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## Example of Build Archetype

Tank: VIT as primary stats, with heavy armor and shield for high block chance and block mitigation

Knight: STR as primary stats, with armor penetration

Barbarian: STR as primary stats, with stun

Anti Mage: VIT and INT build with high resistance

Ranger: Ranged weapon and movement speed

Ninja: DEX as primary stats. Use dual weapon. High crit and high dodge

Mage: INT as primary stats, high damage

Trader: CHA as primary stats which will lower price to buy material from trade hall as well as increase chance to craft quality item. But mix the stats carefully cause CHA did not help at combat at all while you might still want to be able to defeat monster to be able to utilize scavenging stats as it will increase the number and rarity of loots drop.

## Primary Stats

**STR**: increase your physical attack, accuracy, weight limit, block chance, block mitigation, critical damage, threat, defense, evasion and influence.

**VIT**: increase your max HP, HP regeneration, max rhun, rhun regeneration, defense, resistance, weight limit, block chance, block mitigation, tenacity and threat.

**DEX**: increase your physical attack, critical chance, critical damage, initiative, speed, evasion, accuracy, craft efficiency and craft mastery.

**INT**: increase your max rhun, rhun regeneration, magic attack, barrier, resistance, initiative, evasion, accuracy, influence, craft efficiency, craft mastery, NPC discount and scavenging.

**CHA**: increase your influence, crafting efficiency, crafting mastery, NPC discount, NPC trade limit and scavenging.

## Secondary Stats

**Initiative**: This stat decides who gets the first move in combat. At the beginning of combat, all participants will be placed into turn order based on the participant with the highest initiative to the lowest. So you can make sure to always hit first if you have high initiative. You usually get initiative stats from helmet, boots, pants and some trinkets. This stat benefits from DEX and INT primary stats.

**Threat**: This stat decides which participant of combat is more dangerous for them. Every damage dealt to an enemy will increase the threat against that single enemy. Most enemies usually prioritize the target with the highest threat. Since tank adventurers usually deal small amounts of damage, having this stat in their equipment makes sure the enemy focuses on them. You get this stat from STR and VIT primary stats.

**Restoration**: This stat allows your character to heal a party member or themselves while in combat. An adventurer will only heal themselves or their party member if they have this stat and have their role in the character set to healer. In combat, if an adventurer heals themselves or a party member, they cannot attack in the same turn. Healer will always prioritize healing. Restoration will consume rhun when used. This stat cannot be gained from primary stats at the moment and mostly comes from staff and trinket.

**Max HP**: This stat allows your character to withstand more damage from enemy attack. If you run out of HP during combat, you will be incapacitated and the fight will continue until all participants from one party are defeated. You can be healed in combat as long as you are not incapacitated yet. But once lost all your HP, you are out of combat. HP most often comes from belt and chest armor. You can increase your VIT to increase max HP as well.

**HP Regen**: Your HP regenerate at this rate each minute. HP does not regenerate in combat. HP Regeneration helps your character recover faster between combat. Every minute, your character will gain this much HP. In combat, 25% of your HP Regen stat will heal you every after 5 round. HP regen comes from belt and chest armor. You can also get some HP regen from VIT primary stats.

**Max Rhun**: This stat allows magic users to cast magic attacks, set up barriers and heal. Aluash adventurers do not have this stat due to their racial traits. Each point of rhun can be used to produce 10 magic damage or heal 10 HP or set up a barrier to absorb 10 damage.

**Rhun Regen**: Similar to HP Regen, Rhun Regen helps your character restore your Rhun out of combat. How much Rhun you heal per minute is primarily based on your INT and VIT primary stats.  In combat, 25% of your Rhun Regen stat will heal you every after 5 round.

**Arcane Regeneration:** This stat allows your character to consume rhun each turn to heal the HP of your character. How much Rhun you will consume is about a tenth (1/10) of your character’s available Rhun. And how much HP you will get is always the exact amount of your Arcane Regeneration stat.

**Barrier:** This stat is exclusive to magic users and allows them to cast a shield that is basically stacked onto their HP bar and only regenerates after combat. How much Barrier you will get is primarily based on INT stat. The more INT you have, the more Barrier you will have. (Temp explanation.)(Countered by Barrier Dispersion%)

**Barrier Dispersion%:** This stat allows the attacker to ignore a percentage of the enemy’s barrier. How much barrier is ignored can be vary. This stat is useful for those who want to get rid of mages with high amount of Barrier.

**Attack Type**: There are two types of attacks, magic and physical attack. Each of them have their own weakness, magic attacks can be countered by resistance. While physical attack can be countered by physical defense.

**Attack Range**: The range of your attack determines whether you can reach the enemy or whether you need to move towards them to attack. The farther you are, the more time it takes for the enemy to approach and be able to attack you. This also applies to the enemy as well.

**Speed**: This stat allows you to determine how much distance you can cover in one turn to reach your enemy or retreat from them. Characters with high speed can approach ranged enemies with minimal turns. While characters with low speed can be difficult to battle against ranged enemies.

