Core Formulas
Core Formulas
Health (HP)
-
Max HP:
(Endurance × 6) + (Resistance × 2)
Example: Endurance 14 + Resistance 9 = (14×6) + (9×2) = 84 + 18 = 102 HP. -
HP Regen/Hour:
(Vitality × 3) + (Reaction × 1)
Example: Vitality 9 + Reaction 5 = (9×3) + (5×1) = 27 + 5 = 32 HP/hour.
(Reaction adds resilience to recovery.)
Mana (MP)
-
Max MP:
(Intelligence × 5) + (Control × 1)
Example: Intelligence 5 + Control 4 = (5×5) + (4×1) = 25 + 4 = 29 MP.
(Control refines mana capacity.) -
MP Regen/Hour:
(Wisdom × 2) + (Vitality × 1)
Example: Wisdom 3 + Vitality 3 = (3×2) + (3×1) = 6 + 3 = 9 MP/hour.
(Wisdom enhances Vitality during recovery.)
Stamina (SP)
-
Max SP:
(Willpower × 4) + (Endurance × 1)
Example: Endurance 14 + Willpower 5 = (14×4) + (5×1) = 56 + 5 = 61 SP.
(Willpower fuels endurance.) -
SP Regen/Hour:
(Focus × 2) + (Vitality × 1)
Example: Reaction 14 + Vitality 9 = (14×2) + (9×1) = 28 + 9 = 37 SP/hour.
(Vitality aids physical recovery.)
Stat Roles
Pool | Primary Stat | Secondary Stat | Regen Drivers |
---|---|---|---|
Health | Endurance (x6) | Resistance (x2) | (Vitality x3) + Reaction |
Mana | Intelligence (x5) | Control (x1) | (Wisdom x2) + Vitality |
Stamina | Willpower (x4) | Endurance (x1) | (Focus x2) + Vitality |
P. Def. | Endurance (x2) | Agility (x1) | |
M. Def. | Willpower (x2) | Resistance (x1) | |
P. Atk. | STR or AGI (x3) | PER or Will (x1) | |
M.Atk. | INT or WIS (x3) | Will or Focus (x1) | |
Walk Spd. | Agility (x2) | Reaction (x1) |
Physical Defense (PD):
- Purpose: It mitigates damage taken from physical attacks such as weapon strikes, unarmed blows, or physical projectiles. A higher PD reduces the effectiveness of such attacks, preventing or lessening injury.
- Calculation:
(Endurance × 2) + (Agility × 1)
PD is influenced by the character’s Endurance (END) and Agility (AGI), gear (such as armor), and possibly skills or bonuses like passive skills from a class or race. Certain items, enchantments, and magical runes on armor can further boost PD.
Mental Defense (MD):
- Purpose: It protects against mental or psychic attacks, which may involve skills that attempt to control, manipulate, or affect a character's mind (e.g., charm, fear, confusion). A higher MD provides resistance to these effects.
- Calculation:
(Willpower × 2) + (Resistance × 1)
MD is primarily based on a combination of Willpower (WILL) and Resistance (RES), along with any modifiers from titles, specific gear, or skills.
Interactions with the System:
- Scaling Effects: Both PD and MD scale with levels and stats. If a character allocates points into END, WIS, or INT, these defenses naturally increase.
- Titles and Skills: Certain achievements or titles grant flat bonuses or percentage-based increases to PD and MD.
- Mechanics: When a character faces an attack, the system determines the effectiveness of that attack by comparing the attacker’s offensive stat (e.g., Strength or Magic Power) to the defender’s PD or MD. If the defense significantly outweighs the offensive stat, damage or effects are minimized.
Regeneration Per Second (Combat Tracking)
For combat tracking, divide hourly regeneration by 3600:
- HP Regen/Second: HP Regen per Hour ÷ 3600
- MP Regen/Second: MP Regen per Hour ÷ 3600
- SP Regen/Second: SP Regen per Hour ÷ 3600
Example: 32 HP/hour = 0.0089 HP/second (approximately 1 HP per 112 seconds)
During narrative time, regeneration is estimated based on story progression rather than precise calculations.