Difference between revisions of "Stat gaining"

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m (PP: sugar water cooler)
m (Items: adding hyper-c drop)
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* [[electronic crossword]] : occasionally gain 1 to intellect after an adventure, when equipped.
 
* [[electronic crossword]] : occasionally gain 1 to intellect after an adventure, when equipped.
 
* [[juggling pins]] : occasionally gain 1 to reflexes after an adventure, when equipped.
 
* [[juggling pins]] : occasionally gain 1 to reflexes after an adventure, when equipped.
 +
* [[hyper-c, drop]] : 1 reflexes when consumed
 
* [[hyper-c, small]] : 2 reflexes when consumed
 
* [[hyper-c, small]] : 2 reflexes when consumed
 
* [[hyper-c, large]] : 4 reflexes when consumed
 
* [[hyper-c, large]] : 4 reflexes when consumed

Revision as of 04:57, 13 February 2013

This guide is about gaining permanent stats, HP and PP.

For list of methods to gain temporary boosts see Strength modifiers, Intellect modifiers, Reflexes modifiers, HP modifiers, PP modifiers

See also Category:Stat Gain.

Stats

The major way of gaining stats is leveling up. Whenever you gain a level 15 point are distributed between the three stats, Strength, Intellect, and Reflexes. The method of distribution seems to be that each of the 15 points is assigned to the three stats based on class-dependent probabilities, which are given in the table below:

  Strength Intellect Reflexes
Elemental 0.333 0.333 0.333
Gadgeteer 0.25 0.25 0.5
Naturalist 0.5 0.25 0.25
Psion 0.25 0.5 0.25


More data about stat distribution is available in the talk page.

Items

Adventures

HP

The major way of gaining HP is leveling up. Each time you level up you gain an amount of HP based on your class:

Class HP gain
Elemental 9
Gadgeteer 11
Naturalist 12
Psion 8

Items that give permanent stats:

Adventures that give permanent HP:

PP

The major way of gaining PP is leveling up. Each time you level up you gain an amount of PP based on your class:

Class PP gain
Elemental 14
Gadgeteer 9
Naturalist 8
Psion 12

Items that give permanent stats: