Stat Changes

We’ve made some changes to how Stats work that I’d like to take some time going over. Some of these changes are more extensive than others. I’ll do my best to explain how each system used to work, what we changed about it, and why. In general though, many of these changes were done to make stat progression linear, removing the bizarre break points in value that existed previously. We want every player to very easily understand what benefit they are getting from each and every stat point they add.


Below is a table showing Str values from 1-40. 40 is not a cap, you can assume any trends shown extend to infinity. The old system alternated randomly between giving damage and hit every other point, every third point, and sometimes every fourth point. The new system makes it so you gain +1 dmg on even levels, and +1hit on odd levels. In the mid to late 20’s you curve out slightly better, but an anomoly at 32/33/34 in the old system caught it back up. Both systems have the same +dmg at 34, and the new system slowly pulls ahead again as you go to infinity. Hit is similar, but with a slightly larger gap generated because it lacks the weird 32/33/34 boost.

Overall characters will have a little more hit and +melee damage at high levels than they did previously.

I’ve included a column regarding Bonus Weight. We’ve tweaked the weight calculation a bit. The old system used a method that involved the following line of code:

double maxWeight = 150 * (Math.floor(0.6 * str + 0.4 * con + 1));

What this means is each point of Str was worth ~90 weight and each point of Con was worth about 60 weight, but only if they ticked you over to the next “whole” number. This is kind of a silly way to do it, as it results in some str/con points not impacting your weight limit at all. We have replaced this code with the following:

double maxWeight = 150 + (75*str) + (75*con);

This makes it so every single point of Str/Con will add to your weight limit. We also changed it from a 60/40 split to a 50/50 split. Str is a bit less effective than it was, Con is a bit more, but both improve in terms of consistency.





















Below is a table showing Dex values from 1-40. 40 is not a cap, you can assume any trends shown extend to infinity. Dex gains +1 Dmg every 3 levels, starting at 5. This damage only applies to bows. The old damage scaling was very odd, with a bunch being front loaded between 15 and 18. This new system spreads it out evenly. Players with very high dex will ultimately have a little more damage than they did previously.

Dex also gains +1 hit every single level. This hit applies to all attacks (It did previously too amazingly enough). At very high Dex players will have considerably more hit than they did previously. This is a change that ultimately I think will be ok, and makes thematic sense with having an extremely dexterous character.

Easily the most significant change we made to all stats is how Dex affects your AC. Previously, adding Dex changed the ratio at which you obtained AC via leveling. This went from 1ac per 8 levels at 10 dex, down to 1ac per 4 levels at 18 dex. We have removed this mechanic from the Dex Stat completely. All players will gain 1ac per 8 levels regardless of their Dex.

Instead, Dex grants a static bonus to ac based on its value (including items/buffs). You gain 1ac per 3 Dex. Lower level characters will benefit from this change the most since essentially some of the bonus ac they previously gained via levels is now simply given to them. Most Higher level (think level 80) characters ultimately won’t have as an extreme benefit as they received previously from hitting the magical 18 dex break point, however if they are a character that increases Dex beyond the 30 mark, they WILL gain MORE AC with this system than they did previously.

In the end, Dex elves benefit considerably from all of these changes. They will have slightly more dmg and ac, and significantly more hit. All characters will benefit from Dex on items or buffs as it grants them bonus hit and potentially bonus AC.


Wisdom has undergone several changes. First and foremost, we’ve changed how MR scales with Wis. The old system gave a steadily increasing bonus starting at 17 Wis up to 23 Wis. This made hitting 23 wisdom an INCREDIBLY advantageous number. Simply adding from 22 to 23 wisdom gave you +10MR. Entire character builds existed around hitting this milestone. We have made the MR bonus per point of wisdom completely linear. Every point is worth 3MR. A character with 0 wisdom has -30MR.

This change makes each point of wisdom a very predictable bonus. The change makes getting some MR from Wisdom easier, as positive values can be achieved much earlier. The slower scaling between 17 and 23 makes it so the old system pulls ahead around 22 Wis, but the new system closes the gap by 27. If a player chooses to continue boosting wis to the max, they will find they have considerably more MR than the old system allowed. I should however mention that MR as a whole has significant diminishing returns. Obtaining extremely high base MR from wisdom is best utilized as a way to allow you to equip non-MR items, not so you can stack MR as high as possible.

