Stats

From Arx Libertatis Wiki
Revision as of 08:22, 22 December 2013 by Ds (talk | contribs) (→‎Health)
Jump to navigation Jump to search

Stats are the values controlling how well a character can perform various activities. The player has the following stats in Arx Fatalis. Some stats can be increased when leveling up, and are influenced by equipped items.

Attributes

Main article: Attributes.

Attributes are the most basic Stats|player stats - they can be increased when the character levels up, but are not affected by any other stats. There are four different attributes in Arx Fatalis: Strength, Mental, Dexterity and Constitution.

Skills

Main article: Skills.

Skills define how good the player is at various groups of tasks. Like attributes, they can be assigned points by the player for each level. Unlike attributes however, their full values are also influenced by the player's attributes. In Arx Fatalis the player has nine different skills: Stealth, Technical, Intuition, Ethereal link, Object knowledge, Casting, Close combat, Projectile and Defense.

Other stats

The remaining player stats cannot be directly modified by spending points when leveling up but instead are computed from the player's attributes and skills.

Health

Also known as "Life" in the source code.

base_max_health = raw_constitution * (level + 2)
full_max_health = full_constitution * (level + 2)

Player health is never above full_max_health. If health drops to 0 the player dies - duh.


Mana

base_max_mana = raw_mental * (level + 1)
full_max_mana = full_mental * (level + 1);

Player mana is always in the range [0, full_max_mana].


Armor Class

base_armor_class = max(1, floor(base_defense / 10 - 1))
fullbase_armor_class = max(1, floor(full_defense / 10 - 1))

Arx Fatalis 1.21 and Arx Libertatis 1.1.x and earlier have a bug causing the fullbase_armor_class value to be calculated as (ie: not including skill modifiers from items and spells):

fullbase_armor_class = base_armor_class

This is fixed in later Arx Libertatis versions.

Equipped items can increase or decrease the armor class:

modabs_armor_class = ∑<item>[ modabs(<item>, armor_class) ]

Alternatively, equipped items can also add or remove a percentage of the armor class:

modrel(<item>, armor_class) = modpercent(<item>, armor_class) / 100
modrel_armor_class = ∑<item>[ modrel(<item>, armor_class) ] * max(0, fullbase_armor_class + modabs_armor_class)

Armor/lower armor spells subtract/add one point per caster level to the armor class. Other spells don't modify the armor class directly.

modspell(armor_class, Armor,       <caster_level>) = 1 * <caster_level>
modspell(armor_class, Lower armor, <caster_level>) = -1 * <caster_level>
modspell(armor_class, <spell>,     <caster_level>) = 0
modspell_armor_class = ∑<spell>,<caster_level>[ modspell(armor_class, <spell>, <caster_level>) ]

The full armor class is calculated as:

full_armor_class = floor(max(0, fullbase_armor_class + modabs_armor_class + modrel_armor_class + modspell_armor_class + cheats))


Magic Resistance

base_resist_magic = raw_mental * (2 + base_casting / 100)
fullbase_resist_magic = full_mental * (2 + full_casting / 100)

Arx Fatalis 1.21 and Arx Libertatis 1.1.x and earlier have a bug causing the fullbase_resist_magic value to be calculated as (ie: not including attribute and skill modifiers from items and spells):

fullbase_resist_magic = base_resist_magic

This is fixed in later Arx Libertatis versions.

Equipped items can increase or decrease the magic resistance:

modabs_resist_magic = ∑<item>[ modabs(<item>, resist_magic) ]

Alternatively, equipped items can also add or remove a percentage of the magic resistance:

modrel(<item>, resist_magic) = modpercent(<item>, resist_magic) / 100
modrel_resist_magic = ∑<item>[ modrel(<item>, resist_magic) ] * max(0, fullbase_resist_magic + modabs_resist_magic)

The full magic resistance is calculated as:

full_resist_magic = floor(max(0, fullbase_resist_magic + modabs_resist_magic + modrel_resist_magic + cheats))


Poison Resistance

base_resist_poison = raw_constitution * 2 + base_defense / 4
fullbase_resist_poison = full_constitution * 2 + full_defense / 4

Arx Fatalis 1.21 and Arx Libertatis 1.1.x and earlier have a bug causing the fullbase_resist_poison value to be calculated as (ie: not including attribute modifiers from items and spells):

fullbase_resist_poison = raw_constitution * 2 + full_defense / 4

This is fixed in later Arx Libertatis versions.

