Statistics

In Kaode, each creature has 6 basic statistics that can be increased after each level up.
The others stats are related to some abilities or equal zero (from the start) and can be affected by ally or enemy bonuses/penalties.

ATTACK

ATTACK

In Kaode, a lot of abilities are mostly or partly attacks.
There are three main types of attacks: physical, ranged and mixed attacks. They inflict damages of their own type and are influenced by ally or enemy bonuses and penalties, objects, field types and possible battle handicaps.
PHYSICAL ATTACK

PHYSICAL ATTACK

Investing points in physical attacks increases the amount of physical damages inflicted by any physical and mixed attack.
The physical attack is one of the 6 basic statistics, their maximum ceiling varies from one specie or type of creature to another.
RANGED ATTACK

RANGED ATTACK

Investing points in ranged attacks increases the amount of ranged damages inflicted by any ranged and mixed attack.
The ranged attack is one of the 6 basic statistics, their maximum ceiling varies from one specie or type of creature to another.
DEFENCE

DEFENCE

In Kaode, defences allow to reduce the amount of damages inflicted after an attack and are influenced by enemy or ally bonuses or penalties, field types and possible battle handicaps.
PHYSICAL DEFENCE

PHYSICAL DEFENCE

Investing in points of physical defence increases the chance to receive less physical damages for your creature.

The more your “physical defence” statistics exceed a fighter’s “physical attack” statistic in the case of a physical attack, the more “impact damages” you will inflict to your opponent.

Physical defence is one of the 6 basic statistic, their maximum ceiling varies from one specie or type of creature to another.
RANGED DEFENCE

RANGED DEFENCE

Investing in points of ranged defence increases the chance to receive less ranged damages for your creature.

The more your “ranged defence” statistics exceed a fighter’s “ranged attack” statistic in the case of a ranged attack, the biggest “energy burn” will your opponent be likely to endure.

Ranged defence is one of the 6 basic statistic, their maximum ceiling varies from one specie or type of creature to another.
VITALITY

VITALITY

Vitality represents a creature’s life force.
You can distinguish the maximum vitality, which evolves with a creature’s level, and the current vitality, which is affected by ability and impact damages.

Vitality is one of the 6 basic statistics. One can only invest up to ten points in it, which are divided between vitality and energy.
Each point invested this way will impart a Kaode 100 more maximum vitality points and 216 to a traveler.
ENERGY

ENERGY

The energy represents the mind power, the will or a creature’s strength.
You can distinguish the maximum energy, which evolves with a creature’s level, and the current energy, which is affected by the use of unique powers, ranged, mixed, defensive or passive abilities.

Vitality is one of the 6 basic statistics. One can only invest up to ten points in it, which are divided between vitality and energy.
Each point invested this way will impart a Kaode 100 more  maximum vitality points and 216 to a traveler.
PRECISION

PRECISION

Each ability has its own precision of 100% unless specified otherwise.
Precision is different from the probability of an effect application.

It defines an ability’s capacity to affect each of its targets individually.
It is however not used in the case of an ability aiming at one or several allied, or with a passive ability.

Precisions are influenced by enemy and ally bonuses and penalties, objects, field types and possible battle handicaps.
PHYSICAL PRECISION

PHYSICAL PRECISION

Each physical ability has its own precision of 100% unless specified otherwise.
Precision is different from the probability of an effect application.

It defines a physical or mixed ability’s probability to affect each of its targets individually.
It is however not used in the case of an ability aiming at one or several allied, or with a passive ability.

Precisions are influenced by enemy and ally bonuses and penalties, objects, field types and possible battle handicaps.
RANGED PRECISION

RANGED PRECISION

Each ranged ability has its own precision of 100% unless specified otherwise.
Precision is different from the probability of an effect application.

It defines a ranged or mixed ability’s probability to affect each of its targets individually.
It is however not used in the case of an ability aiming at one or several allied, or with a passive ability.

Precisions are influenced by enemy and ally bonuses and penalties, objects, field types and possible battle handicaps.
DODGE

DODGE

Each creature has initially a 0% dodge capacity.
The dodge defines a creature’s ability to avoid enduring the consequences of an enemy ability (damages, effects and/or bonuses/penalties).

A dodge doesn’t protect from passive abilities or from abilities of which reach affects a team or the entire arena.
The dodges are influenced by enemy and ally bonuses and penalties, objects, field types and possible battle handicaps.
PHYSICAL DODGE

PHYSICAL DODGE

Each creature has initially a 0% physical dodge capacity.
The physical dodge defines a creature’s ability to avoid enduring the consequences of an enemy physical or mixed ability (damages, effects and/or bonuses/penalties).

