Manual Index
Characteristics
Introduction
Characteristics are the core attributes that shape how your character succeeds or fails at actions. Each race has strengths and weaknesses, and every profession leans on different stats.
Use this section to understand your strengths, choose a class that fits, and build a character you’ll enjoy role‑playing for the long haul.
The characteristics an adventurer possesses are:
STRENGTH:
- Str: The physical strength of the character.
INTELLIGENCE
- Int: The ability to learn and store information.
WISDOM
- Wis: Common sense, the ability to think abstractly.
MANUAL DEXTERITY
- Dex: Skillfulness of the hands, coordination.
AGILITY
- Agi: Ability to move on one's feet. Speed, swiftness, reaction.
CONSTITUTION
- Con: Resistance to adverse conditions, ability to recover from physical damage inflicted by a variety of sources. (Considered by many players to be the most significant of this group.)
CHARISMA
- Cha: Attractiveness/repulsiveness of personality.
BARDIC VOICE
- Voi: Raw artistic/performance talent as well as voice quality.
PERSONAL APPEARANCE
- App: Physical attraction/repulsiveness.
WILL POWER
- Wil: Inner strength, self-control, determination.
PERCEPTION
- Per: Awareness, ability to observe well.
Note: Many potions and herbs in Dragon's Gate Reborn can affect major characteristics. They are often rare and expensive. Trainers also offer a small chance for major stat improvements, and those odds rise as your skills advance.
Minor Characteristics
Minor characteristics are influenced by the major stats. Some are numerical and tracked actively during play. The most important are listed below: Hit Points represent how much damage you can take before unconsciousness or death. Your maximum HP rises as major stats improve, and it can be restored through healing, magick, or time. If HP drops below zero, death is near.
FATIGUE ...
- Fatigue points are a representation of the amount of weariness felt or physical exertion experienced through performing an action. The more energy you expend in a short amount of time, the more your fatigue points will diminish. As fatigue is reduced, the quality of skills attempted will also diminish. For example, you will miss more often when you swing your weapon. When fatigue is reduced to zero or less you are exhausted and require rest. Fatigue may be restored through various magickal means or by resting for a period of time.
ATTACK BONUS (Offensive Rating, or OR) ...
- This is a modifier affecting the success of an attack. The higher the value the more likely you are to hit your opponent, and the more likely you are to get an especially damaging blow in. Typically, your OR will be lower when you don't have a weapon readied, since you can't do much offensive damage unarmed.
DAMAGE BONUS ...
- This is a modifier to the damage done by an attack. The higher the value the more force you can apply to your blows.
DEFENSE RATING (DR) ...
- DR is a modifier to the success or failure of your opponent's attacks. The higher the value the more likely you are to successfully dodge an enemy's attack.
CARRYING CAPACITY ...
- This is a measure of how much you can carry. All objects in Dragon's Gate Reborn have mass, volume, and weight. An object's weight is representative of these three statistics combined. The higher your carrying capacity the more you can carry.
RELIGION ...
- This is the current religion that you subscribe to. Only Clerics need belong to a religion, although most adventurers find divine intervention useful and even necessary from time to time. Dragons, generally believing themselves above the Gods, belong to no religion and worship no 'god'. Psions also have no gods, typically seeing religions as something the mind prescribes to, while the Psion more often than not tries to escape from those mental restrictions. Only those who follow a god may use prayers, of course.
SKILL LEVEL ...
- An indicator of skills learned and honed through adventuring. A higher level indicates better abilities, characteristics, and social stature.
GOLD & SILVER ...
- These are the coins of the realm. One gold is equivalent to one hundred silver. Silver and gold tend to add to an adventurer's weight quickly. For this reason it is advisable to find a safe place to store wealth. Several banks are located in the major towns and cities for this purpose.
RUNES ...
- These are the basis of magick that you can currently summon.
Note: Spells, enchanted items, potions, herbs, and prayers can affect minor characteristics. Some effects are short‑term, some persistent, and some only apply while an item is used.