Overall this change to MR scaling should make building a character much more flexible, as you can add wisdom to the exact amount of MR you feel you need without the necessity of going for exactly 23 for max value.

In addition to the change to MR, we have also changed how wisdom grants bonus MPR. Previously, wisdom only gave bonus MPR to players while they utilized a potion of mana. Now players will gain mpr based off the formula (Wisdom – 10) regardless of if they are using a mana potion. Mana potions now give a fixed 4mpr, and greater mana potions give a fixed 8mpr. You cannot go below 1mpr regardless of your wisdom score.

Lastly, we have updated the code that calculates MP gains. The old system took your wisdom value and compared it to a CASE check, getting an X and Y Seed value. The Y Seed value was used to roll between 0-Y, and the result was added to the static X seed value. This was then multiplied by a class modifier, and that was the mana you gained on levelup. The problem with this system is that at many points, increasing wisdom actually resulted in LOWER mana gains because different values were in different CASES seemly at random. If you have 27 Wisdom you had and X and Y seed of 5 each, but if you added to 28 Wisdom you had a 5 X seed and went back down to a 4 Y seed.

We have replaced the Case system with a formula that scales linearly. Classes still have the same modifiers and overall the scaling lines up very similarly, but without the weird backwards steps in progression. Original Stat bonuses (bonuses you get for going high wisdom at character creation) remain unchanged.


As stated above, Con now gives more weight reduction than it did previously and it does so on a consistent per point basis. The amount of weight gained by each point of con is identical to the table shown for Str.

We have adjusted how Con gives you HPR. The old system increased your tick range by 1 point per con, between 15 and 25 con. If you had less than 15 con you gained nothing. If you added beyond 25 you gained nothing. It only increased the potential top end of your regen ticks. It was very bad. I honestly think it was a relic from when stats capped at 25 and everyone had 1/3 the HP, and nobody ever bothered to update the HPR code.

The new system uses the following formula:

HPR = Random((Con-10)/2) + ((Con-10)/4)+1

Essentially every 2 points of con gives you a “random” regen point, and every 4 give you a “Static” regen point. A character with 18 con would have the following:

HPR = Random((18-10)/2)+((18-10)/4)+1 = Random(4)+(2)+1 = 3 to 7 per tick before additional bonuses.

Lastly, we have made significant changes to the HP levelup formulas. The old system used a hard coded value for each class, added your “original stat” bonuses for being a con character at creation, added (Con-15), and then rolled 0-2. For an 18 con knight this looked like this:

17 (Knight core) + 3 (bonus for starting con) + 3(18Con-15) + random(2)

HP gained per level = 23-25

For reference,  a 20 Str Knight HP gained per level = 17-19

Our new formula lowers the “core value” and makes con a greater factor. The new formula looks like this:

HP = (Class Core) + (Class Modifier)*((Con-10)/2)+(Original Bonus) + Random(2+(Con-10)/4)

Here is the same 18 Con Knight with the new system:

HP = 13 + (2*((18-10)/2)) + 3 + Random(2+((18-10)/4))
HP = 13 + (2*4) + 3 + Random(2+2)
HP = 24 + Random(4)
HP = 24-28

Here is the end result for the 20 Str Knight (14 con and no original bonus)

HP = 13+(2*2) + Random(2+1) + 0
HP = 17 + Random(3)
HP = 17-20

In the non-con case, the character ends up nearly equal to the old system. The Con Knight has a better top end, allowing for the possibility of higher HP. In general regardless of your class, adding con will not only increase your average HP, but also the variance of the top end. Low con characters will have fairly consistent HP’s due to the smaller “Random(X)” range. High con characters gain more static HP based off their  “(Class Modifier)*((Con-10)/2)” but also gain a wider “Random(X)” range of possibilities.

