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Sep 24, 2017

Black Desert Online


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July 12, 2016

Visceralus + Aileron

Jan 19, 2016


Jan 7, 2016

Hydroflux + Aileron

Dec 3, 2015

Megalith + Pyrobane

Nov 24, 2015


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Maelstrom Authority

Nov 17, 2015


July 23, 2015

System Daemons

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Dreadphage Ohmna

Feb 26, 2015

Phageborn Convergence

Jan 29, 2015

Phage Maw

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Phagetech Prototypes

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Stat System Presentation

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The Guiding Principles

  • Bring back stat systems of early PnP games
    • MMORPGs have been simplified over the years, limiting player customization
    • Complex statistic-based systems require players to make choices. In our game, players can “gimp” their character, either accidentally or on purpose
  • Bring back “usage-based” systems. If you want to increase your strength, do things that require strength. Remove “experience-based” systems and leveling, since we are an RvR game with few, if any, quests
    • Adds immersion to the game and the character
  • Given the lifespan of successful MMORPGs, the stat system must allow continual growth, but not in a way that breaks the core concept of horizontal progression


  • Three major types of stats
    • Primary – Stats that can be raised or lowered during character creation and that can also increase with use (and may at times decrease during the character’s lifespan)
    • Secondary – Stats that can’t usually change over the life of a character, and do not increase with use such as a character’s vision
    • Derived – Stats that are based on Primary and Secondary stats
  • Stat CapsUnlike most games, stats do not give overarching bonuses (+damage for example), but serve as a “gating mechanic” to abilities, weapons, etc.
    • All stats have multiple caps
      • Mundane – Stat progression is reasonably quick at this level
      • Heroic – Stat progression slows down now
      • Soft Cap – Stat progression is very slow at this point

Stat List – Primary

All stats on this list are currently planned for the game, but this may change during the course of development

  • Strength – Increases carrying capacity, and allows use of heavy weapons and armor
  • Dexterity – Reduces Encumbrance penalty, and allows use of medium weapons and light armor
  • Agility – Increases movement speed, and allows use of light weapons
  • Vitality – Increases maximum Health
  • Endurance – Increases maximum Stamina
  • Attunement – Increases capacity for summoning the power of magic through the Veil, and allows use of magic ability components
  • Will – Improves control of magic, and reduces the chance of the Veil reacting in a negative way to magic spells drawn from it
  • Faith – Allows use of magic granted by Greater Powers
  • Resonance – Allows use of voice- and instrument-based abilities
  • Eyesight – Increases Vision range and allows use of targeting abilities

Stat List – Secondary

All stats on this list are currently planned for the game but this may change during the course of development

  • Presence – Affects how NPCs react to the player-character, as well as the effectiveness of certain abilities
  • Clarity – Reduces the effects of Panic on the player-character
  • Hearing – Increases the player-character’s Detection rating
  • Mass – Increases the difficulty of pushing the player-character, and grants increased pushing power

Stat List – Derived

All stats on this list are currently planned for the game, but this may change

  • Health – Increases the threshold for wounds and fatal damage to the different parts of the player-character’s body
  • Stamina – Increases the maximum value and regeneration rate of Stamina, when used by movement abilities
  • Movement Speed – Increases the maximum movement speed of the player-character
  • Vision – Increases the distance at which other players normally become visible
  • Detection – Increases the distance at which concealed characters may start to be detected
  • Encumbrance – The burden of the equipment a player-character is carrying and wearing, reducing the player’s movement speed, casting speed, and attack speed
  • Carrying Capacity – Increases the amount of weight the player may carry, including all armor and weapons. Players that are heavily encumbered will suffer penalties
  • Panic Rating – The degree to which Panic events affect the player character, causing increased ability failure chance and reduced Stamina regeneration rate

Classes and Stats

  • This game is geared toward players who want significant differences between classes
  • Some stats are very important to only one or two classes, while other stats impact many classes
  • During character creation, our players will have lots of points to spread across these stats while they search for their ideal build
    • Players will be able to min-max to their heart’s content during the character creation process
      • CSE will work with the Backers to create the next level of documents, geared to aid new players in creating a character without hiding formulas or info, in regards to the inner workings of stats and other aspects of the game

Stat Bonuses

  • Stats will not provide bonuses to the use of items and gear. As per above, they will be used as a “gating mechanic,” allowing you to rank up and use better weapons
  • There are multiple levels of proficiency at which a weapon can be used, such as “low, required, ideal, or extraordinary”
    • A very strong player might be able use a particular weapon better than a weaker player, but will not get a bonus across all weapons
      • This allows our crafters and players to have a lot more fun with their weapon creation and stat allocation in Camelot Unchained
  • Camelot Unchained also won’t put stat bonuses on items
    • Goes against current MMORPG “standard,” which is a good thing
    • Balancing item stats has always been a big issue for developers in the long term
    • Overuse of stat bonuses is a major reason behind gear grinding


  • The stat system for Camelot Unchained is a nod in the direction of old school PnP games as well as to some early MMORPGs
    • Player’s actions are directly tied to gains in their stats. Swinging a heavy sword will increase your strength
  • The large number of statistics allows players great control over their character
    • Players who like to min/max will enjoy this system
  • During character creation, players will be given points to allocate to their stats
    • Players will have meaningful choices to make, as some stats are “locked” at creation and can’t be changed afterward
  • No stat bonuses to items is a major divergence from current generation of MMORPGs, where this is the “accepted” way of doing things
    • Instead, crafters will be given greater control over almost every aspect of item creation
    • Balancing stat bonuses on items has been a long-term issue for any successful MMORPG


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Warpigs is a semi-hardcore multi game community, for both MMOs and other genres. Our core, which has largely remained the same, started back in 2014. Warpigs first got started in Wildstar and has since branched out to several other game including, Black Desert Online, Overwatch, Heroes of the Storm as some of our most active games. We also have a strong internal following for both Dauntless and Ashes of Creation.

Warpigs function as a tight knit family-esque guild, which is not to say that our conversations are G-rated. Quite the opposite, but when you're one of us, we've got your back. Words fly pretty freely, and I'm always of the opinion that if you play an MMO, or any game with a social player base, you need thick skin and know not to take things personally. With that being said, we are a well organised and have a fairly mature membership, and as such we offer a very stable guild that we hope will be here for many more years to come.

Warpigs are dedicated to a friendly, team focused, fun-loving gaming environment where every member is important and not just a number on a roster. We seek to foster long term friendships among members and enhance the online gaming experience by virtue of those friendships.