**Physical Attack**: This is the physical damage you can deal to your enemy. This damage is reduced by your enemy's defense. Physical attack is primarily based on your STR and DEX stats. The more STR and DEX stats you have, the more damage you can deal with a physical attack.

**Magic Attack:** This is the magical damage you can deal to your enemy. This damage is reduced by your enemy's resistance. Magic attack is primarily based on INT stat, which means, the higher you have INT stat, the more magic attack you will have. Magic attack also requires rhun and cannot do criticals. If you run out of rhun, you will deal physical attack instead.

**Critical Chance**: This is your chance to land a critical hit, dealing significantly more physical damage. Magical attacks cannot be critical. This stat is primarily based on DEX stat, the higher you have DEX, The higher the chance, which means the more likely you deal critical damage to your enemy.

**Critical Damage**: This stat allows you to deal multiplied damage from your physical attack. If the critical succeeds, your physical attack will grant you bonus added damage based on the percentage of the amount of this DEX based stat that you have. However, critical damage does not apply to magic attacks and can be countered by Tenacity.

**Rhun Overload:** This stat allows you to use more rhun to deal more magic damage, but damages the user when they run out of rhun. How much Rhun you will consume is about a tenth (1/10) of your character’s available Rhun. And the bonus damage applied is based on how much of this stat you have.

**Magic Enhancement:** This stat allows you to deal magic attacks using magical equipment. Various equipment, such as swords and daggers, can have a magical enhancement attribute in them. Making them deal magical damage instead of physical damage. However, you will consume Rhun each time you landed an attack towards the enemy.

**Voltek Enhancement:** This stat provides you magic attack through the use of Voltek technology. What differs from Magic Enhancement, Voltek Enhancement does not consume Rhun when this effect occurs. Making it a good choice over Magic Enhancement.

**Defense**: This stat allows you to reduce the physical damage you take. This stat is primarily based on STR and VIT stats. Meaning, the higher you have those stats, the higher your defense will be. However, this stat can be countered by players who have Armor Penetration effect. (Countered by Armor Penatration%)

**Armor Penetration%:** This stat allows you to ignore a certain percentage of the enemy’s defense. This stat is useful against enemies who have thick defense, which can be easily ignored if you have a high amount of this stat. How much it penetrates depends on how much of this stat you have and your enemy’s defense stat.

**Resistance**: This stat allows you to reduce the magical damage you take. This stat is primarily based on your VIT and INT. Which means, the higher you have those two stats, the better your resistance towards magic attacks. However, this stat can be countered by Spell Penetration stat.(Countered by Spell Penetration)

**Spell Penetration:** Allows you to ignore a certain percentage of the enemy’s resistance and deal more damage. This stat is useful against enemies who have a high amount of resistance stat, which can be easily defeated if you have a high amount of this stat.

**Dodge Chance %:** This stat allows you to increase your chance to evade attacks completely by a percentage in a turn. What differs from Evasion stat is that Dodge Chance is not affected by any other stats. Not even Accuracy. Making it a powerful stat to have.

**Evasion**: This stat allows you to increase your chance to avoid an attack completely per round. During combat, if you have high stats of evasion you can defeat your enemy without taking any damage at all. This stat is primarily based on DEX and INT stats. The higher you have those two stats, the more nimble you will become during combat. However, it’s important to note that this powerful stat can be countered by Accuracy stat. (Countered by Accuracy)

**Accuracy**: This stats allows you to increase the chance to hit your opponent. This stat is useful for engaging in combat with enemies with high amount of evasion, which means this stat will void some of the enemies’ evasion stats. This stat is primarily based on STR, DEX, and INT stats.

**Lifesteal%:** Allows your character to heal for a percentage of the damage dealt during combat. How much HP you gain is the result of multiplication of your inflicted damage towards the enemy and a percentage of your current lifesteal stat.

**Poison:** This stat allows your attacks to deal delayed damage at the end of each turn. After dealing initial damage in a turn, a poison effect is applied, causing additional damage at the end of the turn. The unique aspect is that the poison damage accumulates and steadily growing with each subsequent turn. However, this powerful stat can be countered by Tenacity stat. **(Countered by Tenacity)**

**Tenacity**: Tenacity reduces the damage you receive from on hit effects (Poison, Critical DMG, Entangle, and Knockback). Tenacity also reduce the chance of you getting stunned. This is a very powerful stat to have since it can reduce the damage coming from all hit effects. This VIT based stat is useful to counter enemies who have high critical damage such as Assassin builds. How much damage is reduced is based on critical bonus damage multiplied by your percentage of Tenacity stat.

**Stun Chance%:** This stat is your chance of stunning the enemy per attack. If succeed, your enemy will be disabled for a brief turn. However, stuns will be countered by Tenacity stat. (Countered by Tenacity)

**Block Chance**: This stat allows you to have a chance to block an attack during combat. If succeed, you will receive a damage reduction from the Block Mitigation stat. This stat is primarily based on VIT stat. The higher you VIT stat, the more block chance you’ll get.