Here are the Core Value and Class Modifiers for each class:

Royal: Core = 10 Class Mod = 1.5
Knight: Core = 13 Class Mod =  2
Elf: Core = 9 Class Mod = 1
M: Core = 6 Class Mod = .75
DE Core = 9 Class Mod = 1
DK Core = 10 Class Mod = 1.5
Il Core = 7 Class Mod = .75

These values were ultimately selected based off the existing data as well as simulations of characters with various con scores. There is no build that was negatively impacted by this change, even if you add no Con at character creation. Con builds in general do benefit from it. Players that add con as they level will ultimately see a greater benefit than they did in the previous system.


This stat is more a topic for a post about summon monster changes. At this time there are no plans to change how Charisma works for most classes.


We have made a design change when it comes to INT that at a glance may seem big, but is really more of a quality of life change. We have also changed bonus SP scaling to be linear. You gain 1 bonus SP every 3 INT. This spreads out the huge amount of bonus SP that was previously concentrated between 18 and 24. Players with traditionally lower INT benefit from this, as they will have access to some bonus SP earlier. Mages leveling INT will suffer a bit in the 20-30 range, as they no longer get as much of their bonuses front loaded. However ultimately this change makes it so players who Max INT and wear INT items beyond will see an increase in SP.

The major design change we made was now every point of INT grants you one point of SP. This is in addition to any bonus SP, so at certain Int values you may gain 2 SP. Along with this change, INT itself is no longer a factor in the damage your spells do. This change does not affect the existing balance in the game. Previously spells used the combination of your INT and you SP in a 1:1 ratio to calculate damage. We are simply having SP reflect the sum total of all sources (Bonus SP, SP on items, Magic Level, Character Creation Bonuses, Etc.) so that it is easier to understand exactly how strong you are with magic. To recap, old system used INT + SP to calculate spell damage. The new system has every INT give 1 SP, and then only uses SP. Your SP on your character sheet will look much higher than you are traditionally used to, but it is for all intents and purposes the same as before (except for the smoother bonus SP scaling).


Ok this was a very long post! Please feel free to ask any questions in the comments or to give your thoughts on what you do/don’t like about the changes.



2 thoughts on “Stat Changes

  1. Puddles says:

    Quote of the day, “A character with 0 wisdom”. Are you saying we can roll a Hillary character?

    Idea of note. Did you just resurrect HP gambling? Thats what I am getting out of all of this. Oh, and CHR being the extra big toe of the stat tree, lol.

    A lot of changes to digest. No complaints I can come up with. Only way to actually wrap your head around it is to wait and test when the time comes. It will all center around the balance between items and monster difficulty. Looks to be a lot of fun ahead trying to find the real or imaginary break points. I have been told there is such a thing as tooooo much of something. Just need to find out what that is and add to something else.

    With the new systems, it will be a lot easier to predict things when it comes to adding stats after a hard earned level up. I never liked all the mystery. Although, nothing compares to the old damage formula for Illusionists.

    You still have not shaken me from my lofty tree as to what I will play with the server opens.

    Thanks for the update. Looks like a lot of work just getting it to us. Good luck and avoid all things Legion. (That guy is seriously messed up.)

  2. In a way I suppose we did bring back HP gambling, although in truth it never really left. The old system always involved an inherent 0-2 possibility range when you leveled. A big string of 2’s would result in good HP, a lot of 0’s would result in bad hp.

    Our change makes it so if you don’t ever add CON, you are roughly the same as you were before in that you earn the same average HP and you have the same base 0-2 variance. If you do add con, you are essentially getting both guaranteed HP and additional variance. That additional variance ultimately means yes, you could candle a bunch and see more variation in the results, hoping that you will roll high and beat the average. However you will still ALWAYS end up with more HP than a player who does not add CON.

    When we rewrite the candle system and make it online, we plan to include info regarding what your possible HP/MP gains are as you add each level and what you earned. Essentially as you click the level up button you will see something like “Possible HP 19-23” “Possible MP 3-5”. Each time you click the levelup button it will tell you the HP/MP you earned + any other level related stats you unlocked (+dmg/hit/mr/ac). This way you can keep track of how “well” you are leveling up if that is the sort of thing you care about.

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