This Page is Still a Work In Progress. Abilities will be added later. After I've slept for more than 5 hours.

Stats

Every species has a base set of stats which are enhanced by their class. Stats are not immutable however, every time Players gain a level each stat gains a point and Players are granted bonus points in desired stats. They can also be boosted by equipment or temporarily by spells or potions.

Strength:
Determines the damage Players deal with a physical attack as well as how much weight they can feasibly lift.

Vitality:
Drainable
Health. Determines how much damage a Player can take before losing a chance.

Mystic:
Magic. Determines the power of any spell cast by a Player as well as the duration of enchantments cast on Players, items, and potions.

Stamina:
Drainable
How far a Player can run without needing to rest, how long they can carry something heavy, how many rounds a Player can fight before without needing to recover, how many spells and of what power spell casters can cast.

Guard:
Negates a percentage of damage done by attacks.

Charisma:
Determines how lucky a Player is and how skilled at speaking they are.

Stealth:
Determines how good a Player is at staying hidden.

Speed:
Determines how fast a Player can move and aids in dodging attacks.

Resistance
Determines resistance to status effects and Corruption.

Precision:
Determines how likely an attack is to hit, can be countered by the Speed stat.


Species Base Stats:

Learn More About The Species Here

Each Species has a set of Base Stats and Chances. No Base Stat is ever lower than 5 or higher than 15.

Abyssals


Notoriously Abyssals have the least amount of connection to the Worlds and thus have the fewest base Chances as well as nearly no affinity for the magic of the Worlds. Despite this their immunity to Corruption and high Resistance to all status effects makes life somewhat easier for them.

Chances: 5
VIT: 12
STM: 10
STR: 12
MYS: 5
GRD: 11
RST: 15
STL: 13
SPD: 12
CHR: 9
PRS: 12

Dragon Kin


As expected of the natural heirs of the Dragons, Dragon Kin are built for defense and have a strong connection to the Worlds. Combined with their powerful abilities and Corruption cleansing fire breath, Dragon Kin are excellent allies.

Chances: 13
VIT: 11
STM: 12
STR: 13
MYS: 13
GRD: 14
RST: 12
STL: 9
SPD: 10
CHR: 11
PRS: 10

Elemental Kinds


Elemental Kinds are divided into 5 subspecies each with fairly unique base stat distributions.

Air Base:
Air Elemental Kinds are perhaps the fastest of all Playable Species, they are also one of the few Species with the ability to fly and the only one that can do so without wings. Along with Avian Wild Folk they have the highest base number of Chances. For all their positives however they give up quite a lot in Stamina and Guard.

Chances:14
VIT: 11
STM: 8
STR: 12
MYS: 14
GRD: 9
RST: 10
STL: 10
SPD: 15
CHR: 13
PRS: 12

Earth Base:
With the highest base Guard of any species Earth Elemental Kinds are the ultimate immovable object. Though their Stealth and Speed are abyssmal they're hardly necessary when attacks can be largely shrugged off as if they mean nothing and, who knows, with clever class choice and bonus stat management anything is possible.
Includes: Magma, Gem, and Stone

Chances: 10
VIT: 13
STM: 12
STR: 13
MYS: 14
GRD: 15
RST: 10
STL: 9
SPD: 7
CHR: 13
PRS: 11

Fire Base:
It's not hard to see why other players tend to be drawn to Fire Elemental Kinds their high Charisma stat gives them a certain presence. They can be intimidating, natural leaders, or simply extremely good at talking. Unfortunately thanks to their natural glow they tend to lack in the stealth department. Includes: Fire and Lightning Kinds

Chances: 12
VIT: 13
STM: 12
STR: 12
MYS: 14
GRD: 13
RST: 10
STL: 9
SPD: 13
CHR: 15
PRS: 12

Plant Base:
Plant Elemental Kinds are very in tune with life itself giving them a high base Vitality, but unfortunately lending them to a reduced Resistance to corruption and poison. Includes: Plant and Fungus Kinds

Chances: 13
VIT: 15
STM: 12
STR: 13
MYS: 14
GRD: 12
RST: 9
STL: 12
SPD: 10
CHR: 13
PRS: 10

Water Base:
What Water Elemental Kinds lack in Guard they more than make up for in strength and magical power. They are powerhouses when paired with the right class. They tend to favor large area of effect attacks as they struggle with a lack of Precision.

Chances: 12
VIT: 13
STM: 12
STR: 14
MYS: 15
GRD: 9
RST: 10
STL: 12
SPD: 10
CHR: 12
PRS: 8

Humans

With their stats being painfully average with the lowest overall stat total of any species, Humans would be considered the weakest species were it not for their versitility. Humans are the only species capable of multi-classing naturally without the aid of high level spells, enchantments, or potions.

Chances: 9
VIT: 8
STM: 10
STR: 9
MYS: 7
GRD: 9
RST: 8
STL: 9
SPD: 9
CHR: 8
PRS: 8

Wild Folk

There are 5 accepted subspecies of Wild Folk. They tend to have high Vitality across the board but are otherwise quite variable.

Aquatic:
Characterized by their ability to breathe in the water as well as on land, Aquatic Folk are quite adaptable. They can be quite slippery and extremely precise, however they suffer from a weak Resistance making them very susceptible to toxins and Corruption.
Includes: Frogs, Salamanders, Fish, Jellyfish, Cephalopods, Aquatic Crustacean, and Cetaceans

Chances: 13
VIT: 13
STM: 14
STR: 11
MYS: 13
GRD: 10
RST: 7
STL: 13
SPD: 13
CHR: 10
PRS: 12

Avian:
Avian Wild Folk might be expected to be not too dissimilar to Air Elemental Kinds, but they are overall far more robust. Their Guard however is not particularly high, though with their high Speed and Stamina their ability to dodge and outrun an opponent is second to none.
Includes: Basically all species of flighted birds and bats.

