===== Summary ===== The six primary stats are strength ([[stats#STR]]), endurance ([[stats#END]]), agility ([[stats#AGI]]), dexterity ([[stats#DEX]]), magicka ([[stats#MAG]]), and magical resistance ([[stats#RES]]). Secondary stats include health points ([[stats#HP]]), mana points ([[stats#MP]]), and skill points ([[stats#SP]]). With the exception of MP, all stats can be assigned and grown in a similar manner—by using them. The base stats for a human are 10 each for the primary stats. Base HP value is 20, and SP value is based on a knowledge and use of active skills. Except for in children, any primary stat below the averages listed above are considered deficient. ==== STR ==== Strength is a measure of how much force a being can exert with their muscles. It can be raised by performing activities such as lifting weights, striking objects or people with force, or doing intense physical labor. An example of a person with high strength might be a farm hand or a porter. ==== END ==== Endurance measures an individual's stamina. To raise endurance, a person should work long hours, push past their exhaustion, or take damage repeatedly. Office workers and those who enjoy marathons have very high endurance. ==== AGI ==== Speed and flexibility can increase by performing feats of acrobatics, running races, or challenging one's balance. Dance and martial arts are common among those who focus on their agility. ==== DEX ==== Dexterity is akin to accuracy. Most craftsmen have high dexterity, as it is easily raised by working with one's hands on tasks that require precision. Drawing, smithing, and carpentry can all increase a person's dexterity. ==== MAG ==== Magicka is the ability to manipulate mana. Everyone is born with it, but not everyone chooses to learn how to use it. Since most technology has some magic in it, MAG affects the ability of a person to utilize technology and items. To raise one's magicka, one must use magic either through spells or items. ==== RES ==== Magical resistance will reduce the efficiency of magic on a person, for good or for ill. For example, healing someone with high RES via magic will be more difficult. To raise this stat, one must be subjected to the effects of mana or magic. Raising RES can be done by venturing deeply into the dungeon, where the atmospheric mana is dense, or by being targeted by many spells. ==== HP ==== Health points are a measure of a person's ability to take damage. Unlike endurance, HP is raised primarily by having a healthy lifestyle. A good diet, exercise, and proper self-care are vital to having high HP. To restore lost HP, a person must heal and recover from the damage they have taken. When HP reaches 0, a person is on the brink of death and unable to move. ==== MP ==== Unlike other stats, mana points are calculated. To do so, find the average of MAG and RES, then divide by three and round up to the nearest whole number. MP is spent any time a person casts a spell, but is not spent by using a magical item. To raise it, one must raise MAG and RES. Resting can regain lost MP. Once a person's MP reaches 0, they can no longer use magic or magical items. ==== SP ==== Skill points are a measure of a person's ability to concentrate on a given task. Each time a person uses their skill points, they have a small chance of gaining one skill point (approximately a 1/20 chance). Skill points are regained by rest. When a person has 0 skill points remaining, means that person is unable to concentrate on a task. ==== Altering Stats ==== Aside from practicing as a method to alter one's stats, there are other methods that can be primarily found in the dungeon. These methods include, but are not limited to, [[items|consumable items]], [[curse|curses]] and [[magic|spells]], [[treasures]] and [[boons]], and [[monster:start|monster]] activity. These can raise or lower stats either temporarily or permanently, and should be recorded separately on the character sheet, especially in the case of MP changes for ease of calculation. ===== Stat Caps ===== Stats can be increased to a cap based on the human's level, regardless of how the stat points were acquired. These caps cannot be overcome without leveling up. ^ Level ^ Cap ^ | 1 | 50 | | 2 | 65 | | 3 | 85 | | 4 | 110 | | 5 | 145 | ===== Leveling Up ===== Once a human reaches the stat cap for their level, they must level up if they want to increase that stat higher. A human cannot level up on their own, but must complete [[dungeon]] quests for the [[guild]] in order to gain trust and reputation before the guild will allow them to undergo a magical ritual. After this ritual, a human's stats will increase by a factor of 1.2 and their stat cap will be multiplied by 1.3 and rounded up to the nearest multiple of five. ^ Level ^ Required Quests ^ | 1 | n/a | | 2 | 10 | | 3 | 25 | | 4 | 50 | | 5 | 100 | ===== Grades ===== Letter grades listed beside the stats indicate overall ability not determined by level caps. These are intended to help the [[DMing|DM]] grasp appropriate difficulty levels for challenges, but they are also used as flavor, since most [[character|characters]] will not know their direct stat values, but instead the grade. ^ Grade ^ Value ^ | F | <10 | | E | 10-15 | | D | 16-40 | | C | 41-115 | | B | 116-365 | | A | 365-999 | | S | >1,000 |