[attr="class","gentext"]Here at Shattered Grimoires, we have main
WORD COUNT based stat system to determine the strength and attributes of your character. In addition, we have a special Spell Point system that determines how your character learns spells. Finally, there is a physical-based stat system that determines the physical aspects of your character (such as strength and speed).
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[attr="class","header2"]TRAINABLE STATS
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Throughout your time here on Shattered Grimoires, you will naturally earn stat points that can be allocated into the five main trainable stats of our world:
Power, Durability, Sensory, Stamina, and
Control. Additionally, you will also earn
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For every 1,000 words you type in a thread you will gain +1 Stat Point and +1 Spell Point that can be allocated into your stat pool at the end of that thread. By increasing these trainable stats, you'll be able to rise in the ranks in terms of grimoire power.
HONOR SYSTEM[break]
A majority to all of the updates to your tracker and to your character is done BY YOU THE PLAYER without the need of approval by a moderator. We have an HONOR BASED system, of which players are trusted to add and allocate stats to their character on their own. Moderators may periodically check character trackers to assure that no fishy business is going down. A player dishonoring the system is to subject to proper punishment that may even result in a ban.
Spell Points and Stat points are earned
simultaneously! Meaning if I have a total of 3,000 Words I earned 3 stats
AND 3 Spell points. Spell and Stat points are
NOT cumulative across threads and can only be earned solely per thread. Meaning Word Counts or parts of Word Counts
CANNOT be added across separate threads.
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Upon character creation, all starting base characters are given 45 Stat Points and 15 Spell points to start, NOT counting bonuses give by races or grimoire tiers.
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[attr="class","header2"]PRIMARY STATS BREAKDOWN
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POWER [break]
The stat that deals with the overall power backed behind your spell. The power stat is used to determine if your spell is able to overpower another spell of similar rank or barrel through defensive spells. It is mostly employed by the Attack, Physical Reinforcement, and Hex & Curse based magic Specs.
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DURABILITY [break]
The stat that deals with the durability of defensive spells, restraining spells, and items, and other constructs created from supplementary magic.
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SENSORY [break]
The stat that deals with a person’s ability to sense and track mana from those around them. This is also the stat used to see through illusions and transformation tricks. A player can naturally sense the presence of those within their
sensory stat x2 range in meters, unless said person has a perk or ability that is masking them.
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STAMINA [break]
Stamina determines the amount of mana reserves you naturally have. For every
5 points in this stat your mana pool increases by
10! This stat comes in play with control to determine your natural mana recovery rate and how many spells you can cast in a single post.
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MANA POOLS[BREAK] The formula for finding mana pools is as follows. All characters begin with a base mana pool of 10 with additional 10 mana added for every 5 points added to the stamina stat. Additionally, any other bonuses related to their grimoire tier, grimoire rank, perks, or race are added on to this.
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Players are
capped at 2000 TOTAL MANA POOL! This can be increased for temporary means through items but not from things like spirits.
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CONTROL [break]
Control stat is an extremely diverse stat due to its multifunction status. For every spell rank, there is a certain amount of
required control that is needed to even use a spell of said rank. It is the one that primarily dictates the complexity of spells and abilities. It serves as the primary stat for golem creation, transformation, healing, and illusion based magic. The more control a person has the more complex a spell can become, allowing them to increase the number of items or ammo produced, dual spec'ing a spell, or any other number of different functions.
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[attr="class","header2"]SPELL POINTS - THE SPENDABLE STAT
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This special spendable stat determines the knowledge of spells, such as how many spells your Magic Knight can know and learn. Spell Points are spent (along with Gold or Wordcount) to learn Spells. See more upon spell cost at the Basic Spell System Rules
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[attr="class","header2"]SECONDARY STATS
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These are stats influenced by the trainable stats. They are unable to be trained by themselves, however, various perks can increase them or their effectiveness.
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MANA REGENERATION[break]
Mana regeneration is mana regained after using spells. It is a set number based on Rank and whether or not the character is in combat (IC) or resting/out of combat (OOC).
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Players will naturally recover a base amount of mana each post based on their rank. Certain mana perks, magic elements, and items offer bonus ways to gain additional regeneration. Mana regeneration in combat will be half of that regenerated outside of combat.