Chances: 14
VIT: 13
STM: 13
STR: 12
MYS: 13
GRD: 9
RST: 10
STL: 12
SPD: 14
CHR: 13
PRS: 14

Invertebrate Speedy and Stealthy it's difficult to pin down an Invertebrate Wild Folk, unfortunately they give up a lot of Strength and Charisma in exchange.
Includes: Insects, Bugs, Arachnids, Slugs, Snails, and Land Isopods

Chances: 14
VIT: 13
STM: 12
STR: 10
MYS: 12
GRD: 12
RST: 10
STL: 15
SPD: 14
CHR: 8
PRS: 13

Mammals
With high Stamina and overall solid stats Mammal Wild Folk are generally sturdy and can handle things like cold a lot better than many other Wild Folk. Though they often lack the Mystic abilities of their fellows.

Chances: 12 VIT: 13
STM: 15
STR: 12
MYS: 9
GRD: 11
RST: 13
STL: 13
SPD: 13
CHR: 12
PRS: 10

Reptiles
Reptile Wild Folk are fairly solid all around but are mainly known for their high Speed and tough Guard with their scales giving them granting them more protection. Unfortunately scales can only protect them from blows and their resistance is often lacking.

Chances:13
VIT: 13
STM: 11
STR: 12
MYS: 11
GRD: 13
RST: 9
STL: 13
SPD: 14
CHR: 11
PRS: 12


Class Stat Bonuses

Learn more about the Classes here

Each Class grants a few bonuses in various stats. No Bonus ever exceeds 5 points.

Apostle:
The Apostle Class grants a Player a deeper connection to the spirits of the Dragons, increasing their Vitality and Mystic Stats greatly. All the better to aid in their quest to eradicate the Dark.

Chances: +3
VIT: +4
STM: +3
STR: +2
MYS: +5
GRD: +2
RST: +3
STL: +0
SPD: +2
CHR: +3
PRS: +2

Beast Tamer
Beast Tamers must be bold, clever, and charismatic to tame the wild creatures of the world. They're helped greatly by a boost to their Vitality and granted peace of mind by a high number of bonus chances.

Chances: +4
VIT: +5
STM: +0
STR: +3
MYS: +4
GRD: +3
RST: +1
STL: +4
SPD: +4
CHR: +4
PRS: +3

Enchanter
Enchanters train to channel the magic of the Worlds into their voices. They need to be very Charismatic for their magic to work properly, even then many low level Enchanters struggle, thankfully a little extra Vitality and Stealth does a good job of keeping them out of trouble.

Chances: +3
VIT: +4
STM: +3
STR: +0
MYS: +4
GRD: +0
RST: +1
STL: +4
SPD: +3
CHR: +5
PRS: +2

Hunter
Many Hunters prefer to work alone and need to be extremely quick on their feet. Their high Stamina and Speed assist them in long scouting journeys and their Precision aids them in killing Beasts efficiently.

Chances: +5
VIT: +3
STM: +4
STR: +3
MYS: +0
GRD: +3
RST: +3
STL: +4
SPD: +5
CHR: +0
PRS: +5

Grappler
Forgoing weaponry and most armor, Grapplers tend towards very low guard skill, but they are capable of great feats of Stamina and Speed.

Chances: +4
VIT: +4
STM: +5
STR: +3
MYS: +4
GRD: +0
RST: +2
STL: +2
SPD: +4
CHR: +1
PRS: +3

Knight
Great Strength and Guard turn Knights into the ultimate defenders of the Worlds and their fellow Players or just themselves.

Chances: +3
VIT: +2
STM: +3
STR: +5
MYS: +0
GRD: +5
RST: +2
STL: +0
SPD: +1
CHR: +2
PRS: +1

Scholar
Through deep research Scholars become highly skilled in Mystic powers. This also grants them a high Resistance to status effects and Corruption. Despite their low Strength they're Stamina does not suffer in the slightest.

Chances: +2
VIT: +3
STM: +4
STR: +0
MYS: +5
GRD: +1
RST: +4
STL: +1
SPD: +2
CHR: +0
PRS: +3

Thread Tracer
Thread Tracers frequently spend a lot of time outside the Worlds and often have a weaker connection to them their Mystic stat reflects this, however it also grants them a higher resistance to Corruption.

Chances: +4
VIT: +4
STM: +3
STR: +4
MYS: +0
GRD: +3
RST: +5
STL: +2
SPD: +1
CHR: +2
PRS: +4

Trickster
Tricksters are inclined to Stealth tactics and often try to avoid direct conflict if they can help it. As said tactics can often lead to dangerous situations they tend to have a lot of use for their extra Chances and Vitality.

Chances: +5
VIT: +4
STM: +2
STR: +2
MYS: +3
GRD: +1
RST: +0
STL: +5
SPD: +3
CHR: +4
PRS: +4

Witch
Witches are creators by nature. Artists in their own right and require a lot of Mystic power to create potions and enchanted equipment to aid themselves and their fellow Players. Their high Stealth frequently aids them in gathering ingredients safely.

Chances: +3
VIT: +3
STM: +4
STR: +0
MYS: +5
GRD: +0
RST: +2
STL: +4
SPD: +3
CHR: +2
PRS: +2