Equipped items can increase or decrease the poison resistance:

modabs_resist_poison = ∑<item>[ modabs(<item>, resist_poison) ]

Alternatively, equipped items can also add or remove a percentage of the poison resistance:

modrel(<item>, resist_poison) = modpercent(<item>, resist_poison) / 100
modrel_resist_poison = ∑<item>[ modrel(<item>, resist_poison) ] * max(0, fullbase_resist_poison + modabs_resist_poison)

The full magic resistance is calculated as:

full_resist_poison = floor(max(0, fullbase_resist_poison + modabs_resist_poison + modrel_resist_poison + cheats))


Damages

This is the level of damage the player can inflict in one hit:

base_damages = max(1, raw_strength / 2 + base_close_combat / 10 - 5)
fullbase_damages = max(1, full_strength / 2 + full_close_combat / 10 - 5)

Arx Fatalis 1.21 and Arx Libertatis 1.1.x and earlier have a bug causing the fullbase_damages value to be calculated as (ie: not including attribute modifiers from items and spells):

fullbase_damages = raw_strength / 2 + full_close_combat / 10 - 5

This is fixed in later Arx Libertatis versions.

Equipped items can increase or decrease the damages:

modabs_damages = ∑<item>[ modabs(<item>, damages) ]

Alternatively, equipped items can also add or remove a percentage of the damages:

modrel(<item>, damages) = modpercent(<item>, damages) / 100
modrel_damages = ∑<item>[ modrel(<item>, damages) ] * max(0, fullbase_damages + modabs_damages)

Arx Fatalis 1.21 and Arx Libertatis 1.1.x and earlier have a bug causing the modrel_damages value not include modabs_damages. This is fixed in later Arx Libertatis versions.

The full damages are calculated as:

full_damages = max(0, fullbase_damages + modabs_damages + modrel_damages + cheats)


Aim Time

This is the time the player needs to charge the weapon to inflict maximum damages.

Equipped items can set the aim time:

modabs_aim_time = ∑<item>[ modabs(<item>, aim_time) ]
if(floor(modabs_aim_time) <= 0)
  base_aim_time = 1500
else
  base_aim_time = floor(modabs_aim_time)

TODO: This does not make sense if more than one item modifies aim_time.

The full aim time is calculated as:

full_aim_time = max(1500, base_aim_time - floor(full_dexterity * 20 - 200))

Some cheats set the aim time to 100.


Critical Hit

The critical hit is the chance (in percent) the player has to score a critical it. It is calculated as follows:

base_critical_hit = max(1, raw_dexterity * 2 + base_close_combat / 5 - 18)
fullbase_critical_hit = max(1, full_dexterity * 2 + full_close_combat / 4 - 18)

Equipped items can increase or decrease the critical hit chance:

modabs_critical_hit = ∑<item>[ modabs(<item>, critical_hit) ]

Alternatively, equipped items can also add or remove a percentage of the critical hit chance:

modrel(<item>, critical_hit) = modpercent(<item>, critical_hit) / 100
modrel_critical_hit = ∑<item>[ modrel(<item>, critical_hit) ] * max(0, fullbase_critical_hit + modabs_critical_hit)

The full armor class is calculated as:

full_armor_class = max(0, fullbase_critical_hit + modabs_critical_hit + modrel_critical_hit + cheats)

Arx Fatalis 1.21 and Arx Libertatis 1.1.x and earlier have a bug causing the full_armor_class value to be calculated as (ie: not including item modifiers and cheats):

full_armor_class = max(0, fullbase_critical_hit)

This is fixed in later Arx Libertatis versions.


Damage Absorption

damage_absorption = full_defense / 2