Stats
Strap in, because this is where we get our Nerd on!
Astonia is a game that has many stats you can raise individually but beyond that a lot of them are intertwined meaning that raising 1 stat, could potentially affect a couple of others. You have stats you can directly raise and then stats that are increased based on the stats you have chosen to raise.
The main sub classes of stats would be split as below
Resources
| Description | |||
|---|---|---|---|
| Hit Points | Your amount of Health, increasing this allows you to take more damage before you die. | ||
| Endurance | Endurance is used for running faster in F5 mode, its used by to cast Warcry and its consumed while in /Thief mode | ||
| Mana | A casters resource used to cast spells and heal, each spell has a specific amount of mana requirement. |
Attributes
| Attributes | Description | Comments | |
|---|---|---|---|
| Wisdom | Increases all Spell skills, along with Perception and Immunity | 5 Wisdom Converts to +1 Spell Mod/+1 Immunity | |
| Intuition | Increases all Spells & Melee skills, along with Immunity | 2.5 Intuition Converts to +1 Spell mod, 5 Intuition Mod Converts to +1 Melee skill mod & +1 Immunity mod | |
| Agil | Increases all Melee skills, along with Speed and Stealth | 5 Agility Converts to +1 Melee skill mod, Every 2.5 Agility mod converts to +1 Speed | |
| Strength | Increases all Melee skills, along with Speed and Immunity | 5 Strength Converts to +1 Melee skill mod & +1 Immunity mod & +1 Speed, Every 2.5 Strength Mod Converts to +1 Twohanded skill mod |
TBC...
Melee Skills
When increasing your Melee skills, this is where you will notice you have an Offense value and a Defense value, these two values are worked out using a combination of certain skills combined together, Below is a breakdown of all the melee skills showing how much Offense and Defense is applied PER MOD of that particular stat.
| Melee Skills | Comments | Offense Value | Defense Value | Surround hit Value | Weapon Value | Armor Value |
|---|---|---|---|---|---|---|
| Hand to Hand | No Weapon Used, Instead you punch people in the face with your fists | 1 | 1 | 1 | ||
| Dagger | Not commonly used by melee, due to the Weapon value being lower than other weapons | 1 | 1 | 1 | ||
| Sword | Weapon used for melee, allows you to wield a torch for light in dark areas | 1 | 1 | 1 | ||
| Two Handed | A Bigger sword that requires 2 hands to use, +3 Weapon value on Sword but cannot use a torch | 1 | 1 | 1 | ||
| Attack | Applies directly to your Offense value | 2 | ||||
| Parry | Applies Directly to your Defense value | 2 | ||||
| Tactics | Applies Directly to your Offense & Defense values along with increasing Spells & Immunity | 0.375 | 0.375 | 0.375 | ||
| Body Control | Increases your Weapon value & Armour values | 0.25 | 0.25 | |||
| Warcry | For warriors it creates their Shield on top of their HP but can stun & slow enemies | |||||
| Surround Hit | The ability to deal damage to enemies on the sides of you, Has its own Surround hit Value | 2 | ||||
| Speed skill | Every 2 Speed skill mod, will increase your Raw Speed value by 1 | |||||
| Rage | Builds Off/Def values per hit landed and falls off over time (at full rage bar) | 0.2 | 0.2 |
Using the above, you can work out your Offense, Defense and Surround hit Values by multiplying your mods from your character sheet for each stat by the values provided above. As an example, if you had a Warrior with the following stats, this is how you would work out your total values.
| Stat | Mod | Offensive Value | Defense Value | Surround Hit Value |
|---|---|---|---|---|
| Sword | 100 | 100 | 100 | 100 |
| Attack | 110 | 220 | ||
| Parry | 90 | 180 | ||
| Tactics | 60 | 22.5 | 22.5 | 22.5 |
| Surround Hit | 60 | 120 | ||
| Total | 342.5 | 302.5 | 242.5 |
For the Seyan'du Class, they also have access to spells, tactics is a skill that is only available to Warriors & Seyans but it provides a hidden buff to the damaging spells available to them. To work this out, you just need to take your tactics mod and divided it by 8 to find the modifier to add onto your spell. ( Note that this only applies to Freeze, Lightning & Fire Spells and the Warcry melee ability. )
Tactics also provided a hidden bonus to your Immunity mod, this is called by the following formula - (Tactics Mod +14) / 8 ... as an Example, having 66 Tactics mod, would give you +10 immunity mod, 66+14 = 80/8 = 10
Magic Skills
For the Mage class, they do not have any of the melee abilities apart from their weapon skill of choice, Instead they have a set of Magic spells they can cast. Because they deal damage via their spells, they do not have an offensive stat such as Attack on the melee classes, this means that when they are fighting enemies their own level, you will struggle to kill it with an auto attack as you are missing a huge chunk of offense value compared to a melee class, Instead of you left to kill with damage from your spells, which is a direct (Spell mod vs Immunity mod) to determine the damage dealt. See below for a list of spells and their purpose.
| Magic Skills | Comments | Defense Value |
|---|---|---|
| Bless | Every 4 Bless mod (unblessed) Grants +1 WIAS mod up until Cap of 50% of Base WIAS | |
| Heal | Uses mana to directly heal your character | |
| Freeze | Slows an enemy - (length of spell is increased by Duration) Formula to work out speed loss is -- (Frz mod - Imm mod)*11+200 | |
| Magic Shield | Acts as a mages shield on top of their HP, and Acts as Parry providing 2 Defensive value per mod | 2 |
| Lightning | Increases damage done by Lightning Flash ( close combat spell ) & Lightning Ball spells ( Aoe Ranged spell ) | |
| Fire | Increases damage done by Fire Ring ( close combat spell ) & Fire ball spells ( Ranged spell with splash damage ) | |
| Pulse | Kills off Low health enemies, Converting their remaining health into Mana to be used for more spells | |
| Duration | Increases the length of time spells such as Freeze, Bless and Lightning Flash are active for. |
Profession