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The '''Attribute System''' defines the core growth of every character. Attributes determine how a character develops in combat and exploration, while directly influencing derived stats such as Attack, Defence, and Hit Rate. 


<b>Attributes</b> are the in-game values that represent the power of the player.
There are two types of character levels: 
* '''Base Level''' – Determines a character’s overall level and provides attribute points.
* '''[[Classes#Job Levels|Job Level]]''' – Determines a character’s job progression and provides skill points. 


==Strength==
This page covers the '''Base Level''' system and how it grants attribute points that can be allocated to improve attributes. Attributes form the foundation of all character progression. 


[[File:Strength.png|75px]]
Attributes matter because:
* They shape offensive and defensive potential.
* They directly modify core stats (HP, MP, ATK, etc.). 
* They allow specialization for different playstyles (damage, tanking, speed, or critical hits). 


Increases ATK with melee weapons
== Leveling and Attribute Points ==
 
Characters gain attribute points as they increase their Base Level. 
 
* All characters start at '''Base Level 1''' with 27 attribute points automatically distributed by class. These cannot be reallocated. 
* From '''Levels 2–100''', players gain 3 points per level (297 total). 
* From '''Levels 101–130''', players gain 2 points per level (60 total). 
* From '''Levels 131–150''', players gain 1 point per level (20 total). 
* '''Total points earned through leveling: 404'''. 
 
=== Allocation Rules ===
* Attributes can be increased by spending attribute points. 
* Maximum point allocation is '''99'''; higher values must come from other sources such as equipment or artifacts. 
* Scaling costs: 
** 1 point per level from '''1–50''' 
** 2 points per level from '''51–98''' 
** 3 points to reach '''99''' 
* A character can raise two attributes to '''99''' and still have 110 points left for others. 
 
== Attributes ==
 
=== Strength (STR) ===
[[File:Strength.png|75px]] 
* ATK with melee weapons. 
 
=== Vitality (VIT) ===
[[File:Vitality.png|75px]] 
* Increases HP 
* Increases DEF 
 
=== Dexterity (DEX) ===
[[File:Dexterity.png|75px]] 
* ATK with ranged weapons 
* Increases HIT 
* Increases BLOCK 
* Increases CTR 
 
=== Agility (AGI) ===
[[File:Agility.png|75px]] 
* Increases FLEE 
* Increases ASPD 
 
=== Intelligence (INT) ===
[[File:Intelligence.png|75px]] 
* Increases MATK 
* Increases MP 
* Increases MDEF 
 
=== Luck (LUK) ===
[[File:Luck.png|75px]] 
* Increases CRIT 
* Increases CRIT DMG
 
== Stats ==
 
=== Health (HP) ===
* Total amount of health; reaching '''0 HP''' results in death. 
* Increased by Vitality. 
* '''Regen:''' X HP every 2s. 
 
=== Mana (MP) ===
* Resource used to cast skills. 
* Increased by Intelligence. 
* '''Regen:''' X MP every 2s. 
 
=== Attack (ATK) / Offhand Attack ===
* Represents physical damage output. 
* Increased by Strength (melee) and Dexterity (ranged). 
* Used as the base number in damage calculations. 
 
=== Magic Attack (MATK) ===
* Represents magical damage output. 
* Increased by Intelligence and Dexterity. 
* Used as the base number in magical damage calculations. 
 
=== Defence (DEF) / Flat Defence ===
* DEF reduces incoming physical damage by a percentage. 
* Flat Defence reduces incoming physical damage by a flat amount. 
* Increased by Vitality. 
* '''Damage Reduction:''' X% 
 
=== Magic Defence (MDEF) / Flat Magic Defence ===
* MDEF reduces incoming magic damage by a percentage. 
* Flat Magic Defence reduces incoming magic damage by a flat amount. 
* Increased by Intelligence and Vitality. 
* '''Damage Reduction:''' X% 
 
=== Hit (HIT) ===
* Increases chance to hit enemies. 
* Increased by Dexterity. 
* '''Hit Chance:''' X% 
 
=== Flee (FLEE) ===
* Increases chance to evade attacks (less effective against multiple enemies). 
* Increased by Agility and Dexterity. 
* '''Evade Chance:''' X% 
 
=== Critical Rate (CRIT) / Critical Damage (CRIT DMG) ===
* Physical attacks and skills have a chance to deal critical hits. 
* Increased by Luck. 
* '''X% chance''' to deal '''X% additional damage'''. 
 
=== Block Rate (BLOCK) ===
* Chance to negate physical attacks when using a shield. 
* Increased by Dexterity. 
* '''Block Rate:''' X% (capped at 75%). 
 
=== Attack Speed (ASPD) ===
* Reduces delay between basic attacks and skills (capped at 193). 
* Increased by Agility and Dexterity. 
* '''Attack Delay:''' X.XXs 
* '''Attacks Per Second:''' X.XX 
 
=== Cast Time Reduction (CTR) ===
* Reduces skill cast times. 
* Increased by Dexterity and Intelligence. 
* '''Cast Time Reduction:''' X% (capped at 90%).
 
== See Also ==
 
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<noinclude>[[Category:Game Systems]]</noinclude>