Statistics

*For statistics on the wiki, see Special:Statistics.*STATs (short for STATistics) are a way of meausing the capacity of the life and magic of a hoverer. They are similar to those found in RPGs. A STAT's cap refers to the hoverer's capacity in that STAT, or the highest number possible.

#### HP

HP (short for Health Points) measure a hoverer's physical life force. Being attacked with lower this number, and it can be regained through either magic, consumables, or time. When this reaches 0, the hoverer's colors will desaturate completely, and they will turn into a sticky gray dust. This dust will make hoverers agitated, but more like a child who didn't get their juice, rather than a wild beast. This dust can also appear when a hoverer destroys something created with magic, although the psychological effects are less extreme.

#### AP

AP (short for Ambition Points) measure a hoverer's psychological life force. This number can fluctuate depending on a hoverer's mood. Low AP correspond to the hoverer having less energy, and acting more negative. High AP correspond to having more energy and acting more positive. The AP can be measured numerically, but is better observer as AP / AP cap. Numbers closer to 0 are low, and numbers closer to 1 are high. Everyone has positive and negative emotions, so raising the AP cap, instead of making a hoverer more positive, will grant the hoverer a higher capacity to feel, as their emotions can be more precise. This could likely be divided into subcategories corresponding to different emotions, but this has not been done yet.

#### MP

MP (short for Magic Points) is, put simply, the hoverer version of Mana. Using magic will result in a loss of MP. However, getting this critically low will result in the hoverer passing out, as like oxygen, it is needed for basic body functions. However, MP comes internally. Passing out from low MP will not result in a drop in HP, however, the hoverer will be asleep for about a day and in some cases more, depending on how much MP was overused. This time is made for the hoverer to recover. How hoverers can create MP is unknown, but is likely highly related to the lingering energy from The Restart.

#### EXP

EXP (short for Experience) measures how much a hoverer has learned. Hitting the cap will increase the hoverer's LVL by at least 1 and reset their EXP to 0. The higher the AP ratio is, the more this will increase. Battling is not the only way to raise this, and battles are quite uncommon among hoverers at all. EXP is instead gained as the hoverer progresses through life. Learning new things and then putting those things into practice can rapidly raise this, however, doing daily tasks and time are the normal way to raise this. EXP can be unique for every hoverer, as not everyone is born equally. (Hoverers with a smart-based personality will require more EXP to level up than a hoverer with a playful-based personality).

#### LVL

LVL (short for Level) is essentially a condensed form of EXP. It essentially serves the same function (a measurement of a hoverer's ability). Hoverers do not start at Level 0 or Level 1, as again, each hoverer's circumstance is different. Gaining enough levels does not result in a higher tier. Gaining a LVL will increase the MP, HP, and EXP cap. In some cases, it can also raise the AP cap, but by the nature of AP, it is usually raised during the collection of EXP. How a LVL increase will influence the hoverer is unique to the hoverer. Low AP can hold back the full effects, which can result in a pseudo-LVL UP if a hoverer gains High AP after being at Low AP throughout 1 or more LVL UPs.