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Characteristics

From Wakfu Wikia

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Contents

[edit] Health Points (Life/HP)

  • Health points keep your character alive in combat. If you reach 0 life (HP), your character is Knocked Out. If you character stays like this for too long, or your team is defeated, then they can die. If this does not happen, you will be restored to 1 HP when the battle ends.
  • All characters have a Maximum HP amount. Normal healing cannot grant you more HP than this value, though it is possible to artificially raise this value, allowing a character more HP than they normally could have.
  • The initial Max HP value at level 1 depends on the character's Class.
  • Max HP increases with each character level gained, though the amount depends on your Class.
  • In combat, lost HP can be restored with certain spells.
  • Outside of combat, lost HP is replenished over time, or through consumable items.

[edit] Action points (AP)

  • All classes have a base value of 6 AP.
  • Action Points are used to perform actions during combat. Each spell or attack requires a certain number of AP to attempt. If you don't have the AP, you can't attempt the action. The base value for every class is 6 AP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to perform more actions during their turn, and will accept a decrease in their base value because they are getting a desired gain in another stat or stats. At the start of each turn the base value the character had when combat began is restored, then AP is added or subtracted due to the effects of any spells that have been cast on the character.

[edit] Movement Points (MP)

  • All classes have a base value of 3 MP.
  • Movement Points are used to move your character during combat. Moving your character one space on the grid requires one MP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to be able to move more spaces during their turn, and will accept a decrease in their base value because they are getting a desired gain in another stat or stats. At the start of each turn the base value the character had when combat began is restored, then MP is added or subtracted due to the effects of any spells that have been cast on the character. A number of spells also cost MP in the same way as AP.

[edit] Wakfu Points (WP)

  • All classes have a base value of 6 WP.
  • Wakfu Points are used to perform rare or otherwise special actions during combat. Certain spells or attacks use a certain number of WP when cast. If you don't have the WP, you can't attempt the action. The base value for a character varies between each class. The number of WP available to a character is restored after each fight, but it will not replenish during combat itself.

[edit] Initiative

  • All classes have a base value of 100.
  • Determines who moves first in combat, and when each person next gets a turn.

[edit] Prospecting

  • All classes have a base value of 100.
  • Determines your chance of dropping items.

[edit] Will

  • All classes have a base value of 30.
  • Resistance to negative Conditions.

[edit] Wisdom

  • All classes have a base value of 0.
  • Increases experience gained.

[edit] Dodge

  • All classes have a base value of 0.
  • Improves chance of successfully moving away from an enemy.
  • Opposes Tackle.

[edit] Tackle

  • All classes have a base value of 0.
  • Improves chance to stop the enemy from moving away from you.
  • Opposes Dodge.

[edit] Ferocity (Critical Hit)

  • All classes have a base value of 0.
  • All weapons and most spells have a critical hit variation of their normal effect. This usually means doing higher damage. However, a wide variety of critical hit effects exist, so check the spell to be sure what it does.

[edit] Critical Failure

  • All classes have a base value of 0.
  • Critical Failure gives a chance for an action in combat to fail. If this happens, the cost of the action is still spent, but no further effect takes place (the cost is essentially wasted).

[edit] Mental Power

  • All classes have a base value of 0.
  • Improve chance to successfully remove AP/MP from a target.
  • Opposes Mental Resistance.

[edit] Mental Resistance

  • All classes have a base value of 0.
  • Improves Chance to avoid having AP/MP removed from you by an opponent.
  • Opposes Mental Power.

[edit] Healing Bonus

  • All classes have a base value of 0.
  • Bonus to Healing spells.

[edit] Range Bonus

  • All classes have a base value of 0.
  • Increases the range of some spells.

[edit] Mechanics

  • All classes have a base value of 1.
  • Maximum amount of mechanisms, and beacons you can have active in a battle.

[edit] Leadership

  • All classes have a base value of 1.
  • Maximum amount of summons you can control at one time in a battle.

[edit] Rear Attack Bonus

  • All classes have a base value of 0.
  • Bonus to Damage when striking a target from the rear.

[edit] Trap Damage Bonus

  • All classes have a base value of 0.
  • Bonus to Damage dealt by Traps.