Stat Gain
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Muscles grow by swinging hammers, minds by reading scrolls — and both are governed by
Scripts/Misc/SkillCheck.cs.
When stats gain
Section titled “When stats gain”Stat gain piggybacks on skill use: whenever a skill with lock set to up processes a gain
event, TryStatGain runs. On this EJ shard the modern (ML-era) path is used.
- Chance roll: 5% for players (
PlayerChanceToGainStats=5.0inConfig/PlayerCaps.cfg); also 5% for pets (PetChanceToGainStats=5.0). - Stat selection: every skill defines a primary and secondary stat in the
SkillInfotable (Server/Skills.cs). If both stats are set to up:- 3/4 chance the primary stat gains,
- 1/4 chance the secondary gains. If only one is set to up, that one gains. If neither, nothing happens.
- Timer check: the per-stat gain delay is disabled on this shard
(
EnablePlayerStatTimeDelay=False), which the code collapses to an effective 0.5-second cooldown per stat — in practice, no throttle.
Examples of primary/secondary pairs (from Server/Skills.cs):
| Skill | Primary | Secondary |
|---|---|---|
| Swordsmanship, Blacksmithy, Mining, Lumberjacking, Tactics | Str | Dex |
| Magery, Evaluating Intelligence, Meditation | Int | Str |
| Healing, Veterinary | Int | Dex |
| Hiding, Fencing, Snooping | Dex | (Int / Str) |
| Animal Taming | Str | Int |
So a smith bulks up, a mage gets clever, and a tamer somehow gets both.
Note on StrGain/DexGain/IntGain factors
Section titled “Note on StrGain/DexGain/IntGain factors”SkillInfo also carries per-skill StrGain/DexGain/IntGain values (e.g. Blacksmithy
1.0/0.0/0.0, Magery 0.0/0.0/1.5). These drive the pre-ML gain path
((info.StrGain / 33.3) > random), which is not used on this EJ shard — here only the
primary/secondary designation and the flat 5% roll matter.
Caps and the swap rule
Section titled “Caps and the swap rule”From Config/PlayerCaps.cfg (see the shard card):
- Per-stat cap: 125 (
StrCap/DexCap/IntCap), enhanceable to 150 (StrMaxCapetc. — e.g. via stat-boosting items). - Total stat cap: 225 (
TotalStatCap).
When your three raw stats already total 225, IncreaseStat performs a swap: the gaining
stat goes up by 1 only if another stat is set to down and can afford to drop (it must stay
above 10). The lower of the two eligible down-stats is reduced first. With no stat set to
down, you gain nothing at the cap — so set your stat arrows, not just your skill arrows.
Fast-training one stat (the “spam a skill” trick)
Section titled “Fast-training one stat (the “spam a skill” trick)”Because stat gain rides on the primary stat of whatever skill is gaining, you can pump a single stat fast by spamming a cheap, fast-gaining skill tied to it. The recipe:
- Set the stat arrows. In your skills/status gump, set the stat you want to Up and set the other two to Down (or Locked). This guarantees every successful roll lands on your target stat, and — once you’re at the 225 total cap — lets the target keep rising by swapping points out of a Down stat.
- Pick a skill whose primary stat is your target (table below).
- Spam it. A skill still climbing (especially below ~70) gains on a large fraction of uses, and each gain rolls the flat 5% stat chance. With the stat-gain timer disabled on this shard, those rolls aren’t throttled — so the stat climbs quickly.
The classic example: Dexterity via Snooping. Snooping’s primary stat is Dex, and you can snoop the same container (a pack animal, a co-operative friend, any container) over and over with almost no setup — so it’s the go-to “just raise my Dex” skill. Set Dex Up, Str/Int Down, and snoop repeatedly.
The Intelligence equivalent: Poisoning. Poisoning’s primary stat is Int, and it’s wonderfully spammable — keep a stack of cheap Lesser poison potions and apply them to food or an Infectious-Strike weapon over and over (each application is a skill check that rolls the stat chance). Set Int Up, Str/Dex Down, and envenom repeatedly. It raises Poisoning and Int together, which is why it’s a favorite Int-pump. (Heads-up: applying poison costs karma, and a failed attempt under 80 skill can poison you — see Poisoning.)
Best spam-trainers by stat (primary-stat skills; pick whichever you can repeat fastest):
| Target | Primary-stat skills to spam | Easy choice |
|---|---|---|
| Dexterity | Snooping, Stealing, Lockpicking, Hiding, Stealth, Tailoring, Tinkering, Musicianship | Snooping (or Hiding) |
| Strength | Mining, Lumberjacking, Blacksmithy, Carpentry, Tactics | Mining (dig nonstop) |
| Intelligence | Magery, Meditation, Evaluating Intelligence, Poisoning, Inscription, Alchemy | Poisoning / Meditation |
Caveats: a stat can’t pass 125 (or 150 enhanced), and you can’t exceed 225 total unless a Down stat has room to drop (above 10) — that’s why step 1 sets the other stats Down. And the skill itself must still be gaining (a maxed skill stops rolling); a low or mid skill you’re actively raising is what feeds the stat.
Practical training notes
Section titled “Practical training notes”- Two birds, one stone: training a skill you want also pulls its primary stat along — a warrior swinging weapons (Tactics → Str) or a mage casting (Magery → Int) raises the right stat naturally without a dedicated grind.
- Fast-gaining skills train stats fastest — the 5% roll fires per skill-gain event, so a skill that gains often (low/mid level) pulls stats faster than a near-maxed one.
- Stat lock arrows are independent of skill locks — check both in your status/skills gump. A stat left Locked never moves no matter what you train.
Related
Section titled “Related”- Skill gain — the events that trigger stat rolls
- Skills index — primary stats for every skill