Retro

Statistics:
The four core or primary statistics are as follows.

Strengthaffects your damage, hit%, and max weight
Agilityaffects your evasion, hit%, and combat speed
Vitalityaffects your hit point growth and resist
Intellectaffects your magic power and resist

The derived or secondary statistics are as follows.

Hit Pointsrepresents how much pain you can take
Hit %how easy it is to hit a target with an attack
# Hitshow many times you can strike in combat
Damagehow much damage you can do per attack
Resisthow well you can resist magical attacks
Evadehow easy it is to dodge an opponent's attack
Absorbhow much your armor will reduce incoming attack by
Weighthow much your equipped load weighs
Speedhow quickly you can act in battle

At level 1, you divide 40 points between the four core statistics, and 30 points between Hit % and Resist. Note that Hit % is obviously of great benefit to fighters, but if you're not going to put any points into your Intellect (as fighters would tend to do) you might want to give yourself a good start in the Resist department. After you've done so, make a note of your maximum hit points for level 1. It's equal to [30 + Vitality].

At each level, you have the privledge of distributing two (2) points among the core statistics. Hit Points, Hit %, and Resist will increase as follows:

Hit Points8 + [Vitality / 2]
Hit %1 + 1 for each point you placed in Strength or Agility for that level
Resist1 + 1 for each point you placed in Vitality or Intellect for that level

And at any point, the other derived stats have values as follows:

# Hits1 + [Hit % / 32]
Damage[Strength / 2] + Weapon Power
Evade20 + Agility - Armor Weight
Absorbsum of all equipped gear's Absorb
Weightsum of all equipped gear's Weight
SpeedAgility [+ passive bonus)

The values for # Hits and Damage are a little different for people fighting barehanded.

# Hits2 + [Hit % / 16]
Damage[Strength / 4] [+ passive bonus]

Confused yet?


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