stats and skills
GENERAL
Stats and combat are relatively simple systems with no dice involved and are intended to guide fanwork content when completing tasks and quests. The five stats and what they encompass are as follows:
Attack: Informs physical offensive power and weapon proficiency
Defense: Informs how well your character can weather physical or magical attacks
Speed: Informs movement speed and acrobatic ability
Magic: Informs proficiency with magical skills
Willpower: Informs social skills
Individual mirn may have a maximum of 100 base stat points with a maximum of 40 base points in any given stat. Additional item/pet stat boosts do not count towards this total. The base stat cap can be raised by completing Epic Quests or through other special means.
RAISING STATS
In order to learn new abilities, it's essential to produce content designed to raise your stats. Stat skills are learned by reaching the appropriate stat level with the base stat, which does not include boosts from items/pets. Once you've unlocked a stat skill on a mirn, you may use it in your content creation as you see fit. There are a few ways to raise stats:
Basic fanwork: Stats can be raised by one point per piece of fanwork featuring the mirn using a particular stat. Only one stat can be raised per fanwork. There is no cooldown on this.
Completing Tasks: Twice a week per mirn, completing a Task will raise a stat of your choice by two points instead of one. Fanwork for the Task must feature the mirn using that particular stat.
Completing Freelancer Quests: Once a week per mirn, a Freelancer Quest can be completed that'll boost a specific stat by ten. Read the rewards carefully, as Freelancer Quest stat boosts are specific to each quest.
Items/Pets: Raises stats temporarily with equipment/pets. These artificial boosts can't be used to unlock stat skills, but they can influence the outcome of combat.
There's no double-dipping allowed, so a Freelancer Quest fanwork cannot be submitted for a basic fanwork stat boost, too.
COMBAT
Freelancer and Guild Quests include a number of enemies that your mirn will have to encounter and deal with through whatever means you deem fit. Enemy and mirn stats stack up 1:1, meaning that if you have 20 Attack and the enemy you're facing has 10 Attack, your mirn will hit harder than the enemy. Ultimate win/loss is calculated by the total number of your mirn's stats vs the total number of the enemy's stats. Ties count as a win. Quests can still be completed if you lose/retreat from an enemy that's a little too strong for your mirn to take on. Use the quest steps and stat differences to inform content creation for combat, and don't forget about your stat skills!
EXAMPLE
Mirn Stats:
Attack: 32
Defense: 11
Speed: 40
Magic: 5
Willpower: 2
Total Stats: 90
Enemy Stats:
Attack: 40
Defense: 30
Speed: 5
Magic: 10
Willpower: 4
Total Stats: 89
This match-up will result in a win for the mirn due to a higher Total Stats score, but just barely. In fanwork featuring this fight, the enemy's significantly higher defense and/or the mirn's significantly higher agility would be good differences to highlight. Use your best judgement for content creation; we're not super strict about enemy encounter fanwork as long as there's clearly some sort of interaction or conflict. Stats are merely meant to govern win/loss and give inspiration for fanwork.
ATTACK ABILITIES
SCRAPPER (LVL 1)
A rough-and-tumble nature has accustomed you to fighting with your fists or whatever improvised weapons seem handy.
WEAPON TRAINING (LVL 3)
You have the basic skill and training to handle proper weapons with some degree of proficiency, giving you an edge over unarmed opponents.
CHARGE (LVL 7)
You rush an opponent, relying on surprise and intimidation to catch them at a disadvantage.
COUNTERATTACK (LVL 11)
You’re a practiced fighter, and can reliably turn your blocks into attacks of your own by overwhelming an enemy’s own strength.
FOCUSED AIM (LVL 16)
When given a moment to line up your strikes, you attack with uncanny accuracy.
FULL SWING (LVL 22)
Bringing your full strength to bear makes your attacks powerful and near-impossible for an enemy to effectively block.
CRIPPLE (LVL 27)
You have the strength to cause massive damage, and the experience to know where to put it to best effect; your blows break limbs, pierce organs, and sever crucial tendons.
SHIELDBREAKER (LVL 31)
You have enough strength to rain down devastating strikes in quick succession, obliterating even the toughest enemy defenses in the process.
COMMANDING PRESENCE (LVL 36)
Your obvious skill is a strong deterrent to would-be opponents, deterring many weaker enemies entirely and making others intimidated and reluctant to engage you in combat.
WRATH (LVL 40)
You give yourself over entirely to your fury, sacrificing all defense in favor of an unrestrained attack; briefly adds your defense total to your attack for the sake of breathtaking combat.
DEFENSE ABILITIES
BRACE (LVL 1)
Readying yourself, you lessen the effect of blows by absorbing some of the impact.
FIGHTING DEFENSIVELY (LVL 3)
You’re good at blocking incoming attacks, and when prepared it’s hard for opponents to break through your defenses.
RIPOSTE (LVL 7)
Every blow is an opportunity to return the favor, and you have a knack for following up a successful defense with a quick attack of your own which often catches opponents off guard.
CALM MIND (LVL 11)
Experience makes you stay clear-headed in the heat of battle, and taunts and other mind-altering skills have little effect on you.
