Overview
Players gain Ability Points through leveling. These points can be
spent to increase one of several core stats.
Spending a stat immediately updates derived values such as health,
stamina, mana, and combat damage.
- Use
/showstatsor the Tome of Skills to allocate points. - Use the Reset Skills Potion to refund all spent points.
- After spending a stat point, Health, Stamina, and Mana are recalculated and immediately restored to their new maximum values.
Stat Effects at a Glance
- STR — increases melee damage
- AGI — increases stamina and oxygen
- PER — increases projectile damage
- VIT — increases maximum health
- INT — increases maximum mana and mana regeneration
- CON — reduces incoming damage
Spending Ability Points
A player can spend Ability Points by using the command /showstats or using the new Tome of Skills, which can be crafted like so:
| Ingredient | Amount |
|---|---|
| Life Essence | 5 |
HyUI Version
Vanilla UI / No HyUI
Resetting Ability Points
A player can reset their Ability Points by crafting the Reset Skills Potion found in the Alchemy bench
| Ingredient | Amount |
|---|---|
| Potion Bottle | 1 |
| Water Bucket | 1 |
| Life Essence | 5 |
| Fire Essence | 5 |
| Ice Essence | 5 |
| Void Essence | 5 |
| Water Essence | 5 |
| Apple | 2 |
Derived Stats
Vitality (VIT) – Maximum Health
Increases Maximum Health.
Health Bonus = VIT × vitStatMultiplier
- Default multiplier:
2.0
Agility (AGI) – Maximum Stamina and Oxygen
Increases Maximum Stamina and Maximum Oxygen.
Stamina Bonus = AGI × agiStatMultiplier
Oxygen Bonus = AGI × agiStatMultiplier
- Default multiplier:
0.25
Intelligence (INT) – Maximum Mana
Increases Maximum Mana and Mana Regeneration.
Mana Bonus = INT × intStatMultiplier
Mana Regen = max(1, floor(1 + INT × 0.25))
- Default multiplier:
2.0
Combat Calculations
Strength (STR) – Melee Damage
Applied when the player performs a melee attack.
Final Damage = Base Damage × (1 + STR × strStatMultiplier)
- Default multiplier:
0.1
Perception (PER) – Ranged Damage
Applied when the player performs a projectile attack.
Final Damage = Base Damage × (1 + PER × perStatMultiplier)
- Default multiplier:
0.1
Constitution (CON) – Damage Taken
Applied when the player receives damage.
Final Damage =
Incoming Damage
× conDamageMultiplier(CON)
× Weapon Type Multiplier
× Mob Level Multiplier
- Applies to both melee and projectile damage
- Lower final values mean less damage taken
- Default base multiplier:
0.80
Configuration Defaults
strStatMultiplier: 0.1
perStatMultiplier: 0.1
vitStatMultiplier: 2.0
agiStatMultiplier: 0.25
intStatMultiplier: 2.0
conStatMultiplier: 0.80
All multipliers are configurable for balance tuning.
Recalculation Behavior
After a stat is spent:
- Health, Stamina, and Mana maximums are recalculated
- Health, Stamina, and Mana are automatically set to their new maximums
- Mana regeneration is updated immediately
- Stat modifiers are applied as additive max-value modifiers
