|
Stat and Character Info
By KarlMarx9001
I wrote this up after getting tired of restarting the game to try different character types. All testing was done with level one characters. I'm still looking for information on how leveling up changes your attacks and swings, and whether it differs between character classes. All the statistics are on a per-point basis; that is, the .04 AC that each point of speed gives you means that a character with 100 dexterity will have 100 * .04 = 4 more points of AC than a character with 0 dexterity. For the character class comparisions, I only added up the statistics the class actually uses, listed in the suggested order for increasing at level up. -------------------------------------------------------------------------------- Gaining Levels: Other than points for statistics and skills, you get extra swings, extra attacks, spell points, and a little attack rating. No idea how it all works, exactly. -------------------------------------------------------------------------------- Strength 2.5 lbs carry weight, .7 stamina Melee: .1 to Hit, .1 Attack Rating, 2%/1% damage above/below 50 Ranged: 1%/.5% damage above/below 50 Intelligence ? spell points Piety .7 stamina, ? spell points Vitality 1.25 lbs carry weight, .7 stamina, .125 HP/Level Dexterity Ranged: .1 to Hit, .125 Attack Rating Melee: .1 to Hit, .083 Attack Rating Adds extra attacks as you level up, although slower than speed Speed .04 AC, .2 Initiative Adds extra attacks and swings as you level up Senses Melee: .05 to Hit, .05 Attack Rating Ranged: .05 to Hit, .05 Attack Rating -------------------------------------------------------------------------------- Power Strike Melee: .05 to Hit, .05 Attack Rating Iron Will .2 all magic resistances Iron Skin .25 damage resistance Reflection .06 AC Snake Speed .1 Initiative Eagle Eye Ranged: .0625 to Hit, .0625 Attack Rating -------------------------------------------------------------------------------- Close Combat Melee: .05 Attack Rating, .01 # of attacks Ranged Combat Ranged: .05 Attack Rating; maxing this gives you an extra swing Dual Weapons .005 of weapon skill Attack Rating bonus for primary weapon .0025 of weapon skill Attack Rating bonus for secondary weapon note: percentage-wise enables all the extra attacks, swings, and attack rating you'd receive from weapon skills note: 0 skill gives 1/2 weapon skill bonuses for primary 1/4 weapon skill bonuses for secondary note: strength damage bonus for second weapon starts off 1/4 -------------------------------------------------------------------------------- Sword .1 Attack Rating, .01 # of swings Axe .1 Attack Rating, .01 # of swings Polearm .1 Attack Rating, .01 # of swings Mace .1 Attack Rating, .01 # of swings Dagger .1 Attack Rating, .01 # of swings Staff .1 Attack Rating, .01 # of swings Shield .01 * shield AC Modern Weapon .1 Attack Rating, no extra swings, no strength damage bonus Bow .1 Attack Rating; maxing this gives you an extra attack Throwing/Sling .1 Attack Rating Martial Arts .1 Attack Rating, .085 damage Stealth .1 AC -------------------------------------------------------------------------------- Fighter Dual-wielding appears to increase your damage between 25% and 50%, so I'd recommend it over the small boost in AC a shield will give. Suggested order for maxing statistics at level up: Strength, speed, dexterity, vitality, senses Lizardman 310, +15 magic resist Mook 285, +40 magic resist Dwarf 280, +12 magic resist, +7 damage resist Dracon 295, +10 magic resist, breathes acid Hobbit 300, +10 magic resist Felpurr 295, +15 magic resist Rawulf 275, +30 magic resist Elf 265, +30 magic resist Gnome 275, +20 magic resist Human 285 Faerie 270, +60 magic resist, +2 ac, 2/3rds carrying capacity -------------------------------------------------------------------------------- Lord The fighter is better as a duel-wielder (the extra 25 points in dual wield doesn't do squat), so only use this class if you want the magic. The health regeneration isn't fast enough to notice in combat, which is the only time it would matter. Suggested order for increasing statistics at level up: Strength, speed, dexterity, vitality, piety, senses Rawulf 335, +30 magic resist Dwarf 305, +12 magic resist, +7 damage resist Dracon 325, +10 magic resist, breathes acid Hobbit 330, +10 magic resist Felpurr 325, +15 magic resist Human 330 Elf 315, +30 magic resist Gnome 315, +20 magic resist Mook 300, +40 magic resist Lizardman 335, +15 magic resist, slower mana regeneration Faerie 290, +60 magic resist, +2 ac, 2/3rds carrying capacity, faster mana regeneration -------------------------------------------------------------------------------- Valkyrie