A Grimdark Fantasy Roleplaying Experience

Stats

Below is a description of stats pages in included in the Getting Started Guide.

Basics

Requiem operates with a global stat cap of 400 total points. A character begins with a total of 200 stats, that is, a minimum of 10 in each stat, and 140 stats to be spread as you wish. Stats can be increased by using animus, but there is also a chance a stat will increase whenever you gain infusion (1 point at a time). When this happen, you receive a stat point which you can allocate to a stat using the system used upon character creation.

Each stat can be increased up to a natural cap of 125 points (before buffs). It can then be increased up to a maximum of 150 using various items and abilities, such as potions, mantras, hematology mixtures or enchanted equipment.

A stat cannot go below a natural 10 (before debuffs), and it can never go negative, meaning the lowest it will go is 1. This is important when considering your choice of armor, as wearing armor will reduce your Dexterity, Intelligence, Stamina and Mana. Each piece of armor will add to this debuff. Light armor will reduce each stat by 1; Medium armor will reduce each stat by 2; Heavy armor will reduce each stat by 3.

Hence, if you wear a full set (6 pieces) of Heavy armor, your Dexterity, Intelligence, Stamina and Mana will each be reduced by 18. As such you would need a minimum (though not recommended) of 19 in each of these stats, so that they will not go negative. If your Dexterity is a natural 10, you will only be able to wear 3 pieces of heavy armor, as your dexterity will already be at 1. For the same reason, once one of those stats is at one, you will also be unable to equip any other type of armor.

Detailed description

You will notice that there are six unique stats in Requiem, each providing a different function. You can access a description in the Statistics Menu (Codex → Body), which you will also see when making your character.

Hits, otherwise known as HP, dictates in a 1:1 ratio how many points of damage your character can take before succumbing to a knock out state. Hits are important for all characters of any type. Hit points can be increased by wearing high quality armor as well.

Stamina, otherwise known as Stam, dictates in a 1:1 ratio how many points of available stamina your character has to utilize. Stamina is used in running, in the application of armor, and most prevalent in the use of special weapon moves. Almost all types of crafting consume some stamina, but the consumption is really notable with gathering skills. Every 25 ranks of the relevant skill reduces the stamina consumption by 1 point: -5 at 0, -4 at 25, -3 at 50, -2 at 75 and finally -1 at 100 skill.

Mana dictates in a 1:1 ratio how many points of available mana your character has to utilize. Mana is used in the casting of spells and other intelligence orientated actions. It is not used for special weapon moves.

Strength, often abbreviated as STR, determines a few important things. First, many types of weapons and armor have STR pre-requisites. Second, STR infers a bonus combat damage (melee and ranged) and your ability to carry things, but both are affected by diminishing returns which start at 90 STR. Third, STR determines a character’s natural hit point regeneration rate. STR (up to 80) can bolster the effectiveness of the Strategems: Parry skill, one of three unique skills that can alter combat in significant ways. Finally, it is sometimes rolled to resist plague.

Dexterity, abbreviated as DEX, governs mostly athletic related functions. Some items and weapons have a DEX requirement, although they are less prevalent than STR requirements. DEX determines a characters overall swing speed of a melee or ranged weapon. DEX bolsters the effectiveness of many skills that rely on athleticism, such as Hiding as well as the Stratagems: Finesse skill (no cap, unlike STR and parry). Finally, Dexterity also dictates Stamina regeneration, and gets an additional bonus to scaling at above 100 points.

Intelligence, abbreviated as INT, governs mind related actions. Spells of all sorts and nature are heavily reliant on intelligence as a scaling factor in their effectiveness, damage and range. Some spells have innate intelligence requirements as well. Intelligence plays a role in the resistance from both the Torment and Sanity reducing situations. INT directly determines a character’s mana regeneration rate. It also influences how many skills you may increase at once using anima (3 + INT/10).