Alklika

Stats and training

There are five stats: Strength, Dexterity, Endurance, Intelligence, Willpower. You raise them on the Training screen for energy. Here's what each does and how the derived values are computed.

What each stat does

  • Strength — base damage in combat: strike damage = Strength × multiplier × (1 + Dexterity/200) + weapon_damage × multiplier.
  • Dexterity+0.5% damage per point (divisor 200): 200 Dexterity = +100% to the strength part.
  • Endurance — survivability in three places at once:
    • max HP = 100 + Endurance × 0.3;
    • defence (mitigation): damage reduction = base/(base+100), where base = armour_def + Endurance × 0.3;
    • max energy (via √Endurance).
  • Intelligence, Willpower — resilience, effects and a range of checks outside direct damage.

Stat tiers

TierRange
Novice0–100
Student100–500
Skilled500–1500
Master1500–3000
Virtuoso3000–5000
Legend5000+

Max HP from Endurance

100 + Endurance × 0.3. Examples: 50 → 115, 500 → 250, 2000 → 700, 5000 → 1600. Equipped gear adds flat HP, and a temporary buff adds no more than +25% (anti-"terminator" cap).

Training and saturation

Invest energy → bank stat experience → it grows. The higher the value, the more the next step costs (gentle saturation at large numbers), so there's no endless explosive growth.

Skills are separate

Skills (blacksmithing, alchemy, trading and others) grow from relevant actions and education, not training. Note: for the mission chance, skill helps up to 50 (it saturates there), while stats follow their own formulas without such a hard cap.

Takeaway

Train for your role: a fighter wants Strength and Dexterity (damage) plus Endurance (to survive and keep hitting); a "tank", and anyone who visits the hospital often, wants Endurance first (HP + defence + energy at once). Spreading across all five is inefficient.