Stats, an abbreviation of statistics, refers to the 3 statistics all characters have in varying amounts, as follows:
- Strength - Determines how much can be carried, amount of melee damage, and number of Hit Points;
- Dexterity - Determines Stamina and is important for skills such as Snooping and Parrying; and
- Intelligence - Determines the amount of Mana a player has and can affect skills such as Magery.
Stat Locks & Cap
On the Character Status Menu, there are small yellow arrows, or locks, located next to each stat. These indicate whether a stat will go up, down, or not move at all. To gain in a specific stat, make sure the arrow is pointing up. Both the individual and cumulative maximums that a character can achieve are capped.
You can gain a maximum of 125 points in any particular stat naturally. You can, however, exceed 125 points in any stat through use of items which increase a particular stat when worn. The combined sum of your natural stat points plus what you gain from any stat-altering items cannot exceed 150.
Additionally, the sum of the natural stat values for your character cannot exceed 225, however this limit can be increased by +5 stat after the first 30 days of game play to a total of 230. In addition you may use a +5 stat scroll to increase it once more to 235.
You must be gaining in skill for you to gain in a stat!!!
You can gain an unlimited amount of stat points per day, with no fixed intervals between gains.
Skills each have primary and secondary stats associated with them. If both stats associated with a skill are set to raise on your character, the primary stat will increase 75% of the time, while secondary stats will increase 25% of the time. If the primary stat associated with a skill is locked, however, the secondary stat will be chosen to raise.
By way of example, consider a Mace Fighter that would like to add Chivalry, but lacks the intelligence, and therefore mana, to be viable. The Fighter would like to reduce strength while increasing intelligence. The character could first practice Evaluating Intelligence until she gains 10 or 12 skill points, at which point she could switch to Musicianship and draw down the 10 or 12 points from Evaluate Intelligence. This process can be repeated, back and forth, until the intelligence stat is at the desired level. The latter skill has a primary association with dexterity, so that stat must be locked. Neither skill requires any resources, so there is no cost.
The following skills are well suited to set up a macro in order to raise intelligence:
- Spirit Speak
- Evaluate Intelligence
The following skills are well suited to set up a macro in order to raise dexterity:
The following skills are well suited to set up a macro in order to raise strength:
Example of raising STR & DEX – 1 Hour
This is an example of raising STR & DEX on a new character with starting skills and stats. Nothing special done to it. No seesawing anything or maxing anything out. Nothing special was done. All skills are by default pointing up.
- STR & DEX gain since start: 9
- Time so far: 1 Hours
- That’s 1 stat every 6.6 minuets.
- In one hour using herding I gained 5 STR & 4 DEX.
Example of raising STR & DEX – 4-5 Hours
So far I have gone up by 30 in STR & DEX in about 4-5 hours or so. Herding has maxed out at 100 a long time ago and I am still gaining stats. (Oh, I just get +1 DEX make that 31 now)
- Total Skill: 300.0
- Herding: 100.0
- STR & DEX gain since start: 31
- Time so far: 4 Hours 40 minuets
- That's 1 stat every 9 minuets
- How long has herding been 100? Herding hit 100 over an hour ago.
- I would guess it would take roughly a day to hit 100 DEX & 100 STR.
Example of raising STR & DEX – 8-9 Hours
- Total Skill: 300.0
- Herding: 100.0
- STR & DEX & INT gain since start: 62
- Time so far: 8-9 Hours
- That's 1 stat every 8 minuets
- How long has herding been 100? Herding hit 100 a long time ago.
- STR is almost at 100
- DEX is getting up there
- INT even gained some.