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Dark Player: The Death Knight
Chapter 2: Attributes, Skills and Equipment

Chapter 2: Attributes, Skills and Equipment

Arcadia had a total of 8 different Attributes for Players to put Attribute Points (AP) in. They were the 5 Main Attributes and the 3 Bonus Attributes. The first category was composed of the straightforward Attributes of: Strength (STR), Agility (AGI), Stamina (STA), Vitality (VIT) and and Intelligence (INT).

STR impacted Attack Power, while AGI took the form of an enhancement of a Player's natural Speed in their movements. STA determined the amount of Energy a Player could use for movement, attacks and Skills, and VIT dictated their Health Points. Finally INT influenced their amount of Mana as well as their Skill Damage.

Meanwhile, the 3 bonus Attributes were less straightforward and their effects were less noticeable. They were Wisdom (WIS), Luck (LCK) and Endurance (END).

WIS impacted Skill Learning, gave an Experience Bonus, and reduced Skill Cooldowns. LCK had effects on Loot Drop Rates, triggering Quests and NPC Favorability. Meanwhile, END reduced the impact of Fatigue (the bottoming out of STA) and Mana Fatigue (bottoming out of Fatigue), gave a resistance to Status Effects and gave a higher Awakening Rate. However, throwing all your APs in the Bonus Attributes would not impact them much, as they scaled differently from the Main Attributes.

Main Attributes were pretty much numbers and would make a fight between two AIs the equivalent of a Stat-Check (whoever has got the higher Attributes wins).

Bonus Attributes dealt in percentages: 10 LCK meant an increased +1% Drop Rate, +1% Quest Trigger Probability and +1% NPC Favorability. But past the point of 100 LCK (= +10% Drop Rate), 100 LCK = +1%, which meant 1000 LCK = +19%. Since no one in the Beta got even close to 1000 LCK, no one knew what would happen after 1000 LCK. However, Jake and many other Beta players had theorized that following the logic of Arcadia, 200 LCK would be equal to +1%.

So while Bonus Attributes were nice on paper, any Player would have to be careful on how they would increase them.

As for Jake's Attributes, they were the exact same as any other Level 0 player: piss-low. An exact 1 everywhere. And like every Player, he had received 10 free APs to spend on his Attributes. Very quickly, he spent 4 of them on AGI, 2 on STA, 2 on STR, and 2 on VIT. He was planning on focusing on AGI as a main stat, and split the rest equally between STA, STR, VIT, INT and WIS. He had chosen WIS as a main Bonus Attribute because he liked the idea of CD reduction, however low it was. Odin's Status Window showed:

ID: Odin

Race: Human Title: None

Class: Swordsman

Level: 0 (0/1000 XP)

Statistics:

Attack Damage: 15 Energy: 30/30

Speed: 0.5% Mana: 10/10

HP: 40/40

Physical Resistance: 2

Magical Resistance: 2

Attributes:

STR: 6 STA: 3 WIS: 1

AGI: 5 INT: 1 LCK: 1

VIT: 4 END: 1

Passive Skills:

"Sword Wielder" (Level 1):

Sword-related Skills are 1% more effective

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Basic Sword Attacks deal 1% more damage

Active Skills:

"Side Strike" (Level1):

Deals 8.5 = (100% STR + 50% AGI) Physical damage

Runs STR Judgment: if your STR > enemy STR trigger Low Float for 1 second

Cooldown: 30 seconds

Cost: 5 Mana and 5 Energy

"Chop" (Level 1):

Deals 14 = (150% STR + 100% AGI) Physical damage

If "Chop" Critical Strikes: deals 19.5 = (200% STR + 150% AGI) Physical damage

Cooldown: 5 seconds

Cost: 1 Energy

"Counter" (Level 1):

If the Player blocks an attack, nullify Physical Damage

The next attack launched by the Player will deal + 15 = (100%) Physical damage

Cooldown: 30 seconds

Cost: 5 Mana and 5 Energy

Statistics scaled directly off of Main Attributes: everyone started with 10 in each statistic except for Speed which started at 0.1%. After that, 1 STR = 1 Physical Damage, 1 AGI = 0.1% Speed, 1 VIT = 10 HP, 1 STA = 10 Energy, 1 INT = 10 Mana.

Basic attacks applied 100% Physical Damage, while a Player's speed was actually influenced by his Speed percentage. Basically, a Player could move by that percentage quicker in any movement that was non-Skill related. If a Player's HP bottomed out they would die, and revive at the closest revive point.

If a Player's Energy bottomed out, they would be in the state of Fatigue and lose 5% of their maximum HP per minute (it took 1 minute to rest and get out of the state of Fatigue). If a Player's Mana bottomed out, they would fall in Mana Fatigue and not recover Mana for 5 min. If a Player encountered the state of both Fatigue and Mana Fatigue, they would lose 10% of their maximum HP per minute. As soon as they recovered from Fatigue, this penalty would disappear.

The Recovery Rate of both Energy and Mana was of 5% per minute, and the Recovery Rate of HP was of 1% per minute. In battle state, every Recovery Rate was halved. Skills could cost Mana or Energy or both or nothing ( a few would require HP). And finally, Basic Attacks and/or Running would cost Energy at the rate of 1 per minute, while Walking cost nothing.

So currently, Odin would deal 15 Physical Damage per Basic Attack and would move at Jake's Speed + 0.5%. His Energy allowed him to Run and/or Basic Attack for 30 min, while his HP could absorb 40 damage. He also had the pitiful amount of 10 Mana to use Spells with. Jake could do a lot with these stats. After all, the most important part of any MMORPG was a Player applied their stats and how they used their Skills.

His Skills were all provided by the Swordsman Class and could all be upgraded with Skill Points (SP). SP was the simplest currency of all: 1 SP = 1000 XP. No more. No less. And it would never change.

The "Sword Wielder" Passive Skill currently gave him + 1 more Physical Damage per Basic Attack, and + 1% more damage to all his Skills. It also amplified the effect of "Side Strike's" Low Float by + 0.1 second more, since it made Skills 1% more effective. Nothing special yet. Later on, those bonuses would grow; but so would everyone else's.

Odin's 3 Active Skills were the 3 Starting Skills of the Swordsman Class. "Chop" was an enhanced Basic Attack that could be triggered every 5 seconds, so if Jake spammed it, he would run out of Energy in about 2 minutes.

"Side Strike" could be considered a low-quality Crowd Control Skill: by running a Stat Check Judgment, it would determine whether or not the Crowd Control would be effective on the enemy.

And finally, "Counter" could be considered an almost OP Skill except for one fact: it relied on the Player's innate skill or talent. If Jake wanted to maximize the use of this Skill, he would have to correctly block a Physical Attack and then land his own Physical Attack, preferably a "Chop". Which would not be easy for any random person.

However, Jake had been clever about this: after the Beta, having discovered this fact, he went ahead and spent money to take a class of fencing in the city center for the last year. While he was no expert fencer, he could at least use a sword above a beginner level. He smiled and mentally patted himself on the shoulder for being so smart. Right now he was as ready as he would ever be, even with the Beginner's Equipment he had been given:

[Leather Shirt] (Garbage Armor)

Level 0

+ 1 VIT

+ 2 Physical Resistance

+ 2 Magical Resistance

Durability 10/10

[Coarse Sword] (Garbage One-handed Sword)

Level 0

+ 3 STR

Durability 10/10

Equipment would directly impact Attributes rather than Statistics. And when they were not Garbage Quality, they would have Level and Attribute requirements to be wielded, . Equipment was also the only way to gain Physical Resistance and Magical Resistance. The way these stats worked was:

Physical Damage Received = Physical Damage - Physical Resistance

Magical Damage Received = Magical Damage - Magical Resistance

And finally, Equipment also had a certain Durability, which would be lost during battle. Depending on the quality of the Equipment and the intensity of battle, more or less Durability would be lost. Garbage Equipment would last about a day in the area of the Beginner's Town, provided Jake did not use it too extensively. He snorted. PK was definitely not recommended with this kind of Equipment, but who cared? Not him. His Quest would get him better Equipment.

He walked past the Town Guards standing at the Town's doors, thinking: 'What's the best way to PK ten other Players?'