Attributes

The difference in attributes will affect the capability of characters in certain area. For example, low strength characters will have many difficulties using heavier weapons.

 

Attribute Description

Other Attirbutes

Skill Progression / Exp Chart

 

Strength

Vitality

Dexterity

Intelligence

Charisma

To Hit

(Of 40)

Weight

Hit Point

Stamina

Range Attack

Reflex

Ability

Saves

vs.

Focus

Morale

1

6

1

16

120

1

11

11

1

1

11

2

7

2

18

140

1 1/5

12

12

2

2

12

3

8

3

20

160

1 1/4

13

13

3

3

13

4

9

4

22

180

1 1/3

14

14

4

4

14

5

10

5

24

200

1 1/2

15

15

5

5

15

6

11

6

26

220

2

16

16

6

6

16

7

12

7

28

240

2 1/5

17

17

7

7

17

8

13

8

30

260

2 1/4

18

18

8

8

18

9

14

9

32

280

2 1/3

19

19

9

9

19

10

15

10

34

300

2 1/2

20

20

10

10

20

11

16

11

36

320

3

21

21

11

11

21

12

17

12

38

340

3 1/5

22

22

12

12

22

13

18

13

40

360

3 1/4

23

23

13

13

23

14

19

14

42

380

3 1/3

24

24

14

14

24

15

20

15

44

400

3 1/2

25

25

15

15

25

16

21

16

46

420

4

26

26

16

16

26

17

22

17

48

440

4 1/5

27

27

17

17

27

18

23

18

50

460

4 1/5

28

28

18

18

28

19

24

19

52

480

4 1/5

29

29

19

19

29

20

25

20

54

500

4 1/5

30

30

20

20

30

21

26

21

56

520

5

31

31

21

21

31

22

27

22

58

540

5 1/5

32

32

22

22

32

23

28

23

60

560

5 1/4

33

33

23

23

33

24

29

24

62

580

5 1/3

34

34

24

24

34

25

30

25

64

600

5 1/2

35

35

25

25

35

 

Strength

Vitality

Dexterity

Intelligence

Charisma

To Hit

Weight

Hit Point

Stamina

Range Attack

Reflex

Ability

Saves

vs.

Focus

Morale

26

31

26

66

620

6

36

36

26

26

36

27

32

27

68

640

6 1/5

37

37

27

27

37

28

33

28

70

660

6 1/4

38

38

28

28

38

29

34

29

72

680

6 1/3

39

39

29

29

39

30

35

30

74

700

6 1/2

40

40

30

30

40

31

36

31

76

720

7

41

41

31

31

41

32

37

32

78

740

7 1/5

42

42

32

32

42

33

38

33

80

760

7 1/4

43

43

33

33

43

34

39

34

82

780

7 1/3

44

44

34

34

44

35

40

35

84

800

7 1/2

45

45

35

35

45

36

41

36

86

820

8

46

46

36

36

46

37

42

37

88

840

8 1/5

47

47

37

37

47

38

43

38

90

860

8 1/4

48

48

38

38

48

39

44

39

92

880

8 1/3

49

49

39

39

49

40

45

40

94

900

8 1/2

50

50

40

40

50

41

46

41

96

920

9

51

51

41

41

51

42

47

42

98

940

9 1/5

52

52

42

42

52

43

48

43

100

960

9 1/4

53

53

43

43

53

44

49

44

102

980

9 1/3

54

54

44

44

54

45

50

45

104

1000

9 1/2

55

55

45

45

55

46

51

46

106

1020

10

56

56

46

46

56

47

52

47

108

1040

10 1/5

57

57

47

47

57

48

53

48

110

1060

10 1/4

58

58

48

48

58

49

54

49

112

1080

10 1/3

59

59

49

49

59

50

55

50

114

1100

10 1/2

60

60

50

50

60

 

Base Walk Speed: 10

Base Sight: 30

Quick Item: 8 slots

Inventory: 24 slots

 

 

Strength

Saves against Entanglement - Effects that restrict character's actions

Increases effects of strength type abilities

 

To Hit - Chance to hit with weapons. (Dice 0-40, 0=Critical Hit, 40=Critical Miss)

For example, 6 means must roll 6 or less to hit AC 0, To Hit - AC = maximum no that can hit

 

Weight - Maximum quantity of items allowed being equipped. If characters carry more weight they can handle, they will receive a -1 saves / reflex penalty per point over.

