Every character has some core stats. We’ll show you which stat increases which value in the game.

Each level up you can choose to increase the SAVAGES (Strength, Agility, Vitality, Accuracy, Grit, Encumbrance, Survival) skills of your character.

## Strength

- Melee Damage
weapon dmg + (weapon dmg * (points in strength / 100)) = melee dmg example with a stone sword (30 dmg) and 10 Str: 30 + (30 * (10/100)) = 33 melee dmg

## Agility

- Defense
armour defense + (points in agility) = defense example with full light armour and 10 Agi points: 23 + 10 = 33 defense

## Vitality

- HP
base health + 12 * points in Vitality = HP example with 10 Vit points: 200 + 12 * 10 = 320 HP

## Accuracy

- Range Damage
(bow damage + arrow damage) + (bow damage + arrow damage) * (Acc / 100)) = range dmg example with a hunting bow (22 dmg) and flinthead arrows (16dmg) and 10 Acc points: 22+16 + (22+16) * (10/100) = 41.8 range damage

## Grit

- Stamina
base stamina + 3 * points in Grit = Stamina example with 10 Grit: 100 + 3 * 10 = 130 Stamina

## Encumbrance

- Maximum Item Weight
base encumbrance + 7 * points in Enc = Encumbrance example with 10 Enc points: 70 + 7 * 10 = 140 Enc

## Survival

- General Skills for survival
water base rate = 5 points p/m -- food base rate = 3.5 points p/m water base rate - (0.08 * survival points) = water metabolization rate food base rate - (0.056 * survival points) = food metabolization rate example with 25 survival: 5 - (0.08 * 25) = 3 water points p/m 3.5 - (0.056 * 25) = 2.1 food points p/m

## Armor Reduction

- This value is not linear like the other ones, because it’s based on the armor the player is wearing. You need more and better armor for each point.
a = incoming damage b differs with each damage: b(15 dmg) = 1 , b(30 dmg) = 2 , b(45 dmg) = 2.333 x = armor a * (1.01 + (0.00005 *a)) -1x + x * (a/1000) * b = reduced damage Example with an attack by a stone sword (30 dmg) with 50 armor: 30 * (1.01 + (0.00005 30)) ^(-150) + 50 * (30/1000) * 2 30 * 1.0115-1*50 + 50 * 0.06 = 19.937