This is the character Vital Statistics Guide, or “stats” guide, of Solaris RPG. Like in many role playing games, we use statistics and values to determine how powerful a character is in a specific role. This guide outlines each of the statistics, what they do, and how their values can affect your gameplay. If you have further questions, please don’t hesitate to ask another player, staff member, or administrator.
Character Growth
As outlined in the Character Development Guide, gameplay will result in experience points (EXP) for a character, which will eventually lead to gaining levels. With each new level, a character will receive ten Allocation Points (AP). These points are used to influence a character’s Primary Vital Statistics (PVS), which give a rough picture of a character’s abilities, ranging from his physical constitution, aptitude, and dexterity. One AP will raise one of your PVS by one. Keep in mind that some races, and all classes, will benefit from the PVS differently, so it is important to spend your AP wisely. However, also keep in mind that the flexibility of all classes and grand customization allows for any of the PVS to become more or less valuable depending on how you are building your character. Each PVS corresponds with a single Secondary Vital Statistic (SVS), which are used in calculations to determine a character’s Battle Mechanics, and the transition of PVS and SVS are determined by a character Stat Multipliers (SM).
Primary Vital Statistics (PVS)
Stamina (STA) is reflective of a character’s ability to take a beating. Stamina is important for any character, as all characters that battle will experience the sting of a blade or the burn of a force attack at one point or another. A higher stamina will mean that a character can stay in the battle longer before he is forced to retreat or worse, he is taken down.
Accuracy (ACC) is reflective of a character’s hand-eye coordination. Accuracy is important for any character that expects any of his attacks to actually land, physical, ranged, and even caster. A higher accuracy will mean that a character’s strikes are truer and more difficult to avoid or deflect. Accuracy is also responsible for a character’s ability to parry physical attacks with a weapon or to knock them away with a shield. Accuracy is also occasionally a prerequisite for the use of weapons, armor, or items due to precision.
Agility (AGI) is reflective of a character’s lithe, mobility, and speed. Agility is important to most every character because being able to side-step or duck under an attack will help to keep any character in the fray longer. A higher agility will mean that a character will have a much better chance to fully avoid any physical or force attack. Agility is also occasionally a prerequisite for the use of weapons, armor, or items due to flexibility.
Strength (STR) is reflective of a character’s raw physical power. Strength is important for physical and most hybrid class types, as it measures how much damage a character can do with physical attacks. A higher strength means that the character’s blows will cut deeper and smash harder. Strength is also occasionally a prerequisite for the use of weapons, armor, or items due to weight.
Vitality (VIT) is reflective of a character’s receptiveness to the BTM’s and the use of energy. Vitality is important for some caster and hybrid class types because it measures the power of energy-based abilities. A higher vitality means that a character will be able to create more powerful energy attacks and might also add to their effectiveness. Vitality is also occasionally a prerequisite for the use of weapons, armor, and items due to technological properties.
Wisdom (WIS) is reflective of a character’s understanding of nature and the use of the elements. Wisdom is important for some caster and hybrid class types because it measures the power of elemental-based abilities. A higher wisdom means that a character will be able to create more powerful elemental attacks and gain access to new, more exciting ways to utilize these powers. Wisdom is occasionally a prerequisite for the use of weapons, armor, and items due to magical properties.
Equipment (EQU) is reflective of a character’s ease of equipment use. Equipment is important for all characters, though it usually becomes more important as a character grows in levels and has access to better equipment. A higher equipment means that a character’s weapons will deal more damage and armor defends better against both physical and force assaults.
Secondary Vital Statistics (SVS)
Health is determined by stamina. Health is the only SVS that acts as a resource, and so it is often called HP, or health points. Health, as shown on the Vital Stats Page, represents the maximum and starting HP of a character. Each time that a character falls victim to a damaging physical or force attack, he suffers HP loss. If a character ever loses so much HP that it would be decreased to a negative number, it is instead dropped exactly to zero. A character at zero HP is dead. Each time that a character receives a healing effect, he enjoys an HP increase. A character cannot have more HP than his Health SVS; if he would gain enough to rise his HP to greater than his Health, it is instead raised to exactly his Health.
Hit Rating, or simply Hit, is determined by accuracy; Dodge Rating, or simply Dodge, is determined by agility. If attacked, you have a chance to dodge and a chance to block/parry (if you are wielding a shield/weapon and if it’s a physical attack). Dodging and blocking/parrying is determined by a roll of a dice; the value needed to be rolled for a success is determined by hit and dodge. For dodging, your dodge and your opponent’s hit are used in the calculation. For blocking/parrying, your hit and your opponent’s hit are used in the calculation. Having a very high hit and low dodge will still give you lots of opportunities to avoid physical damage with parries but leaves you very vulnerable to force attacks. Having a very high dodge and low hit will benefit your defenses against both attacks, but makes it difficult for you to land an attack of your own.
