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+ | Requiem Shard enforces a statcap of 350 total points, that can be split as you wish between the six stats that physically shapes your character in game, and a single cap for each stat at 125 points. | ||
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+ | Differently from most shards, in wich Strength, Dexterity and Intelligence are the three main stats, and Hit Points, Stamina and Mana derives from these main ones, in Requiem you have to decide how many points to devolve to each stat. | ||
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+ | Since all the stats have specialized uses in game and synergize with skills, it is better to roughtly decide the distribution during character creation, so you won't have a wizard wich cannot cast spells as you have too low Mana, or a warrior wich cannot wear a plate armor as you do not have enough Strength. | ||
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+ | ====== Stats breakdown ====== | ||
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+ | Let's see the main differences between stats and their effects in game | ||
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+ | ===== Raising Stats ===== | ||
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+ | When you create your character, you'll have a certain amount of points to spend between the stats: you need to allocate all of them to proceed between the Songmaker' | ||
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+ | Once your character is ready and in game, there are a couple ways to raise your stats, the most easy are the use of Animus to raise them, and during play you have a 50% chance to gain 1 stat point everytime you gain a full Animus. | ||
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+ | ===== Stat Thresholds ===== | ||
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+ | Most stats have some kind of thresholds that you may want to take into account during character creation and developement. | ||
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+ | The most notable are 90 points for Str, Dex and Int, as their values above this level will yeld diminished returns. | ||
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+ | Str up to 80 governs parry chances too, and after 100 it gives a special bonus to Hp regeneration, | ||
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+ | Every 10 points in Int gives an additional summoning control slot when you summon creatures via spells. | ||