From The Mana World
Revision as of 08:42, 5 August 2011 by Alige (talk | contribs) (removed the translation bar, quests are the top priority)

This article contains information for players or people interested in playing The Mana World rEvolt. If you're interested for the Classic game, please go to the Classic portal.

This article is for reference purpose

The features described in this article are already implemented in the game. The article should describe how a certain aspect of the game currently works. You may of course edit this article to improve the description of the circumstances. Your opinions or improvement suggestions about the described aspects themself are of course appreciated, too. But please put these on the discussion page of this article to keep facts and fiction separated.

This is the currently used stat system. Because The Mana World is currently using the Ragnarok Online Server Emulator eAthena as a server backend the game mechanics are identical to the online game Ragnarok Online. Note that this is only a temporary state. The game will switch to an unique stat system as soon as the new server platform is ready.

Agility

Raises your attack speed and your dodge.

  • +1 to Flee/Evade per point.
  • Increased attack speed per point (complicated, but based on the attack speed of the weapon you are using).

Dexterity

Raises your bow damage and your accuracy (minimum damage on hit).

  • +1 to Hit per point. Note that the to-Hit chance is then reduced by (distance * (distance + 1)).
  • Increased attack speed per point (complicated, but based on the attack speed of the weapon).
  • +1 base damage per point for missile weapons.
  • A bonus of (Dexterity/10)^2 for missile weapons (such as bows).
  • +1 base damage per 5 points for melee weapons.
  • +1 minimum damage per point for melee weapons. If dexterity exceeds the attack value of the melee weapon, use the attack of the melee weapon for the min. value (ie. max. and min. values become the same).
  • +0.15% crit chance for melee weapons per point of dexterity

Vitality

Raises max health points and defense.

  • +1% to max health points per point.
  • +0.8 weapon damage reduction (defensive) per point.
  • Healing items effect increased by +2% per point.
  • Every 5 full points of vitality increases health points recovery power by 1. This affects both healing by resting and healing by heal-over-time items.
  • For monsters, there is a bonus to damage reduction.
  • There is a hidden bonus of +1 intelligence style magic defence per 2 points (currently not used in TMW).
  • If (vitality + (luck / 3)) is greater than or equal to 97, then you are immune to poison

Luck

Raises max lucky dodge.

  • +1 base damage per 5 points of luck for missile and melee weapons.
  • +0.2% crit chance per point of luck.
  • +1 "lucky" dodge chance (the right hand part of your evade value) per 10 points of luck.
  • If (vitality + (luck / 3)) is greater than or equal to 97, then you are immune to poison.

Intelligence

Raises your MP and mind abilities.

  • +1 Base Magic Attack per point.
  • +1% to Max SP per point.
  • SP Recovery items effect increased by +2% per point.
  • Every 6 full points of intelligence increases spirit points recovery power by 1 and past 120 intelligence, every 2 intelligence gives a bonus to spirit recovery power of 1.
  • A bonus to min. magic attack.
  • A bonus to max. magic attack.
  • +1 spell damage reduction (defensive) per point.

Strength

Raises your attack and damage of your hits.

  • +1 base damage per point for melee weapons.
  • A bonus of (Strength/10)^2 for melee weapons.
  • +1 base damage per 5 points for missile weapons.
  • +30 carrying capacity per point of base strength (the left hand part of strength only).

See also

References