Attributes

Attributes (ATT) are terms that represent parameters, or data values, that classify living beings or inanimate objects.

## Intrinsic

Intrinsic attributes represent directly the subject.

### *Character*

#### **Strength** (STR)

Represents pure muscular strength. It is necessary for dealing physical damage.

#### **Agility** (AGI)

Represents speed and reaction time. It is necessary for damage evasion.

#### **Vitality** (VIT)

Represents durability and stamina. It determines resistance to physical damage.

#### **Sense** (SEN)

Represents acuity and dexterity. It determines the accuracy and succes rate of skills.

#### **Intelligence** (INT)

Represents wisdom and thinking power. It is necessary for dealing magical damage.

#### **Charisma** (CHR)

Represents personality and communication. Although rarely necessary for combat, it affects magical resistance, business dealing and success rate.

### **Health Points** (HP)

Represents vigour and decreases with taken damage or Debuffs, and increases with Buffs or Items, up to the maximum value. The maximum value is determined by Race, and increases with **LVL**, or with Status Modifiers. It's necessary for any physical ability, and when it reaches 0, the subject inherently dies.

### **Magic Points** (MP)

Represents innate magic power. It's consumed through Skills, taken Magic Damage or Debuffs, and increase with Buffs and Items, up to the maximum value. The maximum value is determined by Race, and increases with **LVL**, or with Status Modifiers. When it reaches 0, the subject experiences decreased mental resistance, and fatigue.

### **Level** (LVL)

Represents the subjects progress in its race. It increases (+) at the cost of Experience (XP):

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{\displaystyle LVL+=-10\*LVL\quad XP}

LVL+ provides an increase in all character attributes (ATT), depending on new level:

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{\displaystyle ATT=\left\lceil {\frac {LVL}{10}}\right\rceil }

### **Critical Points** (CRT)

Determines the severity of the damage, depending on the point of impact. It starts at 1 for extremities, and reaches maximum (100) with the heart and brain.

### **Accuracy** (ACC)

Represents the ability of long range targetting. It's directly proportional to **SEN**.

### **Evasion** (EVS)

Represents the ability to escape damage. It's directly proportional to **AGI**.

### **Status**

Represents the state of subject. Indicates if subject is under Buff/Debuff effects.

Poisoned - continuously take damage for awhile

Paralysed - immobile for awhile

Burning - continuously take damage for awhile

Sleepy - immobile for awhile or until damaged (guaranteed critical damage)

Slow - quick step speed and jump distances are halved for awhile

Confused - Directional inputs are reversed for awhile

Stunned - immobile for awhile or until damaged

Blind - Field of vision decreased for awhile

Heavy - quick step speed and jump distances are halved while inside a certain area

## **Extrinsic**

Extrinsic attributes reflect interactions with the surrounding environment

### **Experience** (XP)

Represents the experience gained through life and quests. It is fundamental for any progression to occur.

Fixed  **OR**  Depending on the Enemy:

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{\displaystyle XP=\left\lfloor {\frac {LVL\_{Enemy}}{LVL\_{Player}}}\right\rfloor }

### **Attack** (ATK)

Represents the power it's possible to exert to inflict damage

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{\displaystyle ATK=ATT+Skill\_{Tier}}

STR replaces ATT in case of magical attack

INT replaces ATT in case of magical attack

### **Defense** (DEF)

Represents the resistance it's capable of offering to damage

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{\displaystyle DEF=ATT+Skill\_{Tier}}

VIT replaces ATT when taking physical damage

CHR replaces ATT when taking mental/status effects

STR replaces ATT when physically counter-attacking

INT replaces ATT when magically counter-attacking

### **HIT**

Represents the capability of dodging an enemy attack.

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{\displaystyle HIT={ACC\_{Enemy} \over EVS\_{Self}}}

### **Damage** (DMG)

Represents the damage that is inflicted by an attack.

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{\displaystyle DMG=(ATK\_{Enemy}-DEF\_{Self})\*HIT+CRT\%=-HP}

If DMG negative, there's no HP gain