Stat

s are a character's primary means of interacting with the world in.

Description
There are currently 7 core character stats in, as well as 3 additional defensive stats. Stats will vary greatly from character to character and will gradually increase as a character levels up. They can also be augmented or changed by a variety of means, such as by consuming items, equipping new gear, using status effects, or by certain abilities.

Core stats max out at 95.

Stat checks
As characters travel throughout Fahrul, they will use their stats to interact with objects, solve puzzles, succeed at challenges, battle enemies, and much more. Stat checks, or "rolls", govern almost every action in Fahrul, and without their proper management, an adventure can end rather quickly. Stat checks also dictate how proficient a character is with any given weapon (although proficiency is by no means a restriction on which characters can or cannot wield a weapon). Each stat value represents the percent chance a player has to "roll" a success when testing against a particular stat. Higher stats mean more successful stat checks, which in turn results in easier battles and better rewards.

Stat types

 * -|Core Stats=

Strength *Core Stat ''Strength represents your physical conditioning. It affects accuracy with bladed and blunt weapons and is used for physical challenges.''

Vitality *Core Stat ''Vitality represents your endurance and health. It drives a character's base HP value and is useful for encounters that test one's stamina.''

Intelligence *Core Stat ''Intelligence represents your mental acuity. It affects accuracy with tomes and staves and is useful for solving puzzles encountered in the overworld.''

Awareness *Core Stat ''Awareness represents your alertness. It affects accuracy with bows and polearms as well as your ability to prevent and launch an ambush.''

Talent *Core Stat ''Talent represents your natural aptitude. It affects accuracy with musical instruments, boat movement, and trap disarming.''

Speed *Core Stat ''Speed represents your ability to move efficiently. It affects your movement points, combat initiative, attack frequency, sneaking, fleeing, evasion, and other crucial skills.''

Luck *Core Stat Luck affects games of chance and challenges which cannot be focused.

Defensive Stats=

Armor *Defensive Stat Blocks value of incoming physical damage.

Resistance *Defensive Stat Blocks value of incoming magical damage.

Evasion *Defensive Stat Percent chance to completely evade each attack.

Other Stats=

Focus *Ability Stat Use Focus to guarantee action rolls.

Health and vitality
All characters start with 25hp as their base health, +10% of their Vitality rounded down. This is their "Starting HP". For example, a Busker with 68 Vitality would start the game with 25 + 6.8 = 31.8 health, rounded down to 31hp.

Calculating health points
To calculate a character's base HP per level, use the following formula:

${HP = [Starting HP] + [Level] + ((10% \times [Level]) \times [Vitality])}$

The end result is then rounded down. Therefore, to find the Busker's base HP at level 3, the formula is HP = 31 + 3 + ((.10 x 3) x 68), rounded down. Thusly, the Busker's base health at level 3 would be 34 + (.3 x 68) = 54.4hp, rounded down to 54hp.

Focus
Focus represents a currency of mental strength which each character has in varying amounts. Focus points can be spent when the player is presented with a stat check to ensure the success of a single slot roll. Multiple focus points may be spent on an action for increased odds of success.

Bonuses

 * A character with 50 or more Strength will receive +1 Armor.
 * A character with 50 or more Intelligence will receive +1 Resistance.

The trainer
The Trainer is a special encounter that can permanently boost any of the seven core stats (with the exception of luck) by +2. The exchange costs a varying amount of gold depending on a character's level and progress.

The Trainer must first be unlocked for play from the Lore Store.

Starting stats
Apprentice=

Apprentice
Journeyman=

Journeyman
Master=