Battle Stats

Aside from Health and Energy, the following Stats are all used for automated combat only (read about automated combat here) and are irrelevant for the daily life side of the Roleplay. All of these Stats have a starting amount, which then gets increased depending on the associated Attribute points. Additionally, some of the stats can be further increased depending on the weapon. The only other way to further increase stats is by taking drugs, giving a temporary boost to the stats. Please keep in mind that taking the same drug repeatedly won't stack the effect, so there's no point in doing it (unless your character wants to get high off of it?)

## Health (HP)

The amount of health, pretty straightforward. If it reaches 0, it's the end of the line for the character, who dies forever, true death. There are no second chances. Health decreases whenever the player is hit by a monster in battle. Outside of battle, Health may also decrease if the player falls into traps or has an accident (with buildings collapsing for example), gets hurt by other players. Taking drugs also reduces the player's current health (but never the total/max HP of course).

**Starting Value**: 50.

Increases by 3 for every Body point.

Can be recovered by using medicine or consuming higher quality food. There is no other way of recovering Health, and it does not recover by itself either. The amount of current Health cannot exceed the maximum, which is determined by the starting value + Body.

## Energy

Energy is used for the /search command, meaning it is required for exploration. Can only be recovered by taking a drug called "Energy Pills", or by consuming any food. Additionally, once a day, 3 Energy is awarded to everyone for free. Use it wisely.

The maximum amount of Energy is 100, and that is also the starting amount. There is no way to change this maximum.

## Attack

This combat only stat is the amount of damage a player does to a monster with a regular hit, pretty straightforward.

**Starting Value**: 1.

Increases by 1 for every Technical point.

The equipped weapon can also increase this stat. Additionally, taking the "Power Pill" drug also increases this stat.

## Speed

Determines who goes first in battle, being the player who goes first if they have more speed or the same speed as the monster, but the monster goes first if it has more speed than the player.

**Starting Value**: 1.

Increases by 1 for every Reflexes point.

The equipped weapon can also increase this stat, however if the weapon has a lot of weight, it might also decrease this stat. Additionally, taking the "Speed Pill" drug also increases this stat.

## Defense

Reduces received damage in combat. If the player is hit by a monster that has 10 Attack, but the player has 2 Defense, then the player will only lose 8 HP instead of the 10. Damage taken cannot be below 1, even if the Defense stat is somehow higher than the monster's Attack stat.

**Starting Value**: 0.

Increases by 1 for every Technical point.

Only "Defensive" type weapons can increase this stat. Additionally, taking the "Endurance Pill" drug also increases this stat.

## Block

The probability (in %) to block/parry an incoming attack. Should it succeed, the player takes half of the damage they should take. This calculation takes place *before* the Defense is accounted for, and so the damage can never fall below 1 either. The higher this stat, the more likely the player is to succeed in blocking/parrying the attack.

**Starting Value**: 0%.

Increases by 3% for every Intelligence point.

The equipped weapon can also increase this stat, though depending on the weapon type, it might only start increasing at the higher Tiers. Additionally, taking the "Endurance Pill" drug also increases this stat.

## Accuracy

Plain and simple, the probability (in %) of landing an attack on the monster. Should it succeed, that means the player manages to attack, and so having a higher Accuracy stat means missing less attacks (or landing every attack if the Accuracy is 100%). Monsters do not have Block nor Evasion stats, so they cannot block nor evade attacks, Accuracy is the only thing that truly determines if a player can land an attack on a monster or not.

**Starting Value**: 50%.

Increases by 2.5% for every Perception point.

The only way to increase this stat is temporary, via taking the "Precision Pill" drug.

## Evasion

The probability (in %) of dodging/evading a monster attack in combat. Evaded attacks deal no damage to the player, so they lose no health from it. This calculation is done before Block, as there is no need to block/parry an attack that won't even connect. Monsters do not have an Accuracy stat, so Evasion is the only thing that determines if a monster's attack can land on a player or not.

**Starting Value**: 20%.

Increases by 3% for every Reflexes point.

The only way to increase this stat is temporary, via taking the "Speed Pill" drug.

## Critical Hit Rate

The probability (in %) of an attack being considered a critical hit or not. This is calculated after Accuracy, only in cases that the player actually lands the attack of course.

**Starting Value**: 40%.

Increases by 2.5% for every Intelligence point.

The only way to increase this stat is temporary, via taking the "Precision Pill" drug.

## Critical Damage Boost

If a successful attack is considered a Critical Hit, then the damage of that attack is increased based on this stat. For example, if the player has 10 Attack stat and lands a critical hit, and they have 50% in this stat, that means they will do 15 damage to the monster as a critical hit (because 50% of 10 is 5, and 10+5=15).

**Starting Value**: 50%.

Increases by 3% for every Perception point.

The only way to increase this stat is temporary, via taking the "Power Pill" drug.