Legendary Journeys – A Simple Guide to Stats

Just a simple guide on how the stats are used within the game’s calculations. I’m not giving away the formulas (might be able to figure them out, though). This should help those figure out the best way to allocate their attribute points (and what gear to keep) when working on their party’s build.

Stats Guide

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Stats

All stats are important for each character in the party regardless of their chosen profession.

I designed the systems with this specific goal in mind. I wanted something different than – all points go to STR for Warrior, all points go to MND for wizard, etc. For example, the idea behind the Target’s PER and REF being used when determining a melee attack is the target’s high PER would allow them to “sense” or see the incoming attack and their high REF would allow them to quickly get out of the way.

Hopefully, this little guide will help you understand how the stats work within the world of Farmoor.

Melee Combat

A melee attack comprises of the attacker’s Attack Score, the target’s evade score, their level difference to calculate a final To Hit value as a base. This value is a percentage number which a roll of D100 (1-100) is made against this target number to determine if the mell attack hits their target. Certain classes and monsters get a To Hit bonus added to this To Hit score.

When the damage is calculated for a successful attack, the attacker’s STR/10 is added to the damage calculation.

Attacker

The attacker’s current STR, DEX, and LUK scores are added.

Also, the attacker’s currentt Attack score and weapon skill, if using a weapon, or unarmed skill, if the character has the skill, is included in the attack.

For the skill:

  • Master Rank is current level x3.
  • Expert Rank is current level x2.
  • Base Rank is current level.

Finally, for some randomness, a D20 is rolled (1-20) and added to the final attack score.

Target

  • The target’s current REF and PER are added.
  • Their current Armor Class.
  • Their current Dodge Skill (if they have it).
  • And, just like the attack, a D20 is rolled and added to the final evade score.

The final components of a melee attack:

  • The level difference between the attacker and their target is added.
  • And a base of 50 is added to all of this..

Block Chance

Just like the To Hit number, there is a Block chance that is calculated during the combat round to determine if an attack was blocked.

The level difference between the two combatant plays a part.

There is a base of 35% to block.

Attacker Block Chance (attempt to break the block, if you will)

  • The Attacker’s STR and DEX are used.
  • The Attacker’s current weapon/unarmed skill is used.

Target’s Block Chance

  • The Target’s PER and REF are used.

Magical Attack

Cast Chance

  • There is To Hit calculated when casting deterimental spells at an opponent as well.
  • Level difference between attacker and target is part of the formula.
  • And, the caster’s magic skill is included in the To Hit calculation.

Target Resist Chance

  • The target’s MND and PER scores are used.

Caster’s Cast Chance

  • The caster’s MND, DEX and LUK scores are used.

Skill Checks

  • Some skills like Detect Traps or Disarm Traps, utilize a governing stat when determining a success.
  • If the person attempting the skill check does not posses such skill, their governing stat will be used in its place.
  • Oh, and LUK comes into play as well.

For example, when attempting to disarm a trap, the attempter’s DEX score is used (and LUK) plus a bonus based on the skill rank and level if they posses the Disarm Trap skill.

There are a few instances where a stat is checked, PER primarily, to see if a party member notices something. For instance, a hidden button, or an odd wall in a dungeon.

Level Up

  • Body is used in the calculation of additional Hit Points.
  • Mind is used in the calculation of additional Mana.
  • Strength is used in the calculation of additional Endurance.

For each of these: there is a lookup table of the current BDY, MND, or STR (per above) to determine the minimum points to add.

For Mana and Hit Points, class also determines the “die” to add to that bonus.

For example, the Thief’s hit die is d6. So, they would get a minimum of 6 points added to their hit points plus any BDY bonus, along with, a d6 roll (1-6) points added to their hit points.

  • Stats do not increase upon level up. You will need to utilize attribute points and magical items to do this.
  • Note, be sure to spend those attribute points as you level since, as you can see, it does affect how the game plays out for your character.
  • OR, stay with base stats and see how if you can beat the game!
Egor Opleuha
About Egor Opleuha 7747 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

2 Comments

  1. [Quote] There are a few instances where a stat is checked, PER primarily, to see if a party member notices something. For instance, a hidden button, or an odd wall in a dungeon.[Quote]
    Is everyones PER checked and the best result used or the character with highest PER makes a roll?

    • The check is done on each party member – one at a time – from left to right.
      If the check succeeds on party member 1, no more checks are done.

      So, it is possible that a low PER (for example) party member could get lucky and have a successful perception check.

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