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Mana recovery
does not begin the same post you begin using spells
unless you have a perk
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RANK | IN COMBAT (IC) | OUT OF COMBAT (OOC) |
Junior | 5 | 10 |
Intermediate | 10 | 20 |
Senior | 15 | 30 |
Grand | 20 | 40 |
Archmage | 30 | 60 |
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CASTING LIMITS [break] Casting Limit is the number of spells you can cast a single post. Is it equal to your total stamina plus your control, always
ROUNDED UP to the next whole number.
This only counts for different spells,
not multiples of the same spell. As a note, the same exact spell cannot be cast twice in a post unless applying the proper perk.
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[attr="class","header2"]FIXED PHYSICAL STATS
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STRENGTH [break] The physical strength of a character. Strength determines the amount of damage that you can deal with your body alone.
Everybody can naturally deal ½ a junior rank spell in damage, leaving minor bruises. Strength can only be increased via spells. Physical Reinforcement magic has the ability to buff a person to their rank in spell power while supplementary can only buff 1 rank below.
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Players will only be able to deal 2x their own rank throughout a post when attacking in a melee fashion. The only exception to this rule is if a player is buffed beyond their rank, though their total potential damage for that post is capped at that spell's rank. For instance, a junior player buffed by a senior player to deal senior physical damage, the junior ranked player would only be able to deal a max of a senior's worth of damage per target despite the number of times they hit them. an example of this in a normal situation would be a senior rank player through the use of perks, items, or spells is somehow now dealing senior rank physical damage. Their max potential damage in a single post per target would be grand rank damage, assuming they land two blows.
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When increasing one's strength via perks, this will act without any influence from the power stat, meaning that going up against things like defenses or restraints it will be taken at base value as 'statless'. If you increase strength via a magical buff, it will build on physical perks giving access to your trainable stats for the spell and add your 'Base Strength' to the damage of the buff. However, the 2x damage cap remains.
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SPEED [break] How physically fast your character is capable of moving
without the use or addition of magic. Like strength, speed is a fixed amount that can only be increased via certain physical perks and spells.
All characters have a base movement speed set at ~11 miles per hour / 5 meters per second. Spells raise speed a set amount based on their individual rank as with all buffs. This measures the speed for all physical actions, jumping, running, striking, blocking, dodging and so forth. Keep in mind that to dodge something normally you must have at least equal speed to whatever you are dodging. How much of a difference varying on the situation, terrain, range of what is being dodged and how close you are to it, and so forth. How well the defense or counter goes, etc will vary on the specifics of range, spell effects, trainable stats, and so forth as per normal.
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The calculation for speed when factoring in perks and buffs/debuffs will be as follows:
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REACTION TIME [break]
An individual has the ability to react to any spell or action, regardless of its speed or their own as long as they can sense it in some way. This allows a character to defend, counter, dodge, etc as per normal following the normal rules. Being able to react to a spell does not allow you to automatically succeed in your counter, defense, etc in any way it simply allows you the ability to perform an action against them. How well it functions comes down to trainable stats and the specifics of the spell or action. To defend/counter a point-blank action, one must have at least match the actions speed with their own physical speed or their own spell.
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[attr="class","header2"]DIFFERENCES IN STATS
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0-4 Point Difference – Somewhat Noticeable, at this difference of stat points the two magic knights are nearly equivalent in stats. The knight higher may have a slight upper hand in the long run.
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5-9 Point Difference – Noticeable, At this difference is it more obvious to see the difference in power, while it is not extremely overwhelming for the knight with the lower stats, the knight with higher stats will generally overpower the lower.
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10-14 Point Difference – Very Noticeable, At this difference it is obvious to see who is the more powerful knight from the very beginning. The knight lower may not be able to keep up at all with the knight higher.
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15+ Point Difference – Extremely Noticeable, At this difference the knight with lower stats stands little chance against the higher. The higher knight may be an entirely different rank or higher, and way overpowered in comparison to the lower.
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** Keep in mind! ** Stats Points and Spell Rank both factor in true combat! Think of spells as basic tools that can be slightly more or less effective depending on the skill of the knight who uses them. IE A junior magic attack spell cast by a knight with 6 points higher in attack is may be able to overpower a similar rank spell over the magic knight with 6 points lower.