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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. | |||
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. | |||
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. | |||
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). | |||
== 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 == | |||
{{Template:Navbox}} | |||
<noinclude>[[Category:Game Systems]]</noinclude> |