Difference between revisions of "Stats"

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'''Intelligence''':
 
'''Intelligence''':
  
Affects your maximum Mana and the power, success rate, and hunger cost of spells.
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Affects your maximum Mana and the power, success rate, and hunger cost of spells. Intelligence also defends against PHYSIC damage.
  
 
Each additional point in Intelligence gives 3 maximum Mana and halves the failure rate of spells (or if the failure rate is above 50%, doubles the success rate).
 
Each additional point in Intelligence gives 3 maximum Mana and halves the failure rate of spells (or if the failure rate is above 50%, doubles the success rate).
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Note that your Sword and Shield gear levels are considered 0 when not in human form!
 
Note that your Sword and Shield gear levels are considered 0 when not in human form!
  
-derived stats
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'''Accuracy'''
-Resistances
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Accuracy helps you land melee and ranged attacks against enemies. When determining if a hit lands, two dice are rolled for Accuracy of the attacker and two dice for Evasion of the target. If the Accuracy is higher, it is a hit but otherwise a miss.
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''Accuracy = 1 + Level/2 + Dexterity''
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'''Evasion'''
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Evasion helps you dodge melee and ranged attacks. Magic ''cannot'' be dodged.
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''Evasion = 5 + Level + Dexterity/2 - Size*2''
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Normally, your Size is 2. Bat form results in Size 0. Werewolf form gives Size 3. The Big status doubles your Size.
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'''Resistances'''
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There are 10 elemental types in the game and you have a resistance level to each. Check y
  
 
== Strategy ==
 
== Strategy ==

Revision as of 03:23, 25 September 2018

Level:

Your XP Level starts at 1 and caps out at 15. Your Level affects several of your stats including your maximum HP, maximum Mana, Attack, Accuracy, and Evasion. You get to select 1 primary stat upgrade when leveling up.

Speed:

Speed affects how fast you can move or perform actions. If a monster has 20 speed and your speed is 10, that monster will be able to take an action on average 2 times as often as you can take an action. The actual effect of monster speed is variable however, ranging from 50%-150% of their base speed. The result is that kiting slow monsters is never perfectly safe and even monsters that are your same speed will sometimes appear to take an extra turn or skip a turn.

You get a +2 Speed bonus when in vampire or werewolf forms.

Strength:

Contributes to your Attack and Defense stats. Also, you get a 1.5% damage reduction for each point of strength in excess of 10.

You get a 50% Strength bonus when in vampire or werewolf forms.

Dexterity:

Contributes to your Accuracy and Evasion stats.

Intelligence:

Affects your maximum Mana and the power, success rate, and hunger cost of spells. Intelligence also defends against PHYSIC damage.

Each additional point in Intelligence gives 3 maximum Mana and halves the failure rate of spells (or if the failure rate is above 50%, doubles the success rate).

Attack:

Determines how much damage you will deal in physical attacks. This base amount of damage will be 75%-125% (or 200% for critical hits) of your Attack before considering enemy defenses.

Melee Attack = Strength + Level/2 + Sword

Ranged Attack = 8 + Revolver*2

Defense:

Defense = Strength/2 + (Plate + Leggings + Shield)/3

Note that your Sword and Shield gear levels are considered 0 when not in human form!

Accuracy Accuracy helps you land melee and ranged attacks against enemies. When determining if a hit lands, two dice are rolled for Accuracy of the attacker and two dice for Evasion of the target. If the Accuracy is higher, it is a hit but otherwise a miss.

Accuracy = 1 + Level/2 + Dexterity

Evasion Evasion helps you dodge melee and ranged attacks. Magic cannot be dodged.

Evasion = 5 + Level + Dexterity/2 - Size*2

Normally, your Size is 2. Bat form results in Size 0. Werewolf form gives Size 3. The Big status doubles your Size.

Resistances There are 10 elemental types in the game and you have a resistance level to each. Check y

Strategy