WARRIOR'S INSTINCTS (LVL 16)
You have a fighter’s sixth sense, giving you a high chance to detect even stealthy opponents.
ENDURE (LVL 22)
You’re able to survive massive hits and injuries that would stagger a less experienced fighter.
PROTECT OTHERS (LVL 27)
You’re skilled enough to protect other people without leaving yourself open to attacks.
DISARM (LVL 31)
Clever use of your weapon of choice makes you adept at disarming your opponents or leaving them otherwise neutralized.
STRENGTH OF WILL (LVL 36)
Through sheer stubbornness, you can resist debilitating physical effects such as poisoning or paralysis.
TRUSTED TOOLS (LVL 40)
Over time, your well-loved equipment has become almost an extension of your own body; all accessories provide doubled boosts to your stats.
SPEED ABILITIES
STRAFE (LVL 1)
Light on your feet, you’re adept at dodging enemy blows.
DODGE ROLL (LVL 3)
You avoid enemy attacks by diving into a roll before coming right back up, covering ground quickly.
FANCY FOOTWORK (LVL 7)
Quick and agile, you’re clever at setting your feet and have little trouble fighting on the uneven ground of the wilds even when your opponents are not.
ACROBATICS (LVL 11)
Natural flexibility and a well-honed body leave you capable of impressive acrobatics; you’re able to flip and rebound off of your surroundings to attack as well as evade.
FLICKER (LVL 16)
It’s hard for your enemies to follow your movements, leaving you all but invisible for a few seconds.
WHAT'S YOURS IS MINE (LVL 22)
Nimble fingers and your considerable agility mean you can often pilfer things from your opponents when the opportunity presents itself.
EXPLOIT (LVL 27)
Your ability to run circles around your opponents makes you better at exploiting any available weakness in their defenses, and you fight more effectively as a result.
HARRY (LVL 31)
Even small wounds add up, and you use this to your advantage by finding frequent opportunities to inflict shallow wounds; ‘death by a thousand cuts’ is more than just a saying.
FLURRY OF BLOWS (LVL 36)
You attack quickly enough to chain individual strikes, making for impressive combos that enemies find hard to keep up with or defend against.
VANISH (LVL 40)
As if by magic, you become all but invisible for a length of time; the effect is only interrupted if struck.
MAGIC ABILITIES
WITCHLIGHT (LVL 1)
You summon a gentle light of any color to light your way, not enough to have much magical effect but enough to see in darkness.
MINOR GROWTH (LVL 3)
You can encourage the natural growth around you in small ways, causing thin vines or saplings to sprout at will.
SPELLSHIELD (LVL 7)
You’ve learned to generate a limited magical barrier that can take a hit or two… or maybe be used in other clever ways.
DISPEL MAGIC (LVL 11)
Understanding magic is sometimes enough for you to disrupt it, letting you affect stable enchantments and undermine the spells of others.
MINOR HEALING (LVL 16)
You can use healing light to help speed up the healing process, fixing superficial wounds and stabilizing major ones enough to be bandaged and treated.
DECOY (LVL 22)
You bend light in a way that mirrors your own image, creating several illusory copies to confuse and distract opponents.
MAJOR GROWTH (LVL 27)
You’re deeply in tune with the Basin’s latent energy, drawing on it to cause explosive growth and manipulate the existing trees around you.
MAJOR HEALING (LVL 31)
A mastery of healing light lets you heal even significant wounds without a trace.
LIGHT BLAST (LVL 36)
You release focused light so filled with magic that it overwhelms the opponent's mind and senses - not painful, but dazzling and debilitating.
DESPERATION (LVL 40)
You draw on your deepest reserves of strength and pour your very life into a powerful spell; allows for major workings at the cost of lasting effects.
WILLPOWER ABILITIES
PERCEPTIVE EYE (LVL 1)
You’re quick-witted and don’t miss much, assessing opponents for weaknesses to exploit and other insights.
SMOOTH TALKER (LVL 3)
Your persuasive words help make your point when talking to others, putting them at ease and making them believe you when you tell the truth.
BOLD LIAR (LVL 7)
...and with enough practice, making them believe you even when you don’t tell the truth.
CONVINCING DISGUISE (LVL 11)
A combination of illusion, disguise, and careful body language let you convincingly pass as someone you’re not.
THREATEN (LVL 16)
Your threats have weight behind them, and can effectively intimidate others as well as provoke a sense of irrational dread.
PROVOCATEUR (LVL 22)
You can be a real ass, taunting others into lowering their guard and acting impulsively.
STAR OF THE SHOW (LVL 27)
Use your skills to awe crowds and draw the eye, or dazzle your enemies.
CAPTIVATING PRESENCE (LVL 31)
Your innate charisma affects all around you, radiating authority and charm that’s impossible to ignore; few can resist your suggestion or directions.
RESOURCEFUL (LVL 36)
Clever improvisation with your surroundings lets you use natural features to your advantage, setting up the battlefield with traps and pitfalls.
SILVER-TONGUED (LVL 40)
You've generated communal goodwill to rival that of a banker, and as such have earned a 20% discount on all mirnic shop prices.
**Does not stack with other mirn and does not include the demigod shop