From The Mana World

Comparison with other games

Below a list of attributes encountered in other role playing games.

Name General effect 1 2 3
Strength Increases damage and max inventory weight X X X
Agility Increases chance to hit and walking speed X
Dexterity Increases chance of evasion and missile accuracy X X
Vitality / Endurance / Constitution / Fortitude Increases health and stamina regeneration rate X X X
Energy / Intelligence / Magic / Mentality Increases mana and mana regeneration rate X X X
Wisdom Increases how much you can remember (spells) X
Spirit / Willpower / Awareness Increases magic defence X
Personality / Charisma Related to bartering, getting information, getting into fights, diplomacy skills X X
Luck Increases luck in many areas X
Speed Determines how fast you can do things X
  1. Diablo (attributes)
  2. The Elder Scrolls (attributes in Arena, Daggerfall and Oblivion)
  3. Angband (attributes)

From level to character attributes

I think when you increase level you should get a fixed amount of points that you can use to increase your attributes. Let's say attributes go from 1 to 100, and start at 20. With the current number of attributes, that's 7 * 80 = 560 points necessary to get the theoretical maxed out character. The character goes from level 1 to 100, so per level increase we need to get 560 / 99 = 5 points. I said "theoretical maxed out character" because with it being exponentially harder to increase your skills as they come closer to 100, we can easily make it virtually impossible to actually achieve this. When starting with attributes at 20 seems too high, we can also start with attributes at 5 and go for 6 points per level. --Bjørn 17:13, 10 June 2006 (CEST)

Note: There is a disadvantage to deriving a level from skills: because it is an average, it is not a useful number for the user to predict the outcome of battles, competitions, etc that vary in their use of the skills. Perhaps one could have a "combat level", "magic level", and an "occupation level" to fix this without having to actually compare characters on a skill-by-skill basis, or maybe something similar. --Blash 18:16, 15 November 2007 (CET)
You can't use the level anyway for predicting the outcome of battles, since you don't know the level of your opponent unless you asked for it. And even if we had levels for different categories, it wouldn't be much more useful in my opinion. The level is meant to be a kind of average, since it represents your overal advancement in the game. --Bjørn 16:31, 19 November 2007 (CET)
I see. So the level would only be used as a guild/faction/player points and/or ranking mechanism, and not used in combat or skills? --Blash 22:58, 19 November 2007 (CET)
Yes, the overall character level plays no direct role for skills or combat as far as I am aware. --Bjørn 21:26, 4 September 2008 (CEST)