Fighting Mechanics
*for new player go to the bottom of the page for exclusive perks.
STAT POINTS
Recall, most characters in ALO start with 600 stat points.
You use stat points to increase your base stats.
Some races can increase sub stats or other specific stats like Mov Spd or Def.
You gain 60 stat points upon level up.
So at level 2, you would have 660 stat points total just from base stats because of leveling up.
and 720 stat points at level 3.
After every ten levels, the amount of stats gained upon level up increase.
At first its +20 stat points which stacks on top of what you gained previously.
So upon reaching level 11, you gain 60+20 stat points, which is 80 stat points
You will then gain 80 stat points until you reach level 21 which adds another 20 stat points.
upon reaching level 21 you will then gain 100 stat points.
Every ten levels this will increase and stack so you will gain more and more stat points.
Upon level 51, you will gain +30 instead of +20 stat points.
Upon level 101, you will gain +40 instead of +30 stat points.
If you want a more detailed chart, refer to this link here:
https://docs.google.com/spreadsheets/d/1j-M8DvelI65Ep9aF5YOdMVKsxvkDr3dFytTjrHsQaRc/edit?usp=drivesdk
Please note that Columns G and H are what you are looking for.
G is Current Level.
H is total stat points.
Remember that you don't have to use your stat points when you get them, but there generally is not a reason to hoard stat points either.
1 stat point = +1 Max Mp, Atk, Spd, Matk, Mspt
1 stat point = +10 Max Hp
Keep in mind, almost all race skills and race related buffs effect your base stats, not your equipment stats.
+20% Atk means +20% of your base stats, that does not include your weapon stats or your armor stats.
Since Sub classes and Race related buffs are generally percentage based, you should grow your character based on what you want them to be along with the bonus because it adds up. The more Atk you have, the more pronounced a +20% Atk boost to Base Atk becomes. So inherently, races with boosts to certain stats will draw players into growing those stats, and you can also choose a sub class and other stat related skills on top of that to craft a character you want to use.
But besides Gaining stat points to use in any of the 6 base stats, your charater will also get a choice to gain Hp or Mp.
Upon level up, you will be presented to either gain a set amount of Hp or Mp. The amount changes depending on what level you leveled up to. The chart below will help you figure this out.
Level reached = Amount Gained
2-10 = 100 Hp / 10 Mp
11-20 = 200 Hp / 20 Mp
21-30 = 300 Hp / 30 Mp
31-40 = 400 Hp / 40 Mp
41-50 = 500 Hp / 50 Mp
51-60 = 600 Hp / 60 Mp
61-70 = 700 Hp / 70 Mp
71-80 = 800 Hp / 80 Mp
81-90 = 900 Hp / 90 Mp
91-100 = 1000 Hp / 100 Mp
101-110 = 1100 Hp / 110 Mp
111-120 = 1200 Hp / 120 Mp
121-130 = 1300 Hp / 130 Mp
131-140 = 1400 Hp / 140 Mp
141-150 = 1500 Hp / 150 Mp
-R
Basically it goes up by 100 Hp and 10 Mp every ten levels and I'm too lazy to finish the chart.
HEALTH AND MAGIC POINTS
Health can also be shortened as HP, short for Health Points.
HP is one of your six main stats in ALO, and scales differently from the others meaning you'll have a lot of it and for good reason if you don't want to die.
Hp is a naturally self-restoring stat, which means by existing, you'll gain back any lost HP.
Hp is regenerated at a rate of 1% every 10 seconds both in battle and outside of battle.
Hp cannot be lowered by in a safe zones: Towns and event areas. Hp is regenerated at a rate of 1% per second in town.
Magic is your other naturally regenerating stat. Magic can also be Shortened as MP for Magic Points.
Magic does not scale differently from your other stats, so be careful how you spend it in battle.
All classes, Swordsman, Mages, Gunners, and hand to hand martial arts require magic in some form.
Magic is used to activate skills or spells will power up attacks or fuel supporting skills so having more is almost always good.
MP Regenerates at a rate of 1% every 10 seconds in battle and 1% every second once you have been out of battle for at least 10 minutes.
DEALING DAMAGE
Your Attack stats, Atk for short, will be your average attack damage. Atk Dmg for short.
Player A has 100 Atk points in their stats. That means they have an average atk of 100.
Attacks can fluctuate by a value of 20% because how hard you are wanting to attack.
A player can keep attacking at a rate of 100% of their Attack without worry, but when it goes above 100%, they start to grow tired.
When this happens, they get the exhaustion debuff.
This puts Player A's atk dmg potential anywhere from 80 dmg to 120 dmg.
To save time, most players just use the value of average for dmg output. In math terms. Your attacks deal 100% of your atk stat.
Player A's attack would consistently deal 100 Dmg this way with no fluctuation.
