=====PRIMARY STATS=====
All classes start at 10 in each base stat. Different classes specialize in different base stats. Each class has a "main stat" and a "secondary stat" which affect their Power Rating, except Wizards, who rely purely on Intelligence.
Vigor (VIG): Primary HP stat.
Strength (STR): One of three main damage stats. Increases blocking effectiveness.
Dexterity (DEX): One of three main damage stats. Increases parrying effectiveness and slightly increases crit chance.
Intelligence (INT): One of three main damage stats.
Endurance (END): Contributes somewhat to HP and damage resistance, and is the main stat for increasing Energy,
Luck (LUK): Increases rarity of item drops and slightly increases dodging effectiveness, damage resistance, and crit chance.
HP = 50 + VIG*5 + END*2
Energy = 50 + END*5
===SECONDARY STATS=====
Power Rating: (LVL - 15 + MAINSTAT + SECONDARYSTAT/2)*10
Attack Rating = (PowerRating)² * 0.5 * MOTIONVALUE
Dodge Frames = 1 + DEX*0.05 + LUK*0.025 [Noticeably easier to dodge with every 20 points in DEX, as well as every 40 points in LUK]
Block Effectiveness = 1 + STR*0.05 [Noticeably more stable blocking with every 20 points in STR]
Parry Frames = 1 + DEX*0.05 [Noticeably easier to parry with every 20 points in DEX]
Damage Negation formula: (ATTACK - DEFENSE) * (1-RES)
Resistance growth: PLAYERLEVEL - AREALEVEL + END*0.1 + LUK*0.05 [If a character is a higher level than the current area, they will resist more damage. If they are a lower level than the current area, they will take more damage]
Crit Chance = 0.005 + DEX*0.0025 + LUK*0.0025 (base 0.5% chance to crit, plus 0.25% chance for every 10 points of DEX or LUK, so that a LVL 1 character has a 1% crit chance)
=====Player Classes=====
==STR Based==
Barbarian (STR/VIG raw damage, huge damage mitigation)
Monk (STR/DEX Jack of all trades, can ignore hunger and some bad effects, balances damage and defense with [Balance] skill)
Paladin (STR/INT 2H + Shield, buffs and auras, slow, low sustain damage, can purge bad effects)
==DEX Based==
Alchemist (DEX/INT build inventions, jack of all trades, uses lots of expensive materials)
Gunslinger (DEX/END range, debuffs and CC, ammo is expensive, gets huge buffs on kills)
Rogue (DEX/LUK mobility and support, low bulk, can pick locks and disarm traps)
==INT Based==
Astrologer (INT/LUK long cast times and summons, bulky ritual caster, huge potential but easily interrupted)
Necromancer (INT/STR summoning jack of all trades, absorbs energy from creatures dying, can resurrect allies)
Wizard (INT/INT raw damage [only class to double-dip a main stat, ultimate glass cannon])
=====Itemization=====
==Rarities==
✧ Normal
☆ Magic
✯ Rare
✯✯ Double Rare
✵ Legendary
When an item would drop, the game checks if it's Legendary. If not, it checks if it's Magic. If not, it drops as Normal. If it is Magic, the game checks whether each affix is Rare. For items with two affixes, each has less than half the chance for each affix to be Rare compared to items with only one affix.
Item Drop Rate = ITEMRARITY + LUK*0.01 + [(AREALEVEL - PLAYERLEVEL)*0.01]
Essence (serves both as money and EXP) Drop Rate = 1 + LUK*0.1 (1% more money for every 10 points of Luck)
==Skills==
Skills use keywords and symbols to communicate information
[Name] {↷Energy Point cost|⇝Casting time|↻Cooldown time}
[Sacred Blast] {↷60 EP|⇝2 sec|↻60 sec}
┏━━━━━━━━━━━━━━┑
┠──[✧Sacred Blast]
┃ ╰╼[Skill Gem]
┃ ╰╼ Value ❖100
┠─[↷60 EP|⇝2 sec|↻60 sec]
┠─Motion Value ⇘1.5
┃"Shatter molecules with
┃ a blast of divine energy."
┗━━━━━━━━━━━━━━┙
Motion Values: Base is 1. Weapons and Skills both have motion value multipliers, and some Skills also require certain kinds of equipment. Fast weapons like daggers and wands have lower motion values, and slower weapons like greatswords and scythes have higher motion values. This is usually proportional, but as speeds get extremely slow, their motion values tend to rise even further, and as speeds get extremely fast, their motion values tend to drop even further.