Like the lord, only use if you want the magic. She's almost as good as a non-lizard fighter at polearms, though. Suggested order for increasing statistics at level up: Strength, speed, dexterity, vitality, piety, senses Dwarf 330, +12 magic resist, +7 damage resist Rawulf 335, +30 magic resist Dracon 325, +10 magic resist, breathes acid Felpurr 325, +15 magic resist Elf 315, +30 magic resist Hobbit 330, +10 magic resist Human 330 Mook 305, +40 magic resist Gnome 315, +20 magic resist Lizardman 335, +15 magic resist, slower mana regeneration Faerie 295, +60 magic resist, +2 ac, 2/3rds carrying capacity, faster mana regeneration -------------------------------------------------------------------------------- Ranger Only useful as a bow specialist, or possibly for the auto-scouting, depending on your play style. Items appear to be in obvious locations so far. Suggested order for increasing statistics at level up: Senses, speed, dexterity, strength, vitality, piety Faerie 305, +60 magic resist, +2 ac, 2/3rds carrying capacity, faster mana regeneration Mook 310, +40 magic resist Elf 315, +30 magic resist Rawulf 315, +30 magic resist Gnome 315, +20 magic resist Hobbit 320, +10 magic resist Human 325 Dwarf 310, +12 magic resist, +7 damage resist Dracon 310, +10 magic resist, breathes acid Felpurr 315, +15 magic resist Lizardman 307, +15 magic resist, slower mana regeneration -------------------------------------------------------------------------------- Samurai Fighters with critical strike, a bonus to swords, and mage spells. Dual wield looks good, as the increased number of attacks should give more criticals. Suggested order for increasing statistics at level up: Strength, speed, dexterity, vitality, piety, intelligence, senses Dwarf 355, +12 magic resist, +7 damage resist Mook 360, +40 magic resist Elf 365, +30 magic resist Rawulf 360, +30 magic resist Gnome 365, +20 magic resist Hobbit 370, +10 magic resist Human 375 Dracon 360, +10 magic resist, breathes acid Felpurr 365, +15 magic resist Lizardman 360, +15 magic resist, slower mana regeneration Faerie 360, +60 magic resist, +2 ac, 2/3rds carrying capacity, faster mana regeneration -------------------------------------------------------------------------------- Gadgeteer Stick with your gun. Anyone know the maximum engineering you need for gadgets? Suggested order for increasing statistics at level up: Senses, speed, dexterity, vitality, strength Mook 280, +40 magic resist Faerie 270, +60 magic resist, +2 ac, 2/3rds carrying capacity Hobbit 285, +10 magic resist Dracon 275, +10 magic resist, breathes acid Felpurr 280, +15 magic resist Elf 260, +30 magic resist Gnome 270, +20 magic resist Lizardman 270, +15 magic resist Human 275 Rawulf 255, +30 magic resist Dwarf 249, +12 magic resist, +7 damage resist -------------------------------------------------------------------------------- Ninja Best used as a thrown weapons specialist for the thrown criticals and penetration bonuses. If you want martial arts, go with a monk. Faeries apparently can use all ninja armor and weapons; can anyone confirm? Suggested order for increasing statistics at level up: Senses, speed, dexterity, vitality, strength, piety Faerie 305, +60 magic resist, +2 ac, 2/3rds carrying capacity, faster mana regeneration Mook 310, +40 magic resist Elf 315, +30 magic resist Rawulf 315, +30 magic resist Dwarf 299, +12 magic resist, +7 damage resist Gnome 315, +20 magic resist Hobbit 320, +10 magic resist Human 325 Felpurr 315, +15 magic resist Dracon 310, +10 magic resist, breathes acid Lizardman 307, +15 magic resist, slower mana regeneration -------------------------------------------------------------------------------- Monk The martial arts specialist; regular weapons with this one is a waste. Max your stealth, critical strike, martial arts, and close combat. Stealth is absolutely necessary to stay alive; you need that AC. Faeries apparently can use all monk armor; can anyone confirm? Suggested order for increasing statistics at level up: Strength, speed, dexterity, vitality, piety, senses Faerie 305, +60 magic resist, +2 ac, 2/3rds carrying capacity, faster mana regeneration Mook 310, +40 magic resist Dwarf 299, +12 magic resist, +7 damage resist Rawulf 315, +30 magic resist Gnome 315, +20 magic resist Hobbit 320, +10 magic resist Felpurr 315, +15 magic resist Human 325 Dracon 298, +10 magic resist, breathes acid Lizardman 287, +15 magic resist, slower mana regeneration Elf 265, +30 magic resist -------------------------------------------------------------------------------- Rogue Dual-wielding two daggers looks like the way to go. Then again, if you can backstab