 

Strength measures the physical power the character owns by nature. It will greatly define the ability of a character in physical combat. This is important for characters that rely on combat skills and battles at front lines such as knights /cavaliers; and less important to mages / sorceresses.

 

 

Vitality

Saves against Weaken - Effects that alters character's stats

Increases effects of vitality type abilities

 

Hit Point - Amount of damage a character can take before death.

 

Stamina - Depletes when making movements in combat. Should it drops below 0 the character will receive a -5 penalty on reflex and saves until recovered by rest or other means.

Vitality represents the fitness level of a character’s body. This is essential for one’s ability to survive from various harms in the field. This is most important to character that have to stay in front lines often such as knights / cavaliers and cleric / priestesses; and less important to those who do not face enemies directly such as bards / rogues or mages / sorceresses.

 

 

Dexterity

Saves against Damage / Trap - Effects that directly or indirectly damage character

Increases effects of dexterity type abilities

 

Range Attack+ - Proficiency with range weapons. This grants extra attacks.

 

Reflex - Speed that character can act. Reflex points will be spent for actions taken in each round, (6 seconds) and will be recharged in the start of next round. More reflex points allow character to perform more acts in the same amount of time.

 

Different actions will varies in amount of reflex points to perform

Dexterity renders the agility and quickness in actions and reflex. Characters with higher dexterity value will have more chances to take the initiative in battle. This is most important to characters that rely on range attacks and natural skills rangers / huntresses or traveler’s skills such as bards / rogues; and not so important to others although it can help increase knights / cavaliers’ rate of attack.

 

 

Intelligence

Saves against Magic - Effects that is mythical and magically based

Increases effects of intelligence type abilities

 

Ability - Maximum number of abilities the character can learn.

 

vs. Saves - Bonus to vs. saves value when casting abilities. This makes the effects of skills cast by character harder to be avoided by the opponents.

 

Intelligence describes the character's potential to learn and control their skills and techniques. It is crucial for characters that are highly dependent on their class skills in order to survive. This is important to character that rely on arcane or divine spells such as mages / sorceresses or clerics / priestesses; and not so important to other classes.

 

 

Charisma

Saves against Mind Affecting - Effects that alter character's mental state

Increases effects of charisma type abilities

 

Morale - Amount of pressure a character can take before morale failure. Event such as sudden loss of significant amount of hit points, cursed by multiple harmful ability effects, surrounded, losing teammates or seeing allies in morale failure. Higher morale values allow character to face hard situations with losing control.

 

Focus - When characters are hit and received physical damage in combat, whether by spell, sword or other means, a successful focus save vs. 40 must be made or they will be paused for the rest of this round. Also any skills they are attempting to cast will be disrupted and turned to waste with no effect.

 

Charisma draws the personal influence and ability to face various circumstances. This is essential for characters that wish steady performance and allows their venture to be easier. This is important to character that require to face enemies directly such as knights / cavaliers or clerics / priestesses; and is less important to other classes

 

 

Walk Speed

The movement speed of a character. While reflex points will not affect base walk speed, there are certain effects from spells or items that will allow characters to improve their movement rate.

 

Sight Range

General distance that the character will able to detect and react to other characters. The base sight is fixed but like base walk speed it can be improved through effects of spells or items. Characters with special abilities such as detection or infravision will also be restricted with their base sight range.

 

Quick Item

The quick item slots are for quick uses in battles or serious conditions. Only usable items (not including equipments) such as potions or scrolls can be placed in quick item slots.

