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  3. Dev Diary #2 - Let's talk about the Stats!

Dev Diary #2 - Let's talk about the Stats!

Hello adventurers!👋

Today we want to talk about some stats, armor, and attack types in Zoria. There are a lot of mechanics in the game that we believe we should cover, so you get the idea of what to expect when you jump into the world of Zoria. It's going to be a pretty long diary today, so grab your favorite beverage, snacks and enjoy the guide!

Main Stats
These stats directly influence the character’s various attributes (health, damage) and the power of a character’s abilities.

  • Stamina: directly affects the character’s health. Especially important early game and the single greatest contributor to player survivability.

  • Strength: especially important for melee characters, directly affects Melee Attack Power and increases the Energy pool for Lancer class and Captain. It also increases block power for characters wearing a Shield.

  • Agility: increases Ranged Attack Power for Ranger. Increases Melee Attack Power for Thief. Increases Melee Attack Power for Lancer, Kingsman, Battle Cleric, and Captain to a smaller degree. Increases Energy pool for Ranger, Thief, and Kingsman. Increases Crit Chance with values depending on the class. Increases Armor.

  • Intellect: Increases Spell Power. Increases Magic Armor. Increases Crit Chance for magic abilities. Increases Mana pool for Wizard, Necromancer, Priest, Battle Cleric, Bard.

  • Armor: reduces the amount of damage received from physical abilities and effects.
  • Magic Armor: reduces the amount of damage received from magic abilities and effects.






Secondary Stats:
  • Initiative: it influences the character’s place in the combat queue at the start and where it will be placed in the queue once that character’s turn is finished. A character with a high Initiative value will be placed higher in the combat queue once its turn is completed than a character with a low Initiative value.

  • Hit Chance: chance to hit with an ability. It is directly influenced by the level difference between the character and the enemy. The higher the level of an enemy compared to the character, the lower the Hit Chance.

  • Crit Chance: Critical chance is influenced by the dominant stat for that class – Agility or Intellect.



Elemental Resistances:
All magic effects belong to a type of elemental magic.
  • Fire Magic
  • Water Magic

  • Nature Magic
  • Arcane Magic
  • Death Magic
  • Light Magic


Light and Death Magic are in direct opposition, with Death Magic wielders being especially weak to Light Magic and Light Magic wielders especially weak to Death Magic abilities.
Enemies weak to Fire Magic are equally weak to physical Fire effects, like the Fire Arrow Ranger ability.
Elemental resistances mitigate a percent of the incoming damage from that specific element. Gear pieces with elemental resistance have values representing their elemental resistance. Depending on the level, these values translate to different percentages of elemental resistance, making a low-level gear piece more effective in elemental protection for the appropriate level character.

Effects:
These effects are placed on the character by various abilities and can be temporary (only during combat) or permanent (must be removed by resting, using a potion, or in the Outpost). Each effect influences the player’s stats differently:

  • Sunder: can be applied by physical abilities. Decreases the player Armor and can stack multiple effects.
  • Wound: can be applied by physical abilities. Decreases the player Initiative while active.

  • Bleed: can be applied by physical abilities. Deals damage over time to the character until removed.

  • Stun: can be applied by any kind of ability. Locks the character in the current position in the combat queue for its duration.

  • Poison: can be applied by Nature abilities. Decreases Hit Chance.

  • Disease: can be applied by Nature abilities. DecreasesAgilityandIntellect.

  • Curse: can be applied by Death abilities. Decreases Strength and Magic Armor.




These effects do not show on the Character Stat sheet but in the abilities description for each ability that places a certain effect. Some enemies can be immune to certain types of effects, making the abilities that place those effects less effective. This immunity will be shown in the Compendium entry for each enemy.

Stats influence on abilities:
The power of each ability of a certain class is affected by the main stat. Because of this, different builds for a class can benefit from a different main stat.

As an example, below are some of the Kingsman’s abilities and the stats affecting their power:

  • Strength: Basic Attack, Vanquish thy Foe, Avenger Strike, Bash of Wrath.

  • Agility: Shield Wall, King's Resolve, Deflect, Hold the Line, Avatar of Protection.

  • Intellect: Magic Absorption, King's Fire.


Fatigue: is a special stat central to the Fatigue and Outpost recovery mechanic. We will introduce more details on this mechanic in a dedicated post later.

Together with the Stats update, we are also introducing new stats to armor and weapons.

  • Durability: all weapons and armor now have certain durability that decreases with each combat. Once a gear item’s durability reaches 0, that item is no longer usable and does not contribute to the character’s stats.


Armor Types:
  • Light Armor: worn by Wizard, Necromancer, and Priest classes.
  • Medium Armor: worn by Ranger, Thief, Bard classes, and the Captain.
  • Hardened Armor: worn by the Ranger, Kingsman, Lancer, Battle Cleric classes, and the Captain.
  • Heavy Armor: worn by the Kingsman and Lancer classes.




Weapon Damage and Spell Damage:
  • All weapons now have a weapon damage stat. This damage is added to the base attack of the character using that weapon.
  • Specific caster weapons, like the staff, have a Spell Damage stat instead of Weapon Damage.


Stay tuned for future updates, as there is much more we want to present to you!

Cheers,
Team Zoria