Body is determined by strength, Mind is determined by vitality, and Spirit is determined by wisdom. These three SVS determine both your damage and defenses against the three types of damage in Solaris RPG – physical, energy, and elemental. A character’s physical damage is his body added to his weapon’s attack value and a character’s energy and elemental damage are based off of a percentage (based off of race and class) of his mind or spirit stat. When calculating damage reductions, a character’s body, mind, and spirit stats along with his armor’s defense values are used.
Proficiency (Prof.) is determined by equipment. When calculating the attack value of a weapon or the defense values of a piece of armor, proficiency is used. Weapons will be rated using a percentage and the attack value of that weapon will that percentage of the character’s proficiency. Armors will have two percentages, one reflecting its physical rating and one representing its force rating, and its physical defense value and force defense value will be found similarly. At very high levels, weapons and armors may have percentages over 100%, meaning that each point of proficiency will be weighed higher than each point of body when determining damage with a weapon or higher than each point of body, mind, or spirit when determining equivalent damage reductions.
Stat Multipliers (SM)
Each of the PVS has a multiplier associated with it. Simply put, if you multiply a PVS by its associated SM, then you will find the equivalent SVS. For example, if your stamina SM is 50.0, then your STA times 50.0 will be your HP. Your Total SM is the sum of your User SM and your Racial SM.
With the exception of stamina, the User SM for each stat will start out at 1. However, User SM can receive bonuses; each time increasing its value by 1. At character creation, you will be able to choose two primary stats for your character to specialize in; both of these stats receives a +1 bonus.
At level 50, a character receives a +1 bonus on all of his six non-stamina User SM. At level 100, a character receives a +1 bonus on his two specialized PVS. This means that at creation, depending on his specializations, a character will have User SM of 1 or 2; at level 50, they will increase to 2 or 3 respectively; and at level 100, they will increase to 2 or 4 respectively. Stamina has a User SM of zero, but a level 100 character has the opportunity to raise this value by imbibing a particularly potent concoction from the Alchemist Shop.
With the exception of stamina, the Racial SM for each stat is 1.0 (STA is 50.0). Racial SM can be different; however, for different races, as shown below. All of a character’s starting Racial SM will never change.
Stamina (STA) special racial SM
- 60 - Demon
- 60 - Dragonkin
- 60 - Gargoyle
- 70 - Gorgon
- 70 - Guardian
- 60 - Nu’Lath
Accuracy (ACC) special racial SM
1.2 - Astral
1.2 - Demon
1.1 - Eatherling
1.4 - Elf
1.2 - Kraton
1.3 - Ponton
1.2 - True Solarian
Agility (AGI) special racial SM
1.4 - Avian
1.1 - Eatherling
1.2 - Dragonkin
1.4 - Eleran
1.4 - Kith
1.2 - Kraton
Strength (STR) special racial SM
1.2 - Demon
1.4 - Dragonkin
1.4 - Gargoyle
1.2 - Guardian
1.4 - Minotaur
1.3 - Ponton
Vitality (VIT) special racial SM
1.3 - Astral
1.6 - Eatherling
1.4 - Solarian
1.4 - True Solarian
Wisdom (WIS) special racial SM
1.3 - Astral
1.2 - Avian
1.2 - Eleran
1.2 - Kraton
1.4 - Lunarian
1.6 - Nu’Lath
Equipment (EQU) special racial SM
1.2 - Guardian
1.4 - Human
1.2 - True Solarian
Other Statistics
Weapons have an attack rating (ATT) in its Special Attributes section. This is given as a percentage; multiplying this by a character’s Proficiency SVS will give the weapon’s attack value. When a character receives a weapon, either through a perk in the Level Guide or by purchasing it from one of the Markets, its ATT will be 0%, meaning it is attack value will be zero. A character can pay market classes to upgrade his weapon’s ATT and, in turn, upgrade the attack value of the weapon. Because its attack value is based on the character’s proficiency, the same weapon may become stronger or weaker when wielded by another character, even if the weapon remains unchanged. Different classes of weapons will have maximum achievable ATT.
The base physical damage that a character can deal is equal to his Body SVS. Any time he punches or kicks or even tackles, he deals this amount of damage. When using a weapon, he adds his weapon’s attack value to his Body SVS to determine body. If the weapon has a 0% ATT or if he is using an improvised weapon, then he will not deal any more damage than he would unarmed.
Potency is just a number to describe how powerful a character’s force attacks are. A potency less than one represents a character that does not have the greatest grasp over the arts of force, while a potency greater than one shows an aptitude toward that type of force greater than raw physical power. There is a different value to describe Energy and Elemental Potency, and these values are determined primarily by class, but can be affected by race as well.