Keep in mind, that you choose how much strength you're putting into an attack, so if you purposely do a weak attack, it can do significantly less damage or do no damage at all.
You should also keep in mind that this is the standard for most melee weapons. Doing physical attacks with other weapons or no weapon also has a different value.
The same basic principles also apply to Magic Attacks, Matk for short.
SUB STATS
ALO has more than just the 6 base stats.
-----Besides Attack, there is Strength.
Strength is based on your Atk. If you have 100 Atk, you also have 100 Strength.
However, there are certain skills and buffs in the game which only apply to one or the other, so make sure to do your math on the proper stat.
Your Atk stat represents damage values, however, your strength stat represents your character's ability to interact with other objects and entities in the game. Your push power, your lifting power, and other motions are effected by strength.
A common way to think about it is like this. When you throw a weapon in ALO, the speed at which it travels is your strength, but the damage it deals is your Atk.
Another stat that has a lot of Sub stats is Spd.
-----Spd has 3 different sub stats.
Attack Speed (Atk Spd)
Movement Speed (Mov Spd)
Blocking Speed (Blk Spd)
They all rather describe themselves pretty well, however I will explain.
Attack Speed in the game refers to the speed at which. your attacks travel. If you Swing a sword, or smash something with a shield in order to deal damage, this is the speed stat you'll be looking at. This is a pretty basic stat for almost all close ranged builds. Keep in mind, classes like mages and archers don't use this stat for their attack speeds. This stat effects physical attack speeds.
Movement Speed in ALO directly affects how fast your character can get from point A to B.
If you want to run to a battle or engagement, or run away from one. You use this stat.
This is also the stat you use to dodge attacks.
Blocking Speed is used in melee combat to deflect, parry, and block incoming attacks.
If you cannot or don't want to dodge an attack, this is probably the better option over getting hit.
Different options require different stats to be sure to keep this in mind.
How to use the basics of Blocking Speed for defensive play:
To block an attack means to stop an attack in some way. Blocking requires having at least 60% of the Attacker's Atk Spd, and having 70% of the attacker's Strength. If you do not meet these requirements, you will not have a clean block one way or the other.
Which mean's someone's taking damage. Blocking attacks is the ideal method to stopping attacks since good blocks mean you take no damage.
Next up is Parrying attacks. To Parry an attack you need at least 90% of the attack's spd, but only 50% of the target's Strength. If you do not meet the spd requirement, this move will fail because it will not meet the attack in question, and without enough strength, you will still get hit with the attack. However, this can be a great move to use to get you into a better position quickly to turn the tide on offense since it moves the opponent into a state where they still have to follow through with the move. Keep in mind you cannot parry moves like most ranged spells and attacks A 100% successful Parry also lowers the target's Spd stat by 15%.
Finally there is deflecting. Deflecting is the easiest option to do since it only requires 60% of the target's Spd as well as 35% of the target's Strength. Deflecting will move the attack away from hurting your character directly. This can either mean that you moved yourself away from the attack, or you moved the attack away from yourself, depending on how much strength you have in proportion to the attack in question. This however, leaves the opponent free to continue offense in most situations, since their Spd will most likely be much higher than yours since you had to use a deflect. This move also cannot be used reliably like blocking. After using 5 deflections in a row without using any offensive attacks will result in a 5% Blk Spd penalty which stacks up up to 40%
There are some more advanced techniques in the "advanced" tab.
CRITICAL HITS
Critical Attacks can occasionally happen in the game.
Naturally, every attack in the game has a 5% Crit rate, Short for Critical Attack.
Sometimes, specific monsters have areas that have higher crit rates, usually the head, heart, and other vital areas.
These will be marked on a Monster's data sheet and their crit rates will be written out there.
When a Crit does occur, your attack deals 2 times as much damage as it does normally.
So if an attack does 500 Dmg, with a Crit, it deals 1,000 Dmg.
Keep in mind that ALO has a lot of skills that can buff crit rates so that they can happen more often.
However, the Max Crit rate is 100%, and after each successful Crit, the Max Crit rate buff goes down by 20%.
Which means from 100 to 80, 80 to 60. Until it reaches the lowest buff value 20% Crit rate.
The Max Crit rate buff will recede by increments of 20% every 5 minutes a Crit does not occur until it reaches 100% again.
MELEE DAMAGE
Remember how all physical attacks can deal 100% atk dmg. Well I lied. That's only for most Melee weapons.
Here's a list of how using different weapons for physical attacks effect your Dmg output.
melee Sharp - 100%
melee blunt (hammers and others) - 100%
melee blunt(Blunt Swords and others) - 80%
melee guard - 70%
melee handle/ hilt - 50%
Shield - 50%
wand - 15%
staff - 40%
runeblade - 100%
unstrument - 20%
Book/Tome - 15%
gun hand held - 40%
gun two handed - 60%
bare hands(no martial arts) - 10%
FIGHTING IN ACTUAL COMBAT USING STATS
In a battle, you will need to be very aware of everything going around you since this game is an MMO.
