less damage compared to a gun, but require no ammo to use and usually have strong effects to compensate for them. A hook could remove an action or induce status effects. Each point Intelligence improves the damage of an INT weapon by .5, meaning that a 'Blunderbuss' with 8 base damage shot by 'Jerry the Pirate', who has 9 INT, improves the damage of the Blunderbuss by 4.5, meaning a total of 12.5 damage done by the 'Blunderbuss'.
Edited by Nikos, Aug 17 2017, 05:11 PM.
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