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GROWING YOUR EXPLORER

You may have noticed that some of the items in the group provide something called "stats". Stats are an additional feature that is implemented strictly into our Discord RPG battles. To properly apply stats to your character, you must fill out a stat sheet. This includes adding item images in the right sections and completing the instructions written in the description.

FIRST AND FOREMOST... WHAT ARE STATS?

Sky Explorers has five stats you can power up to strengthen your character. To help you decide on which equipment you'd like to buy, we'll teach you how these stats affect your dice rolls and gameplay.

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The current stats we have are:

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HEALTH (HP):

Your character's health. This stat determines how much damage your character is able to take before they are unable to battle. 1 stat point is equivalent to 10 health. All characters start with a base of 50 health.

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STRENGTH (STR):

Your character's strength, also known as their attack power. This stat determines the maximum damage your character is capable of dealing. Increases the amount of damage you can deal by 1 per stat point.

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WISDOM (WIS):

Your character's critical-hit ratio. This stat increases your minimum critical hit ratio by 1 for every 4 wisdom points you have. Critical hits deal max damage + half of your character's max damage.

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Example: If you have 4 WIS, you get +1 MIN CRIT. Instead of only critting when you roll a 20, you will now crit when you roll either 19 or 20. 

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AGILITY (AGI):

How fast your character is. This stat increases your ability to dodge attacks (your DOD dice roll) by 1 for every 2 stat points you have. It also determines the number of times you can attack per turn. For every 10 agility, you can attack 1 extra time during your turn.

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Example: With 10 agility, you can attack twice during your turn. Additionally, instead of rolling a d10 to dodge, you roll a d15. The dodge is successful if you roll a 10 or higher.

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DEFENSE (DEF):

How sturdy your character is. This stat decreases the amount of damage your character takes.  Decreases the damage you take by 1 per every 2 stat points.

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Example: If an enemy rolls 15 damage and you have 5 defense, you will only take 13 damage. If your damage reduction is higher than the attack damage, you'll only take 1 damage.

CORRESPONDING DICE ROLLS

The following is how stats affect the dice rolled in battle. Please note that the current cap for all stats is 20 (240 for HP).

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WISDOM:

[0-3] wisdom stat = Min 20 for crit
[4-7] wisdom stat = Min 19 for crit
[8-11] wisdom stat =Min 18 for crit
[12-15] wisdom stat = Min 17 for crit
[16-19] wisdom stat = Min 16 for crit
[20] wisdom stat = Min 15 for crit

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Example: Player has a wisdom stat of 10. When rolling a d20, they need to roll an 18 or higher to crit.

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STRENGTH:

0 strength stat point = rolling a d10         
1 strength stat point = rolling a d11         
2 strength stat point = rolling a d12         
3 strength stat point = rolling a d13         
4 strength stat point = rolling a d14          
5 strength stat point = rolling a d15         
6 strength stat point = rolling a d16         
7 strength stat point = rolling a d17         
8 strength stat point = rolling a d18         
9 strength stat point = rolling a d19         
10 strength stat point = rolling a d20

11 strength stat point = rolling a d21

12 strength stat point = rolling a d22

13 strength stat point = rolling a d23

14 strength stat point = rolling a d24

15 strength stat point = rolling a d25

16 strength stat point = rolling a d26

17 strength stat point = rolling a d27

18 strength stat point = rolling a d28

19 strength stat point = rolling a d29

20 strength stat point = rolling a d30 

 

 

Example: Player has a strength stat of 12. To deal damage, they roll a d22.

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AGILITY:

[0-1] agility stat = roll a d10
[2-3] agility stat = roll a d11
[4-5] agility stat = roll a d12
[6-7] agility stat = roll a d13
[8-9] agility stat = roll a d14
[10-11] agility stat = roll a d15
[12-13] agility stat = roll a d16
[14-15] agility stat = roll a d17
[16-17] agility stat = roll a d18
[18-19] agility stat = roll a d19
[20] agility stat = roll a d20

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Example: Player has an agility stat of 5. They roll a d12 to dodge; in order to successfully evade the enemy attack, the roll must result in a 10, 11, or 12.

CRIT DICE

During their turn, the player rolls a minimum of 2 dice: CRIT dice and Attack dice. The crit dice [d20] determines whether or not the player's attack lands, misses, is a critical success, or critical failure. Here are the following roll values for the CRIT dice and their effects for a base wisdom value of 0:

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  • Rolling a 1: Critical failure. Your attack misses and an additional negative effect is added. The negative effect is up to mod discretion. Ex: Damage to yourself or your party members.

  • Rolling a 2-5: Your attack misses.

  • Rolling a 6-19: Your attack lands.

  • Rolling a 20: Critical hit!

BUT WAIT! What about equipment that reduces stats?

You may have noticed that there is some equipment that raises some stats, but lowers others. This is done so that equipment with strong stat boosts stays balanced by removing some of another. The stone hammer, for example - it has great attack power and can do minor defense (+4 STR + 1 DEF) but it's also heavy so it makes your character slower (-1 AGI). Now, that probably isn't an issue if you have some investment to balance it out, but what if you have zero Agility to begin with?

 

Answer is, it'll still be 0. However, if you implement an agility boosting item to your set (ex: Agility Ring), instead of adding +2 AGI like it normally would, it would give you +1 instead. 

BATTLE EFFECTS

Besides simply attack and defending, there are other occurrences that have the potential to happen during battle. These are:

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FAINTING:

When a player faints, they are no longer able to battle. They also cannot use any items on themselves or others, or roll for a material reward at the end of battle. Their return to battle depends solely on using a Phoenix down or a Phoenix Potion on themselves (or if the Dungeon Master revives them). These items should be used once the Dodge turn in which you fainted is over, in the RP break. Reviving others with a Phoenix Down does not cost an action in the AttackTurn unlike most consumables, so during a Roleplay Break any member is welcome to revive a fallen teammate. Whoever is revived after fainting in battle earns the "Zombie" title, regardless if it was the Dungeon Master who revived them or not!

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REVIVALS:

During battles, the Dungeon Master has a one-time use Phoenix Down that can be used to revive the first player who fainted during battle. When revived, the player returns to life with half HP.

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HEALING:

During combat, players can use consumables to restore HP and heal themselves. A handy trick to prevent fainting! These consumables are acquired either through battle, purchasing them from the Discord shop, or village requests. 

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