**Knockback:** This stat allows you to create a space between you and the enemy when landing a hit during combat. However, this stat can be countered by Tenacity stat. How much distance the enemy is pushed away, is by how much value do you have in this stat. (Countered by Tenacity)

**Entangle:** This stat allows you to slow your enemy’s speed during combat, decreasing the chance of your enemy to get a closer range with you, which means the more likely you won’t be hit by the enemy in the upcoming turns. However this stat can be countered by Tenacity. Slowing effect on hit (Countered by Tenacity)

**Block Mitigation**: This stat allows you to reduce the damage you receive when blocking. Unlike the Block Chance stat, which is primarily based on the VIT stat, Block mitigation is primarily based on the STR stat instead. This means that even if your block chance is high, the damage reduction you receive is not significant if you have a low STR stat. The higher your STR and VIT stats, the more invincible you can become against attacks. The amount of damage reduced is based on how much damage you received and the percentage of the value of this stat that you have.

**Weariness:** Your age. As you age, you will reduce your overall stats, but you can drink the elixir of life to reduce this stat. Aging gets exponentially faster, so at the start, it doesn’t affect you much. However, this negative stat can be reduced by having Reverse Aging stat. (Countered by Reverse Aging)

**Reverse Aging:** This stat allows you to reduce the amount of Weariness stat that you have so that you can utilize all of your stats. This can be obtained by drinking the elixir of life to reduce your weariness.

## Non Combat Stats

**Equip Weight Limit**: This stat is the total amount of weight you can carry as equipment. At the start of the game, you cannot carry such a large amount of equipment. However, since this stat is primarily based on STR and VIT stats, you can progressively enhance this stat by levelling up your STR and VIT stats. Which will expand your capacity to carry a more extensive array of equipments throughout your adventure.

(Level STR and VIT to increase equip weight limit)

**Influence**: When you bought an item from a trade hall, you will increase the exp of that trade hall, this means you’re endorsing that trade hall. The higher the trade hall level, the more better items will appear on sale. With this STR and CHA based stat, influence allows you to increase the exp you get from endorsing buildings and increases the number of items you can buy in a trade.

**NPC Discount**: This stat allows you to increase the discount you get from NPCs in the buildings. This stat is primarily based on your CHA stat. The more CHA you have, the more discounts you will get from Vendor NPCs.

**Craft Efficiency**: During crafting, you will use materials in order to craft an item. This stat allows you to increase the chance to use less materials while crafting. This stat is primarily based on DEX, INT, CHA stats. Meaning the higher you have those stats, the more efficient your crafting will be.

**Craft Mastery**: When engaged in crafting, you have the opportunity to create items of varying qualities, including Normal, Epic, and Mythical. The presence of the Crafting Mastery stat enhances your abilities by elevating the likelihood of crafting higher-quality items. As you invest in this DEX, INT, CHA based stats, your craftsmanship becomes more refined, increasing the probability of creating masterpieces in the form of Epic and Mythical items. Embrace the power of Crafting Mastery and unlock the potential to forge exceptional items with every crafting endeavor.

**Craft Knowledge:** In Dragnethar, you can visit Artificer to upgrade your equipments and take it to the next level. With the right material, you can unlock hidden stats, which is considered better than other stats on equipment. This stat allows you to increase the number of hidden stats shown when upgrading on Artificer.

**Scavenging:** While exploring, there’s a chance to get loot drops after you clear a depth in a node. This stat allows you Increases the chance to gain loot drops while exploring. This stat is primarily based on CHA and INT stats, meaning the higher you have it, the more chance of loot to drop after clearing a depth in a node.

**Mount**: In Dragnethar, you can have a mount to increase your stats during combat. Having a mount also allows you to travel faster without paying any coin costs. However, flying allows you to do even faster travel.

**Comfort**: This stat allows you to decrease the amount of time for AP to recharge. Usually, it takes about 10 minutes to regenerate one AP. This stat can help you decrease the time to regenerate one AP.

**AP Time**: Whenever you explore a depth in a node, you will consume one AP in each depth. Usually it takes about 10 minutes to regenerate one AP. This stat shows you how much time does it take for each AP to regenerate. This can be decreased by Comfort stat.

**Reputation Gained%:** When you complete a quest, you will receive a reputation from the area where you took the quest. With this stat, you will receive a bonus reputation gained by a certain percentage.

**Repel Race%:** This stat allows you to increase the chance to avoid meeting a specific race while exploring by a certain percentage. As this stat increases, so does your ability to strategically avoid meetings with specific races during expeditions.

**Ancestral Ward%:** This stat allows you to reduced the amount of damage dealt to a certain race by a percentage. The amount of damage reduction you’ll receive is based on the landed damage by your enemy, and a percentage of this stat that you have.

**Bane%:** Increases the amount of damage dealt to a certain race by a percentage. This effect can be used together with critical effect, where the damage will be applied at the end after critical effect.