Which means that other players or monsters may pop up at any time.
Monsters will need to be played by you in most scenarios, so be prepared to rp as both yourself and what you're fighting.
There will a description for almost all monsters in game to give you an idea of how they would act.
Now that you're battling, what you need to do is think about what your plan of action is.
Depending upon how your character is set up, what weapon they use, and what class you want to play, there are many styles of approaching from head on all the way to camping them from afar.
I'll go over all the basic stat usage. If you want to directly attack a monster, you have to compare your Spd with their Spd.
Whoever has the higher spd will have faster actions than the other. ALO doesn't use real life measurements for Spd.
ALO Spd is proportional Spd which means that a target with 100 and 90 Spd won't feel all that different from a 1,000 and 900 Spd battle. However, 1,000 Spd and 100 Spd will feel almost helpless.
Spd can be used for any action such as arm movement or leg movement, or head movement. Spd can also be a measure of character reaction time. If we compare a 500 Spd user to a 8,000 Spd user. It may literally be un-reactable for the other player to fight back, in which case, I recommend an easier target or a new strategy.
FLIGHT
Depending on your race in the game, you may be granted the ability to fly.
Fly time by default is limited to 10 minutes before 20 minutes of rest is required.
Most Fairy races need sunlight in order to recharge their fly time. Some races do not.
There are some areas in the game where Flying is restricted for some or all races.
Keep in mind Flying uses all the spd stats mentioned earlier. Mov Spd for getting around, Atk spd for attacking, Blk spd for defending.
Flying is a skill that can be upgraded via extra quests in the game if you are interested in that.
JUMPING
Jump Height is based off a few stats, spd mostly, then strength and Weight.
you can jump 1 meter for every 100 spd you have.
but for every 100 weight you have, that number is brought down by 1 meter, however this can again be brought up by strength.
400 Strength can counter act 100 weight for jump height.
Ex. 1,000 weight, 1,200 Strength = 700 weight = 7 meters lower you can jump.
FALL DAMAGE
Fall damage is based on spd and strength, so that if you can jump high, you do not die just by falling. For every 100 meters you have, you can fall 1.25 Meters without taking any damage. however if you do end up falling more than that, you take 1% Hp damage per meter you fell over your limit. But for every 400 Strength you have, you Negate 1% of that Hp Loss.
you also only lose Hp if you are traveling at maximum terminal falling velocity, which takes 15 seconds of falling.
KNOCKBACK
Knockback is a term used to describe how a target can be pushed away with an attack of some sorts.
Knockback is based upon a character's Strength stat which is a sub stat of their atk (Explained above)
With more strength comes more knockback. If you have 500 strength vs a target of 900 strength.
It will be very hard to knock them around.
Certain skills also give knockback effects which can grant the effects of knockback without needing too much strength.
In basic terms here's a list of commonly found knockback values
Knockback = +100% strength
High Knockback = +200% strength
Huge Knockback = +300% strength
Massive Knockback = +500% strength
DEATH
Dying does happen in ALO. Of course, this happens when your HP value reaches 0.
Upon death a few things happen, You don't immediately die in most areas of the game.
Your body turns into a colored flame which then just hovers around for 5 minutes.
While in this state, you can still see and observe everything around you.
You can also choose to skip this time and choose to respawn.
Upon respawning, you will arrive in your Race's capital city, if you have none, then Alne, the center city.
You will also lose all Exp you have gained for your current level and 20% of your total Yuld.
You cannot lose anything if you are broke and have no exp for your current level.
DUELING VS PLAYERS
In ALO you can request duels directly from the character to nearby players.
In duels, you can choose to have penalties active or not, such as exp loss.
In duels, you can choose many different win conditions.
Some common examples are : 1st hit, 50% Hp, to the Death.
Also, Duels can change stat variables as well as other variables.
Some common examples are : double Hp, 50% Dmg mitigation, Mp regen boosts.
PK-ING
PK-ing stands for Player Killing.
Which means yes, players do kill each other in the game.
Pk-ing effects do not happen in Duels or events where Players knowingly fight each other.
What you get for killing another player is Exp and Yuld.
When one player kills another, they steal 80% of their target's exp for their current level as well as 20% of their total Yuld on person.
Yuld put away in other places cannot be taken this way.
You cannot take a player's items by killing them.
By intentionally attacking another player, your player marker will turn Orange, reflecting you may be dangerous. This lasts for a few hours and goes away if you remain non-hostile to other players
By intentionally killing another player, your player marker will turn red, alerting other player you may or may not be very dangerous. This lasts 7 days, and goes away if you remain non-hostile. However, for each consecutive kill while red adds an additional 7 days to your timer which has no limit.