Damage dealt by force attacks depend on both the corresponding SVS as well as the corresponding Potency. The base energy damage of a character’s energy attacks is found by multiplying his mind by his Energy Potency. The base elemental damage of a character’s elemental attacks is found by multiplying his spirit by his Elemental Potency.
Like weapons, armors also have a percentage based rating system, but unlike weapons, they have one rating to describe its physical defense rating (PDEF) and one rating to describe its force defense rating (FDEF). Multiplying a character’s Proficiency SVS by each of these percentages will yield it’s physical defensive value and force defensive value. When a character receives a suit of armor, either through a perk in the Level Guide or by purchasing it from one of the Markets, its PDEF and FDEF will be 0%, meaning that its defensive values will be zero. A character can pay market classes to upgrade his armor’s PDEF and FDEF and, in turn, upgrade its defensive values as well. Different classes of armors will have maximum achievable PDEF and FDEF.
Characters receives reductions in damage from physical, energy, and elemental attacks based on their body, mind, and spirit, respectively, as well as their armors defensive values. These three separate Damage Reductions (DR) shave off damage from all sources of that corresponding type. Starting characters will likely have little to no DR until they start to specialize in their Strength, Vitality, or Wisdom PVS – then the associated DR will begin to see some change. Higher level characters that have access to good armor with high PDEF and FDEF can also see an improvement to their DRs by putting some AP into their Equipment PVS as well. Damage reductions are always represented as percentages, so a 10% Physical DR would turn a 100 base damage physical attack into 90 damage or a 200 base damage physical attack into 180 damage.
Temporary Changes in Stats
Certain abilities may give a character the ability to bolster his or an ally’s capability in battle or to hinder the capabilities of an enemy. These changes can last for a single action or persist over several rounds. When a character has an affected stat, this will not show up on his vital stats page during battle, for himself or for other players, so it is very important to mention the new stat value when any effect happens and remind other players when it ends, just so everyone can stay on the same page. Changes are always given as positive or negative percentages, and multiple bonuses or penalties will be addative, meaning a 30% bonus, a 10% bonus and a 20% penalty would end up being a (30% + 10% - 20%) 20% boost. Certain stats can be affected and some cannot. Each stat or group of stats will be covered below:
None of the PVS, nor SM, can be manipulated during a battle. These numbers are most used to calculate SVS, and so changing these stats for a few moments and having to stray drastically from what is written in a character’s Vital Stats Page can become very tedious and confusing very quickly.
A character’s Health SVS stat cannot be manipulated during battle, with the exception of a few potions from the Alchemist Shop, which a player must declare that it has been taken or is taken immediately at the beginning of combat. During the course of the battle, a character’s maximum HP cannot be modified.
A character’s Hit and Dodge SVS can, and are often, targeted by beneficial or malignant changes. Affecting a character’s hit in combat can help him land a crucial blow or prevent him from hitting that crucial block. Affecting a character’s dodge can help him weave more fluidly between a flurry of blows or paint a larger bulls-eye on him for an eager enemy.
A character’s Body, Mind, and Spirit SVS cannot be changed in battle, but what they affect, a character’s damage output or reduction can be changed.
A character’s Proficiency SVS cannot be changed, meaning that his weapon and armor values will not be able to be changed as well.
Also, a weapon’s ATT cannot be conventionally changed; however, it is possible to disable a weapon (making it unable to be used, essentially changing it into an improvised weapon with 0% ATT) or to disarm and opponent and separate him from his weapon, which would prevent him from dealing more than his unarmed damage.
Likewise, Potency cannot be conventionally changed, but it is possible to prevent an opponent from being able to use force attacks at all, which could be likened to reducing his Potency values to zero.
Physical, Energy, and Elemental base damage can be affected, for good or for bad. There are no effects that can change a character’s “force damage”; however, as the two types of force damage are separate. Characters can also receive damage “bonuses” or “penalties” which are calculated differently than when the “base damage” is affected. This is explained more fully in the Battle Mechanics Guide.
Like weapons, an armor cannot have its PDEF or FDEF changed in battle. It is less likely that a character can be stripped of his armor during battle, but if for some reason he is caught in combat without it, then he must manually look up his DR values in the Battle Mechanics Guide, as those shown on his Vital Stats Page will be inaccurate.
A character’s DRs can be changed, but are affected differently to change than the other stats. Since they, unlike all other changeable stats, are represented as percentages instead of values, the overall change is additive when changing its value (examples can be found in the Battle Mechanics Guide). There are effects that target a specific DR and there are effects that can target all of a character’s DRs.
