We are now 60% funded in just under a week. Again, we cannot thank you all enough for the support you have shown us, it’s been incredible! As mentioned yesterday, we will be unveiling a few stretch goals which you can read further down in this update. But first, we’re going to be talking about character attributes.
Before beginning, I’d like to note that while the existence of every attribute listed is set in stone, its influence or the way it’s calculated may change down the road for balance purposes.
Every character in the game that is available for you to recruit has 6 primary attributes and 11 secondary attributes. The primary attributes are as follows:
Strength(STR): Strength determines a character’s ability to
Block, their
Critical Damage and has a small influence on their
Health. It also comes into play during missions, specifically when encountering any object that needs to be moved or destroyed(pushing a boulder, smashing a door etc).
Dexterity(DEX): Dexterity determines a character’s
Bonus Accuracy & Critical Chance, along with their
Dodge. Dexterity is also required to pick locks in dungeons and for other actions that require deft hands or quick feet.
Constitution(CON): Constitution is a measure of a character’s vitality and fortitude. As a result, it determines a character’s
Health and
Defense.
Charisma(CHA): Charisma is a measure of likability and the ability to influence and control other beings. If a character’s Charisma is high enough, they gain a trait granting immunity to mind controlling conditions such as Taunt, Fear and Charm. A higher Charisma also lowers the chance of gaining a negative trait when Spirit is low for an extended period.
Wisdom(WIS): A measure of mental fortitude and spirituality. Wisdom determines a character’s
Critical Damage & Perception. It also increases resistance to any attacks that target a character’s Spirit pool. Wisdom is used when interacting with mysterious objects.
Intelligence(INT): Intelligence is the measure of a character’s knowledge. Intelligence determines a character’s
Bonus Accuracy & Critical Chance. It is also used to decipher languages found in texts or other mediums.
Of the 6 primary attributes, each class generally focuses on 2 main stats that are used to determine the effectiveness of their abilities. In saying that, this does not mean that the other 4 attributes are neglected; most classes will be proficient in at least 3.
- Paladin: Wisdom & Strength
- Pyrolancer: Intelligence & Strength
- Stormcaller: Intelligence & Wisdom
- Valkyrie: Strength & Charisma
- Grappler: Dexterity & Wisdom
- Hellraiser: Charisma & Wisdom
- Shifter: Wisdom & Intelligence
- Sage: Wisdom & Intelligence
- Warden: Strength & Constitution
- Nightstalker: Dexterity & Strength
- Trickster: Dexterity & Charisma
- Troubadour: Charisma & Strength
The majority of secondary attributes are determined by a character’s primary attributes. The secondary attributes are:
Health(HP): A character’s health is determined by their
Constitution & Strength(the latter to a lesser extent).
Spirit(SP): All Abilities expend Spirit on use. Every character has a base Spirit pool of 100(we will be talking in-depth about Spirit in a future update!).
Attack Power(ATK): Attack Power is the damage output of a character’s basic attack before any other calculations(like Critical Chance or Defense) take place. To determine the value, it takes into account a character’s weapon and main stat. For the calculation of an ability’s effectiveness, a unique modifier is multiplied to the Attack Power value.
Perception(PER): Perception functions much the same as it does in D&D. It is derived from
Wisdom and is used for spotting traps, sensing dangers and uncovering hidden passages.
Speed(SPD): A character’s Speed is determined by their class. It determines combat order and how often a character gets to act.
Movement(MOV): Movement is also determined by a character’s class. It controls how many hex cells one can move during their turn.
Defense%(DEF): A character’s defense is derived from their
Constitution and determines their base damage mitigation against all attacks, traps and hazards.
Evasion%(EVA): A character's chance to evade is determined by
Strength or
Dexterity. Depending on their class, they will either Block(STR) or Dodge(DEX).
Bonus Accuracy%(ACC): Bonus Accuracy is derived from
Dexterity or
Intelligence, with the higher value being used. It is added to an ability’s base accuracy to determine the overall accuracy.
Critical Chance%(CRC): Critical Chance comes from
Dexterity or
Intelligence, with the higher value being used. It is the base percent chance to critically hit with an ability. The damage multiplier of a critical hit is determined by the Critical Damage stat.
Critical Damage%(CRD): Critical Damage is derived from
Wisdom or
Strength, with the higher value being used. It is a multiplier that determines how much additional damage a critical strike inflicts.
(Note: although unmentioned, almost all primary and secondary attributes can be altered via gear and traits)
I know this probably wasn’t the most exciting read(maybe you enjoyed it though!), but we figured it would be best if we followed some sort of progression instead of jumping all over the place with features! In tomorrow's update we’ll be going over Damage Types, Conditions, Vulnerabilities and Resistances, in addition to breaking down how damage is calculated.
It’s now time to unveil a couple of stretch goals that we’re really excited about! With every goal achieved, another will be revealed so you’ll always know what’s coming up next! Here are the first two:
Guild Council($55K): Council members can be recruited from all over the world, but not all will be equal in ability. Each member will offer you advice and has a number of tasks that they can perform for the guild.
The Master at Arms is in charge of your warrior classes, he or she is able to train them either as a group or individually, and you can also send them on missions to various destinations to find promising new recruits. The Archmage functions in the same fashion, but is instead charged with your mages.
The Emissary is your guild’s chosen representative for improving your reputation with other factions. When assigned, they will slowly increase your reputation over time with the targeted faction. In addition, they will bring a variety of missions to your attention that the target requires assistance with, allowing you to further increase your reputation and get rewarded in the process.
The Master of Intrigue is your main advisor and functions as your eyes and ears throughout the world. They will bring important matters to your attention that you may otherwise never hear about(such as a plot to kill a liege) in addition to any unsubstantiated rumors that may be worth looking into. They also have the ability to disrupt relations between factions of your choosing, potentially providing the spark that leads to an all out war.
As a bonus, when a character of yours retires from active duty, you will be given the chance to keep them around by offering them a position on your council. If their loyalty rating is high enough, they will likely accept the job.
Sea Travel & Encounters($65K): Every major coastal city will be given a port from which they can trade and send troops along numerous sea-routes. You can pay for passage across these routes in order to save time, but much like on land, there is a possibility of Encounters. Many different types of sea encounters exist, such as being boarded by pirates(in which combat will take place on the ship’s deck), spotting a tradeship, or even crossing paths with an entire fleet.
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Hopefully you’re as excited about the first two goals as we are, and we hope we get to share some others with you. Please feel free to ask us any questions, as we’d be more than happy to discuss them
Lastly, we’d like to point out that we’re oh so close to reaching a couple of Social Goals(and the first reward!). So make sure to check out that section of our campaign page and help spread the word on Twitter & Facebook!
Thank you everyone!