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Character Creation in Istaria
By Mziln d'Nau Qu'ellar

GATEKEEPERS AND TRAVEL GATES

To enable teleportation to a given destination, you will need to speak to that town’s Gatekeeper. He will activate that destination for you for a fee. Keep in mind, these prices are subject to change when HORIZONS: Empire of Istaria is launched.

Starting islands connect to starting islands (free)
Starting islands connect to racial towns (free)
Starting islands connect to Tazoon (free)

Racial towns connect to other racial towns (20c)
Racial towns connect to Tazoon (free)
Racial towns connect to starting islands (50c)

Tazoon connects to starting islands (50c)
Tazoon connects to player towns (free)
Tazoon connects to racial towns (20c)
Tazoon connects to the floating island (free)

Player towns connect to player towns (free)
Player towns connect to Tazoon (free)

ATTRIBUTES

Dexterity – is physical quickness and coordination. Protects against physical damage.
Focus – is mental quickness and coordination. Improves chance of magical to hit.
Health - the amount of damage you can take before death.
Power – is mental force and effectiveness. Effects amount spell damage.
Strength – is physical force and effectiveness. How much damage you cause and how many resources you gather in a click
RACES

Dwarf - Capital Aughundell
Dexterity 45
Focus 45
Health 50
Power 40
Strength 70
Dwarven Toughness (+10 protection vs. Crush, Slash, and Pierce attacks, 30 second duration, 5 minute recycle)
(Enhanced Armor use)
Dwarves excel in all fields of endeavor, but tend to gravitate toward the roles of warriors, blacksmiths, outfitters and healers. A false stereotype exists that dwarves are incapable of the arcane arts; while dwarves prefer to achieve ends through Strength and physical exertion, there are several highly adept Dwarven mages

Elf
Dexterity 65
Focus 45
Health 50
Power 60
Strength 35
Elven Leadership (Bonus to hit for self and group members)
(Enhanced Bow use)
Elves typically exhibit superior senses of balance and Dexterity; many of Istaria's famed scouts and explorers have been elves. Likewise, elves are renowned for their superior ranged combat skills, especially archery. Elves tend to favor Power over Focus in the matters of the arcane, making them excellent wizards, clerics and scholars.

Fiend – Capital Kirasanct
Dexterity 50
Focus 65
Health 50
Power 50
Strength 35
Channel Energy (+10 to all magic resistances, 30 second duration, 5 minute recycle)
(Enhanced Ice Magic)
Because the Fiends have sacrificed some of their physical gifts for mental ones, the Fiends excel in all fields of scholarly and arcane endeavor including mages, scholars and also make excellent scouts.

Gnome – Temporary Capital New Rachival
Dexterity 50
Focus 60
Health 50
Power 60
Strength 30
Gnomian Prowess (Gnomes attack speed is about 3% faster than other races)
(Enhanced Evasion)
While Gnomes are not as physically Powerful as the other Living Races; they make up for it in heir solid Dexterity and their gifted Power and Focus. Gnomes make excellent spell casters (mages) and scholarly trades people like clerics and scholars; they also make fine scouts. While they are not typically known as dedicated practitioners of the arcane, they are the race of beings that seem to be taking the forces of magic in a direction previously unknown - along the path of technology. The Gnomes seem to be extremely adept at shaping and binding the forces of magic for the purpose of Powering great and exotic machinery and devices.

Half Giant – Capital Mahagra
Dexterity 40
Focus 45
Health 50
Power 35
Strength 80
Giant Daze (Combat Ability: Slows enemy's attack speed)
(Increased Starting Health)
On average, they tend to Focus more on physical endeavors rather than pure mental pursuits, but this does not mean that Half-Giant society is without noted masters of the arcane arts and scholars. Half-Giants are creatures of reason, patience, and Focus; they seldom raise their dander, but when they do anger, they are quite formidable opponents. Consequently, they are often found in the role of warrior and they prefer the role of Healer to other arcane paths.