 

Inventory

Each character will have 24 inventory slots for start and can place any items within. Some items are stackable can be placed in multiple within 1 slot.

 

Morale Failure & Recovery

When taken damage, character will need to save vs. Charisma 40 or lose morale point equal to amount of hit point lost. As morale point drops to 0 or below, characters will morale failure and become uncontrollable and takes random actions..

Each turn character will automatically make a save vs. Charisma 25 to recover 1-4 morale point. Effects of morale failure will continue until morale point is recovered to 0 or more.

 

Reputation

Each character owns a reputation, ranged from 20 to -20 which represents their good / evil status in the realm. Reactions of NPC will change due to the reputation status the character owns. Actions and consequences may change reputation of characters, making them more or less welcomed in places or different people.

 

 

Skill Progression / EXP Chart

Experience serves as abstract factor for a character’s growth and development, which once accumulated enough a character, will gain a level up. With each level up, character can choose to earn a new feats and skills according to their classes and races.

 

LV

1

2

3

4

5

6

7

8

9

10

EXP

1

3

                   

2

4

                 

1000

3

4

1

               

3000

4

5

2

               

6000

5

6

3

               

10000

6

7

3

1

             

15000

7

8

4

1

             

21000

8

9

4

2

             

28000

9

10

5

2

             

36000

10

11

5

3

             

45000

11

11

6

3

1

           

55000

12

12

6

4

1

           

66000

13

12

7

4

2

           

78000

14

13

7

5

2

           

91000

15

13

8

5

3

           

105000

16

14

8

6

3

1

         

120000

17

14

9

6

4

1

         

136000

18

15

9

7

4

2

         

153000

19

-

10

7

5

2

         

171000

20

 

10

8

5

3

         

190000

21

 

11

8

6

3

1

       

210000

22

 

11

9

6

4

1

       

231000

23

 

12

9

7

4

2

       

253000

24

 

12

10

7

5

2

       

276000

25

 

13

10

8

5

3

       

300000

26

 

13

11

8

6

3

1

     

325000

27

 

14

11

9

6

4

1

     

351000

28

 

14

12

9

7

4

2

     

378000

29

 

15

12

10

7

5

2

     

406000

30

 

15

13

10

8

5

3

     

435000

31

   

13

11

8

6

3

1

   

465000

32

   

14

11

9

6

4

1

   

496000

33

   

14

12

9

7

4

2

   

528000

34

   

15

12

10

7

5

2

   

561000

35

 

 

15

13

10

8

5

3

   

595000

 

LV

1

2

3

4

5

6

7

8

9

10

EXP

36

15

15

15

13

11

8

6

3

1

 

630000

37

-

-

-

14

11

9

6

4

1

 

660000

38

     

14

12

9

7

4

2

 

713000

39

     

15

12

10

7

5

2

 

751000

40

     

-

13

10

8

5

3

 

790000

41

       

13

11

8

6

3

1

830000

42

       

14

11

9

6

4

1

871000

43

       

14

12

9

7

4

2

913000

44

       

15

12

10

7

5

2

956000

45

       

-

13

10

8

5

3

1000000

46

         

13

11

8

6

3

1045000

47

         

14

11

9

6

4

1091000

48

         

14

12

9

7

4

1138000

49

         

15

12

10

7

5

1186000

50

         

-

13

10

8

5

1235000

51

           

13

11

8

6

-

52

           

14

11

9

6

 

53

           

14

12

9

7

 

54

           

15

12

10

7

 

55

           

-

13

10

8

 

56

             

13

11

8

 

57

             

14

11

9

 

58

             

14

12

9

 

59

             

15

12

10

 

60

             

-

13

10

 

61

               

13

11

 

62

               

14

11

 

63

               

14

12

 

64

               

15

12

 

65

               

-

13

 

66

                 

13

 

67

                 

14

 

68

                 

14

 

69

                 

15

 

70

                 

-