New Stats in GS4

As you enter the new world of GS4, youll notice that you have different stats from what youre used to. Some stats have changed, others have remained the same, and some are completely new. Heres a quick list of the stats, as well as information on stat growth and training point calculation.

Your characters ten stats are broken up into two categories: physical and mental. Discipline and Aura are each considered to be both physical and mental.

Agility - Physical

A representation of a persons grace in motion and general nimbleness of body. Actions requiring balance, maneuverability, or quick reactions are based on this attribute. Agility directly affects a characters defensive strength (DS).

Aura - Physical and mental

A measure of a characters innate connection to the spiritual, mental, and elemental magic that is woven throughout the world of Elanthia. Elemental magic is strongly tied to Aura, and a characters spirit points (SP) are determined based on this stat.

Constitution - Physical

Constitution is a measure of the physical durability of a character. It helps with disease, critical hits, and affects the maximum number of health points a player can receive. It also affects a number of other things including encumbrance and some maneuver checks. Constitution does not affect a characters stun and hit point recovery rate.

When the Constitution stat increases, it does not automatically increase a characters hit point total, but will increase the characters maximum hit point total. (To increase your characters hit points, you must spend points on the Physical Training skill.)

To figure maximum hit point total, take the base hit point total for the characters race and add their Constitution bonus.

Dexterity - Physical

A measurement of a persons hand-eye coordination and fine motor skills. This aids in actions requiring precision and deft manipulation, such as picking locks, picking pockets, skinning, and aiming ranged or targeted attacks. Discipline Physical and mental

Discipline is a measure of a characters force of will, determination and ability to focus on the task at hand. Discipline is used in a wide range of game systems, some of which include determining the total amount of experience that a character can gain

before needing to rest and attempts to resist mental or emotion-based attacks.

Influence - Mental

A persons ability to influence others. Some aspects of Influence include leadership, inspiration, persuasion, intimidation, fear, presence, and personal charm or magnetism. Magic or abilities that affect the targets mind or emotions are typically more

powerful for casters with a high Influence attribute.

Intuition - Mental

A persons innate or instinctive ability to sense things without conscious deduction or critical analysis. It is distinctively different from Logic in that it refers to the ability to make decisions or leap to conclusions with little or no overt supporting evidence, relying more upon subconscious hunches. Included in intuition would be what is commonly referred to as a sixth sense, prescience, perception, and luck.

Logic - Mental

A persons capacity for critical and rational thought, reflecting their ability to reach logical conclusions based on available facts. Logic affects how much experience a character can gain before needing to rest, how quickly a character can absorb that experience and the ability to activate magical items and scrolls.

Strength - Physical

Strength is a measure of physical prowess. It affects a characters Attack Strength (AS) with melee weapons as well as the amount of weight a character may carry (encumbrance) before suffering penalties. The Strength Bonus is added directly to a characters AS.

Wisdom - Mental

A representation of a persons common sense, pragmatism, ability to draw upon past experiences to evaluate new challenges and the ability to examine problems and issues from multiple perspectives. Wisdom also represents a persons conscious connection with spirituality. Spiritual magic is strongly tied to Wisdom.

Starting Stats and Stat Growth

Note: stat bonuses and growth intervals can be found on the races page.

Statistics are assigned at character creation. Depending on your race, you are given bonuses or penalties to add to or subtract from your starting stats.

Statistics can only increase when your character reaches a new level. That doesnt mean they will go up every time you train, but that is possible. The rate at which statistics rise is based on race, profession, and variety of other factors. Players are given 640 points to allocate among their stats, with their professions prime requisites getting an additional +10 bonus (maximum 100).

Stats go grow and follow a set pattern dictated by the stat growth interval. The simple rule is that the higher the stat growth interval, the faster the stat will increase. To determine when a stat will increase, apply the following formula: Divide the current value of the stat by the stat growth interval and round down to the nearest integer. If your new level is evenly divisible by this value, then the stat will increase. Stats will not increase beyond 100.

Example: A 22nd level Dwarven Rogue with an 84 Constitution has a stat growth interval of 25 (Rogue 20 + Dwarf 5). 84/25 = 3.36, which rounds down to 3. Therefore, the Dwarfs Constitution stat will next increase at level 24, because level 24 is the next level after 22 that is evenly divisible by 3.

Determining Training Points Based on Stats

Training points are determined using the following equations:

Physical TP

(25 + (((Aura + Discipline)/2 + Strength + Constitution + Dexterity + Agility)/20))

Mental TP

(25 + (((Aura + Discipline)/2 + Logic + Intuition + Influence + Wisdom)/20))

Note: Prime requisites count double wherever they are in the training point equations. Each professions prime requisites can be found on the professions pages.

Example: For a Bard, with prime requisites of Influence and Aura, training points are calculated as:

Physical TP

(25 + (((2*Aura + Discipline)/2 + Strength + Constitution + Dexterity + Agility)/20))

Mental TP

(25 + (((2*Aura + Discipline)/2 + Logic + Intuition + 2*Influence + Wisdom)/20))

Note: These calculations will result in squares having more physical TPs, while pures have more mental TPs, with semis falling in the middle.