A dodge doesn’t protect from passive abilities or from abilities of which reach affects a team or the entire arena.
The dodges are influenced by enemy and ally bonuses and penalties, objects, field types and possible battle handicaps.
RANGED DODGE

RANGED DODGE

Each creature has initially a 0% ranged dodge capacity.
The ranged dodge defines a creature’s ability to avoid enduring the consequences of an enemy ranged or mixed ability (damages, effects and/or bonuses/penalties).

A dodge doesn’t protect from passive abilities or from abilities of which reach affects a team or the entire arena.
The dodges are influenced by enemy and ally bonuses and penalties, objects, field types and possible battle handicaps.
ENERGY CONSUMPTION

ENERGY CONSUMPTION

Energy consumption is linked to the use of ranged, defensive, passive and special abilities.
Each of these abilities has a different energy cost, according to:
- Its damage index and the creature’s ranged attack statistic
- A defined percentage linked to the fighter’s maximum energy
- In less cases, a calculation between the number of targets and their level.

If this latter is too expensive, the player won’t be able to activate it as it will be blocked.

To finish, the energy consumption can naturally be reduced or increased by the ability itself, or be affected by enemy and ally bonuses and penalties, objects, field types and possible battle handicaps.
DAMAGES

DAMAGES

There are several types of damages and they are deducted from the current vitality of a creature which is the target of an attack.
Inflected damages are influenced by enemy and ally bonuses and penalties, objects, field types and possible battle handicaps.
PHYSICAL DAMAGES

PHYSICAL DAMAGES

Les dégâts physiques infligés sont liés aux compétences provoquant des attaques physiques ou mixtes.
Ils sont élevés lorsqu'une compétence possède un indice de dégât élevé et lorsqu'une créature attaquante possède une statistique d'attaque physique supérieure à la défense physique de sa ou de ses cible(s).
RANGED DAMAGES

RANGED DAMAGES

Inflicted physical damages are linked to abilities possessing physical or mixed attacks.

They will increase when an ability possesses a high index of damages and when a creature attacking has a higher physical attack statistic than the physical defence statistic of its target(s).
DAMAGE RESISTANCE

DAMAGE RESISTANCE

This statistics defines the amount of damages a creature can stand without harm during the resolution of an attack.

A creature’s bonus in damage resistance can be opposed to the eventual bonus in damages of its opponent.
On the other hand, a creature which is aimed at and which has been penalized in its damages resistances will endure a greater amount of damages, just as if its opponent had a damage bonus.

A creature’s resistance to damages is initially of 0%.
PHYSICAL DAMAGE RESISTANCE

PHYSICAL DAMAGE RESISTANCE

Resistance to physical damages only concerns inflicted physical damages and penetrating physical damages, not impact damages.
RANGED DAMAGE RESISTANCE

RANGED DAMAGE RESISTANCE

Resistance to ranged damages only concerns inflicted ranged damages and penetrating physical damages.
PENETRATING DAMAGES

PENETRATING DAMAGES

An index of penetrating damages is directly retrieved from the current vitality points of a creature targeted by an ability or effect containing it.

Penetrating damages:

- Don’t provoke any impact damages or energy burn.
- Are not affected by a creature’s attack statistics, nor by its target’s defence statistics.

To finish, they belong to the same type (physical or ranged) as the ability used by the creature and they are affected by the related creature’s bonuses or penalties.
IMPACT DAMAGE

IMPACT DAMAGE

Impact damages are the damages received by an attacker when it strikes its opponent with a physical attack.

Although they are very low when the creature’s physical attack statistic is higher than its target’s physical attack statistic, they can however be very serious when the gap between them is reversed and deeper.

Because hey, you can’t attack a stronger fighter than you without feeling any consequences.
IMPACT DAMAGE RECEIVED

IMPACT DAMAGE RECEIVED

Impact damages received are the impact damages inflicted by an enemy creature on a creature in your team when an ability’s resolution includes a physical attack used by your creature.
RETURNED IMPACT DAMAGE

RETURNED IMPACT DAMAGE

Returned impact damages are those inflicted by your creature to an enemy by the resolution of an ability including a physical attack used by the said enemy creature
ENERGY BURN

ENERGY BURN

An energy burn is an eventual additional energy consumption which is likely to happen after the use of an ability including a ranged attack, targeting an enemy with a high ranged defence statistic.

A creature with a low ranged attack statistic targeting a creature with a high ranged defense statistic with a ranged attack will have to pay this "energy burn" at the end of its turn.
RECEIVED ENERGY BURN

RECEIVED ENERGY BURN

A received energy burn is an additional energy consumption inflicted to a ranged attacker, according to the use of an ability including a ranged attack, coming from a creature aiming at an enemy possessing a high ranged defence statistic.
RETURNED ENERGY BURN

RETURNED ENERGY BURN

A returned energy burn is an eventual additional energy consumption which is likely to happen after the use of an ability including a ranged attack, inflicted by an enemy with a high ranged defence statistic to an range attacking creature.