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Stat Gain

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Muscles grow by swinging hammers, minds by reading scrolls — and both are governed by Scripts/Misc/SkillCheck.cs.

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.

  1. Chance roll: 5% for players (PlayerChanceToGainStats=5.0 in Config/PlayerCaps.cfg); also 5% for pets (PetChanceToGainStats=5.0).
  2. Stat selection: every skill defines a primary and secondary stat in the SkillInfo table (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.
  3. 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):

SkillPrimarySecondary
Swordsmanship, Blacksmithy, Mining, Lumberjacking, TacticsStrDex
Magery, Evaluating Intelligence, MeditationIntStr
Healing, VeterinaryIntDex
Hiding, Fencing, SnoopingDex(Int / Str)
Animal TamingStrInt

So a smith bulks up, a mage gets clever, and a tamer somehow gets both.

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.

From Config/PlayerCaps.cfg (see the shard card):

  • Per-stat cap: 125 (StrCap/DexCap/IntCap), enhanceable to 150 (StrMaxCap etc. — 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:

  1. 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.
  2. Pick a skill whose primary stat is your target (table below).
  3. 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):

TargetPrimary-stat skills to spamEasy choice
DexteritySnooping, Stealing, Lockpicking, Hiding, Stealth, Tailoring, Tinkering, MusicianshipSnooping (or Hiding)
StrengthMining, Lumberjacking, Blacksmithy, Carpentry, TacticsMining (dig nonstop)
IntelligenceMagery, Meditation, Evaluating Intelligence, Poisoning, Inscription, AlchemyPoisoning / 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.

  • 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.