- Strength (STR) - Physical power
- Dexterity (DEX) - Agility and physical precision
- Intelligence (INT) - Memory and reasoning
- Wisdom (WIS) - Awareness and insight
- Constitution (CON) - Health and stamina
- Charisma (CHA) - Personality and convincing
- STR and DEX for finesse and ranged weapons
Based upon the primary statistics, will be secondary statistics, which can also be targeted for min/maxing by some players:
- Hit Roll (DEX) - How often do you hit physically?
- Damage Roll (STR) - How hard do you hit physically?
- Spell Hit (WIS) - How often do you hit magically?
- Spell Damage (INT) - How hard do you hit magically?
- Armor - Targets damage types, pierce, bash, slash, magic, etc.
- Resistance - Targets damage elements, poison, fire, arcane, etc.
- Avoidance? (DEX?) - This might be something that is a class-specific skill like dodge, parry, counter
TBD
- Health/HP - This is your life, if it reaches zero, you're dead
- Energy/Mana - This is how you perform abilities or cast spells, if you run out you can't do any more or cast any more
The primary expenditure stat for any class will be called "energy," but could be re-skinned to be class-specific, such as "mana", "rage", "stamina", etc.
Most classes, if not all, will regenerate their energy level, then spend it to use their skills/spells. Even gladiators will have a limited amount of energy/stamina, to be used by the class. Some classes may start at zero in the future, with "builder" skills to heal energy, and "spenders" to use it-- however, to begin with, we will stick with a simple regeneration fill method, and all skills/spells will be spenders.
Removal of the "movement" stat, because it doesn't serve too much of a purpose, short of adding some flavor to the game-- which primarily could be roleplayed by emulating "stamina."
Regeneration between fights without any special modifiers should take roughly 20-30 seconds.
Some passives or spell effects could lower that time:
- Meditation - Increase "energy" regeneration amount by double
- Fast Healing - Increase health regeneration amount by double
TBD
TBD
TBD
Intended to be a "filler" for new players to reach the endgame, as the primary filler will be health. Assume that after roughly a month of moderate play with a newly heroed player, that you will fill the gap to become comparable to a veteran player in terms of base stats. Equipment will need to be acquired after this.
Experience is at some exponential scale, so it becomes very difficult to gain levels later on, there is no cap.
- Health
- Energy
- Hit Roll
- Damage Roll
- Spell Hit
- Spell Damage
TBD
- Enchanting
- Stat increasing
- Slotting materia via drops/etc.
- Set items and set bonuss
- Leaderboards
- Equipment enhancements fade or disappear
- Prestige levels reset
TBD
TBD
TBD
TBD
TBD
TBD
TBD
TBD
- "Lord" or "Lady" prefix?
- Leaderboard toppers
- Top prestige level
- Arena championships