Fatigued status reduces your agility to 25%
Dexterity – Dexterity is the essential skill for the damage dealer. Dexterity has a direct correlation to the chance for critical hits against a target. Certain classes, such as Rogue, Brawler, and “ Tanks ” , immediately start with the critical strike skill, while others will open this skill as they progress. Dexterity also has a direct correlation to the activation of special abilities on a weapon during the course of combat. The Chance skill provides a slight modifier to activating these abilities as well. Fatigued status reduces your Dexterity to 25%
Wisdom – Wisdom has a direct correlation to learning certain skills for all classes, such as languages. However, the non-intelligence based casters, such as Clerics, Druids, and Shamans, base mana regeneration and base mana pool will also be directly correlated to Wisdom. Wisdom does not increase a caster ’ s ability to learn spells, this is based on a characters Intelligence level. Fatigued status reduces the ability to regenerate mana for Clerics, Druids, and Shamans to 25%
Intelligence – Intelligence has a direct correlation to learning certain skills for all classes, such as trades. Classes such as Elementalist, Lich, and Wizard, utilize Intelligence as their primary skill and Intelligence directly correlates to their base mana regeneration and base mana pool. Intelligence is also directly correlated with all caster ’ s abilities to learn spells. Fatigued status reduces the ability to regenerate mana for Enchanters, Elementalists, Dark Casters, and Wizards to 25% and will not allow a character to learn new spells while in the fatigued state. Learning new spells will at times require knowing different languages.
Chance – Chance has the same effect on all classes and races. There are no racial or class bonuses for Chance. The Chance skill has a direct correlation to the percentage of chance a character has to finding rare items following combat. Each increase in Chance adds to this percentage. Additionally, the Chance skill creates a diameter, or “ bubble ” around each character where the chance of a rare spawn increases based on the character ’ s Chance skill. The bubble for each character increases as the Chance skill increases. Chance also adds a modifier for activating special abilities on weapons. Chance skills are not cumulative for rare items and rare respawns and in a group the character with the highest Chance skill will be the base for the group. Fatigue does not affect Chance.
After reading through each of the skills I was very impressed with how AltCon was able to weave the skills together. In other games I had seen, players would pick each skill according to their Class only, and focus only on those. For instance, your Tank only picked Strength and Constitution, and your Intelligence based caster only picked Intelligence and Constitution. But in Resurgence, if an Intelligence caster wanted to learn new spells, he would need Wisdom. I still think the basic build outs would be the norm for each class, but there would be greater spreading of skill points based on these descriptions. Each character started with a base of 1 in each of the seven, so to get to 5 Strength, one needed to add four skill points.
“Ok Wayne, you are up first. You have 25 skill points to distribute. How do you want to do this?” I asked.
I had watched Wayne scribbling away on his scratch pad for the last ten minutes. He was taking his build out very seriously. “I’ve been looking at this like a classic Tank. Lots of Strength and Constitution. But I am finding it difficult to decide how I should balance Strength and Constitution. Plus, it doesn’t say if we need Wisdom or Intelligence to earn levels in our melee skills. Tricky bastards.”
“Well let us see what you have right now and we can discuss it as a group. And since we are going to be a group for a long time, I would say we do this for each person,”