FORMATTING RP
some quick rules for rp format, which you always must follow.
if you or a monster in your post has taken damage, or lost mp, or has been inflicted with something such as a status ailment.
always mark it at the bottom of your post, use { } for status ailments.
ex. being -
player name : 100/200 Hp
or
player name :
150/300 Hp
100/300 Mp
{bleed}
{limb Loss}
for monsters
Monster : 1,000 Hp
or
Monster : 1,000/2,000 Hp
or
monster :
1,000/3,000 Hp
{frozen}
EXP
If your player level is higher than the monster you gain less.
The exact Ratio is 5% less per level.
this is immediately active after level 15, but not before.
When you're twenty levels higher you cannot gain any exp from them. you still get obtain the items.
any quest exp can still be obtained.
EXP WHILE IN PARTY
Exp is not split in ALO. That means if a party kills a Monster worth 100 Exp, all members in that party will gain 100 Exp regardless of how much they contributed. The same goes for quests, events, and boss raids of multiple parties.
However, to decrease carrying in ALO there are certain measurements in place to keep players from doing nothing.
The measurements only apply when multiple variables are met.
1. The party has a 40 level difference between the highest and lowest leveled player
2. The party is going after a Monster or quest that is 20 (30 for bosses) levels or higher than the level of the lowest leveled player.
OR
2 1/2. The party is going after a Monster or quest that is 30 (40 for bosses) levels or lower than the level of the highest leveled player.
3. The party has people who are not in a master/ Apprentice relationship in it.
If all of these are met, then the carrying debuff will be put into play.
1. All players gain 20% less exp for monsters and quests.
2. All players 40 levels or lower than the highest level player gain 50% less exp for monsters and quests.
3. All drops will be cut in half, all 1 drops will have a 75% of dropping.
4. Exp gained for all players 40 levels or lower than the highest level player will not carry over to the next level.
BOSSES IN ALO
Monsters classified as a 'Boss' in ALO will have a few differences from normal monsters other than being much stronger.
Bosses have a natural 100% ailment resistance. This means you cannot poison or burn a boss normally, though some bosses may be weak to some ailments in which case they do work.
Example: Forest boss weak to fire.
Otherwise, you will need a skill that lowers status ailment resistance.
SOME BASIC SKILLS
here are some the skills a player at level one can use :
basic sword skill -
cost - 10 mp - deals atk and matk dmg.
(requires melee weapon)
basic magic projectile -
cost - 10 mp - deals matk dmg, spd is determined by 175% of your smpt.
(requires wand or staff)
basic heal -
cost - 10 mp - heals a single target by 100% of your mspt ( can heal self)
(no weapon needed to use)
more information on these skills and more on these pages :
>sword skills
>Magic support spells
>mage classes
WHAT TO LOOK FORWARD TO
what you unlock in what classes:
swordsman-
level 1 - swords mastery one- basic sword skill
level 15 - swords mastery two - unlocks basic level weapon specific sword skills in basic classes
level 30 - swords mastery three - unlocks wmp quest - collect 3 wmp to unlock mid level skills in basic classes
level 45 - swords mastery four -unlocks high level skills in basic classes with 5 wmp and unlocks basic skills in advanced classes,which are unlocked as soon as high level skills in basic classes are learned, mid level skills in advanced classes cost 10wmp, and high level skills in advanced classes cost 15 wmp
level 60 - swords mastery five - needed for overdrive classes
mages -
level 1- casting skill one - basic buffing,healing,cleansing, and projectiles
level 10 -casting skill two - mid level buffing,healling cleansing, and basic class specific spell in basic classes
level 20 -casting skill three - high level buffing healing and cleansing, and unlocks emp quest , collect 3 emp to unlock mid level basic spells
level 40 - casting skill four - collect 5 emp to unlock high level spells in basic classes, which also unlocks basic skills in advanced classes, collect 10 emp for mid level spells in advanced classes and 15 for high level spells,in advanced classes
level 60 - casting skill five - needed for overdrive classes
archers -
level 1 -use bow - basic archery skills
level 15 - archery skills level two - unlocks more archery skills
level 30 - archery skills level three - unlocks class specific skills
level 45 - unlocks next class automatically at level45,class depends on class chosen at archery skill level 3
New Player Perks
Players under level 5 have no death penalties.
Swordsman under level 15 have double exp gain - does not apply for boss monsters or quest rewards
(because melee users get their skills at later levels)
mages under level 10 have double exp gain - does not apply for boss monsters or quest rewards
(because mages gain their skills at earlier levels)
Swordsman under level 15 have double exp gain - does not apply for boss monsters or quest rewards
(because melee users get their skills at later levels)
mages under level 10 have double exp gain - does not apply for boss monsters or quest rewards
(because mages gain their skills at earlier levels)