with other weapons (can you?), using swords would be a lot better. Suggested order for maxing statistics at level up: Strength, speed, dexterity, vitality, senses Lizardman 310, +15 magic resist (Yes, this isn't a misprint. Intelligence isn't used for anything but the secondary statistic for lockpicking.) Dracon 295, +10 magic resist, breathes acid Felpurr 295, +15 magic resist Hobbit 300, +10 magic resist Mook 285, +40 magic resist Dwarf 280, +12 magic resist, +7 damage resist Rawulf 280, +30 magic resist Gnome 275, +20 magic resist Human 285 Elf 265, +30 magic resist Faerie 270, +60 magic resist, +2 ac, 2/3rds carrying capacity -------------------------------------------------------------------------------- Bard A versatile class, as you can go ranged, dual wield, or sword and shield with equal effectiveness. Suggested order for maxing statistics at level up: Strength, speed, dexterity, vitality, senses, int Hobbit 340, +10 magic resist Mook 335, +40 magic resist Faerie 325, +60 magic resist, +2 ac, 2/3rds carrying capacity Felpurr 335, +15 magic resist Elf 315, +30 magic resist Dracon 330, +10 magic resist, breathes acid Dwarf 310, +12 magic resist, +7 damage resist Lizardman 330, +15 magic resist Gnome 325, +20 magic resist Human 330 Rawulf 310, +30 magic resist -------------------------------------------------------------------------------- Priest Depending on whether you want to emphasis fighting or power-casting, add points to vitality or intelligence. Suggested order for increasing statistics at level up: Piety, intelligence, speed, vitality, dexterity, strength, senses Faerie 360, +60 magic resist, +2 ac, 2/3rds carrying capacity, faster mana regeneration Mook 360, +40 magic resist Elf 365, +30 magic resist Rawulf 365, +30 magic resist Gnome 365, +20 magic resist Felpurr 365, +15 magic resist Dwarf 360, +12 magic resist, +7 damage resist Dracon 360, +10 magic resist, breathes acid Hobbit 370, +10 magic resist Human 375 Lizardman 360, +15 magic resist, slower mana regeneration -------------------------------------------------------------------------------- Alchemist Stock up on those sling bullets. Suggested order for increasing statistics at level up: Intelligence, piety, speed, vitality, dexterity, senses Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity, faster mana regeneration Elf 330, +30 magic resist Rawulf 325, +30 magic resist Gnome 330, +20 magic resist Hobbit 330, +10 magic resist Felpurr 325, +15 magic resist Mook 310, +40 magic resist Human 330 Dwarf 305, +12 magic resist, +7 damage resist Dracon 305, +10 magic resist, breathes acid Lizardman 300, +15 magic resist, slower mana regeneration -------------------------------------------------------------------------------- Bishop I'd almost not bother with weapons at all for this one. Suggested order for increasing statistics at level up: Piety, intelligence, speed, vitality, dexterity, senses Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity, faster mana regeneration Elf 330, +30 magic resist Rawulf 325, +30 magic resist Gnome 330, +20 magic resist Mook 310, +40 magic resist Felpurr 325, +15 magic resist Hobbit 330, +10 magic resist Human 330 Dwarf 295, +12 magic resist, +7 damage resist Dracon 290, +10 magic resist, breathes acid Lizardman 260, +15 magic resist, slower mana regeneration -------------------------------------------------------------------------------- Psionic Slings once more. Suggested order for increasing statistics at level up: Senses, piety, speed, intelligence, dexterity, vitality Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity, faster mana regeneration Elf 330, +30 magic resist Rawulf 325, +30 magic resist Gnome 330, +20 magic resist Hobbit 330, +10 magic resist Felpurr 325, +15 magic resist Mook 310, +40 magic resist Human 330 Dwarf 305, +12 magic resist, +7 damage resist Dracon 305, +10 magic resist, breathes acid Lizardman 300, +15 magic resist, slower mana regeneration -------------------------------------------------------------------------------- Mage Slings, as if you have a choice. Suggested order for increasing statistics at level up: Intelligence, piety, speed, vitality, dexterity, senses Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity, faster mana regeneration Elf 330, +30 magic resist Rawulf 325, +30 magic resist Gnome 330, +20 magic resist Hobbit 330, +10 magic resist Felpurr 325, +15 magic resist Mook 310, +40 magic resist Dwarf 305, +12 magic resist, +7 damage resist Human 330 Dracon 305, +10 magic resist, breathes acid Lizardman 330, +15 magic resist, slower mana regeneration -------------------------------------------------------------------------------- |