Stats and Leveling

## Hit points

**Hit points** (or **HP**), it represent how much damage you or a party member can take before being Downed, and how much damage creatures and items can take before being killed or destroyed.

A character's hit points maximum is primarily determined by their class, job class and racial size.

#### by Class

* Fighter and Swordsman gain +6 HP with every level up.
* Archer and Rogue gain +4 HP with every level up.
* Cleric, Druid and Mage gain +3 HP with every level up.

#### By Job class

* Knight academy, Barrack and Mercenaries guild gain +6 HP with every level up.
* Tavern, Scout Guild, Merchant and Artisan Guild gain +4 HP with every level up.
* Academy, Shrine, Church and Sanctuary gain +3 HP with every level up.

#### By Racial size

* Tiny start with 3 HP and gain +2 HP with every level up.
* Small start with 8 HP and gain +3 HP with every level up.
* Medium start with 15 HP and gain +4 HP with every level up.
* Large start with 75 HP and gain +15 HP with every level up.
* Colossus start with 250 HP and gain +25 HP with every level up.

A character's Constitution modifier also affects their Hit points maximum for each level.

## Mana

**Mana points** (or **MP**), all spellcasters have Mana, which they expend to cast their known spells. Depleted mana are generally replenished by taking a long rest.

A spell requires spell slot of the same tier. The spell slots are depent on how hight mana that spellcaster has.

* It's calculated as follows: Spell slots (tier x = x\*10 mana) points. Max spell slots are 4 per level

spellcaster can use mana points to expand spell slots during long rest.

* For Cleric, Druid and Mage gain +30 Mana at level 1, 5 and 10
* For Job class in Academy, Shrine, Church and Sanctuary gain +20 Mana at level 1 and 3

## Sanity

**Sanity points** (or **SP**), it represent how much mental damage creatures can take before being Insane.

#### by Class

* Fighter and Swordsman gain +2 SP with every level up.
* Archer and Rogue gain +3 SP with every level up.
* Cleric, Druid and Mage gain +4 SP with every level up.

#### By Job class

* Knight academy, Barrack and Mercenaries guild gain +2 SP with every level up.
* Tavern, Scout Guild, Merchant and Artisan Guild gain +3 SP with every level up.
* Academy, Shrine, Church and Sanctuary gain +4 SP with every level up.

#### By Racial tier

* Tier I gain +2 SP with every level up.
* Tier II gain +3 SP with every level up.
* Tier III gain +6 SP with every level up.
* Tier IV gain +10 SP with every level up.
* Tier V gain +30 SP with every level up.

A character's Wisdom modifier also affects their Sanity points maximum for each level.

## Stamina

**Stamina** determines how continuously a creature can act in combat before being Exhausted.

every action (inclund reaction) take 10 stamina and recovery 10 stamina at the end of turn.

* It's calculated as follows: base stamina [100 + (STR+CON modifier)]

## Armour class

**Armour Class** (or**AC**) is a measurement of how difficult a creature is to be hit by an attack. In order to successfully hit a creature, the results of an attack roll must have a number equal to or greater than the target's Armour Class.

* It's calculated as follows: base AC (10 + Dexterity modifier)

## Initiative

**Initiative** determines the order of turns during combat.

* When combat begins, every participating combatant rolls [(D4 + Dexterity Modifier) + base initiative]

If two participants roll the same Initiative result, the one with a higher Dexterity Score goes first

## Carrying capacity

**Carrying capacity** is the measurement of how much weight a character can carry.

* Nearing this value applies penalties to movement and other abilities
	+ Exceeding 75% of this value will cause Encumbered.
	+ Exceeding 90% of this value will cause Heavily Encumbered.
* Initially calculated as 10 + (Strength x 10)KG and will update accordingly whenever Strength changes.