Human – Capital Tazoon
Dexterity 50
Focus 55
Health 50
Power 50
Strength 45
Human Magical Aptitude (Increased control over spells during the abilities duration)
(Enhanced Magic defense)
Humans are quite versatile and adept at many fields of endeavor, though they tend to gravitate towards scholarly and arcane-oriented pursuits. They are a good choice for scout, mage, cleric and scholar.

Saris – Capital Kion
Dexterity 80
Focus 40
Health 50
Power 40
Strength 40
Saris Sprint (A second sprint, 30 second duration / 5 minute recycle)
(Enhanced Life Magic)
The Saris are by far the most dexterous of all the Living Races, and they make for superb Scouts. The Saris are also noted for being some of the foremost Monks in the land.

Sslik – Capital Sslanis
Dexterity 40
Focus 40
Health 50
Power 60
Strength 60
Sslik Regeneration (A Heal over Time)
(Innate Armor: Begin the game with slightly more armor)
The Sslik are extremely strong and Focused beings, and this contributes to their exceptional adeptness as Warriors and Healers equally, calling upon both skills to aid their people in times of need. They also make excellent clerics, blacksmiths and outfitters.

Dragon – Capital Chiconis and Dralk
Dexterity 30
Focus 45
Health 50
Power 45
Strength 80

CALCULATING PRIMARY STATISTIC GAIN PER LEVEL

As you advance in adventuring and tradeskill schools your base statistics will increase depending on the schools you select.

If you only chose one school things are simple just add the primary statistic gain to the matching primary racial statistic.

In the case of multiple schools things are different. Your primary statistics are calculated using the highest value of the statistics of all the schools you have been in added to your base racial stats. Just follow the steps and this will be explained.

Step 1

Lets select a Warrior/Blacksmith, which would add the following statistics at each level.

Adventure statistics (Warrior) - Dexterity 9 Focus 7 Health 20 Power 7 Strength 10

Tradeskill statistics (Blacksmith) - Dexterity 5 Focus 2 Health 5 Power 2 Strength 6

Step 2

For each level earned would multiply the adventure and tradeskill statistics by the level attained. So a 5th level Warrior/10th level Blacksmith would have:

5th level Warrior - Dexterity 45 Focus 35 Health 100 Power 35 Strength 50

10th level Blacksmith - Dexterity 50 Focus 20 Health 50 Power 20 Strength 60

Step 3

You add the corresponding highest statistics (in red in Step 2) to the Racial statistics (in red below).

Racial statistics (Dwarf) - Dexterity 45 Focus 45 Health 50 Power 40 Strength 70

Dexterity 45 + 50 = 95 (Blacksmith is higher)
Focus 45 + 35 = 80 (Warrior is higher)
Health 50 + 100 = 150 (Warrior is higher)
Power 40 + 35 = 75 (Warrior is higher)
Strength 70 + 60 = 130 (Blacksmith is higher)

And you get your Actual statistics: Dexterity 95 Focus 80 Health 150 Power 75 Strength 130

If your Gnome too weak to be a Warrior? Let him/her be a Blacksmith a little.
Your Dwarf needs more Focus? The Scholar school will help or make him/her a mage.

There are four base schools Blacksmith, Jeweler, Outfitter, and Scholar.
Modify your stats to make the character you want.

Skills work in a similar fashion with the exception that the skills have to be of related schools. This means that if you change from Outfitter to Tailor you will use your Outfitter skill levels until your Tailoring skills are higher than your Outfitter skills. But when you change Adventure schools your Armor use skill will be at the level for the new class. A level 10 Mage changing to a level 1 Warrior (and vice versa) will have all unusable armor placed in his/her backpack. Also a Mage cannot wear anything but armor made of cloth. Again all unusable armor is placed in his/her backpack. If you exceed weight limitations at any time you wont be able to move until you delete/give away some of your items from your backpack. You have now been warned.


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Last updated: December 05, 2003



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