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Hero

The Hero is the main character in Arcuz and Arcuz II. He is controlled by the player. At the beginning of the game the player can choose a custom name, otherwise both games will default to "Aaron". Any differences between both games are given as { Arcuz | Arcuz 2 } or in separate formulas.

Basic Controls[]

The Hero can move with either [W] , [A] , [S] , [D] or the [arrow keys], attack with [J] and jump with [K]. If the player attacks with [J] while jumping he can either attack in midair or perform an aerial attack, smashing down to the ground, depending on the timing of [J] and [K] presses. The Hero can jump off of airborne or large enemies. Multiple basic attacks will combo into a sequence of up to 4 attacks. The Hero can open chests or speak with NPCs with [J] | [Spacebar]. The Hero can learn active skills which can be allocated into { 2x2 | 2x4 } skillslots in both games respectively keybound to { [I] , [L] | [U] , [I] , [O] , [L] } respectively in both games. The player can switch between 2 sets of skills in both games by pressing [Q], allowing him to equip 4 | 8 skills in both games respectively at once. There are also 3 quickslots to use consumeable items keybound to [1] , [2] and [3]. The player can also perform various things with the [Left Mouse Button], such as buying items from NPCs, managing his inventory or opening either of the 6 information panels: Character Panel, Skill Panel, Inventory Panel, Quest Panel, Map Panel and Menu Panel. Each of these is also keybound to [C] , [V] , [B] , [N] , [M] and [,] respectively. The Panels provide various informations and actions to the player. The player can customize all keybindings in Arcuz 2 only, however the [Arrow Keys] will always still work for movement only [W] , [A] , [S] , [D] can be rebound.

Calculated Stats[]

The Hero has a multitude of stats which are generally derived from each other. Unless stated otherwise, these are displayed in the charater panel.

Hit Points[]

Hit Points will be display as a fraction of current Hit Points/maximum Hit Points. They are also visually displayed with the red hitbar at the bottom of the screen. If they drop to 0 the player dies.

  • The Hero will have 30+30*[Player Level]+10*[Constitution]=[Hit Points] in Arcuz.
  • The Hero Hit Points are calculated as follows in Arcuz 2:
    • e0=456
    • en=en-1+[(40+en-1*0.01)rounded down]
    • Sum up till: n=[Player Level]→[Base Hit Points]
    • [Base Hit Points]+10*[Consitution]=[Hit Points] in Arcuz 2.
  • %HP Bonus effects from compose will be calculated off of [Hit Points] and then added. Archangel Potion's temporary boost of Hit Points will be calculated including compose booster.

Skill Points[]

Skill Points will be display as a fraction of current Skill Points/maximum Skill Points. They are also visually displayed with the green skillbar at the bottom of the screen. If the drop to low the player can no longer use active skills, which have SP cost associated with them.

  • The Hero will have 5*[Player Level]+3*[Constitution]=[Skill Points] in Arcuz.
  • The Hero will have [([Hit Points]/3.1)rounded down]+5*[Constitution]=[Skill Points] in Arcuz 2.
  • %SP Bonus effects from compose will be calculated off of [Skill Points] and then added. Archangel Potion's temporary boost/reduction of Skill Points will be calculated including these.

Armor[]

Armor indicates the player ability to take damage, the higher the armor the less Hit Points will be removed if a player is hit by an enemy.

  • The Hero will have 5*[Player Level]+2[Agility]=[Armor] in Arcuz.
  • The Hero will [([([Base Hit Points]*0.25)rounded down]*0.2)rounded down]+[Agility]=[Armor]
  • %Defense Bonus effects from compose will be calculated off of [Armor] and then added, as will be any flat additional values such the respective compose or the basic armor stat or armor items. Defense Potion's temporary boost to Armor will be calculated including these.

Magic Resistance[]

How likely the Hero is to fully negate the damage and elemental effect of an incoming magic attack in %. At 100% Magic Resistance the Hero becomes entirely immune to magic.

  • The Hero can only acquire Magic Resistance via the corresponding compose or with a Magic Resistance Potion, which gives 20% additional Magic Resistance temporarily.

Experience[]

Obtained by killing enemies and completing quests. Displayed as a golden bar at the bottom of the screen. If the bar is full the player gains a level and the bar resets. The total experience per level is calculated:

  • e0=6
  • en=en-1+(4+[((n-1)/10)rounded down])
  • Sum up till: n=[player level]→[Base Experience]
  • Experience per level=[Base Experience]*(8+[(a*{3.5|4.5})rounded down])
  • a=[player level] in Arcuz and Arcuz 2, if the player is below level 60. a=[player level]-50 in Arcuz 2, if the player is level 60+.

Minimum and Maxium Damage[]

How much damage the Hero will do with his attacks and skills. The actual damage values also depend on the enemies armor and the level difference between player and enemy.

  • The Hero will have 4*[Player Level]+[(0.5*[Strength])rounded down]=[Minumum Damage] in Arcuz.
  • The Hero will have 4*[Player Level]+[Strength]=[Maximum Damage] in Arcuz.
  • The Hero will have [([([Base Hit Points]*0.3)rounded down]*0.2)rounded down]+[Strength]=[Minimum Damage]
  • The Hero will have [([([Base Hit Points]*0.3)rounded down]*0.2)rounded down]+2*[Strength]=[Maximum Damage]
  • %Attack Bonus effects from compose will be calculated off of [Maximum Damage] and then added on both minumum and maximum damage, as will be any flat additional values such the respective compose. The base minimum and maximum damage of any weapon will be added to the respective Hero's stats likewise. Attack Potion's temporary boost to damage will be calculated including all these and add 50% to both minumum and maxium damage.

Block Rate[]

How likely the Hero is to fully negate the damage and damage stun of an incoming melee non-magic attack in %. At 100% Block Rate the player becomes immune to non-magical melee attacks.

  • The Hero will have 1% block rate per every {10|15} Agility invested + % Chance of Block an equipped shield will grant the Hero.

Critical Hit Ratio[]

How likely the Hero is to score a critical hit in %, which does double damage on any given attack or skill.

  • The Hero can only acquire Critical Hit Ratio via the corresponding compose or via Luck, which adds 1% Crital Hit Ratio for every {4|10} points invested.

Encumbrance[]

How much weight the Hero can carry without being overburdened, which greatly reduces the Hero's movement speed. It is displayed in the Inventory Panel as a fraction of current encumbrance/maxiumum encumbrance. If the Hero equals or goes above the maximum he will be overburdened.

  • The Hero will have {50|80}+5*[Strength] maximum encumbrance.

Drop Rate[]

How likely the Hero is to get an item drop, when he kills an enemy. It is not displayed anywhere.

  • The Hero's drop rate is [Luck]+[compose modifiers]+[30(if a luck potion is in effect)]. The probabilty for a drop to occur is ({10|35}+drop rate)/({80|50}+drop rate). For detailed information on drop generation see here.

Gold[]

How much money the player has. It is acquired by drops via direct drops or selling items and can be used to buy items from NPCs.

Investable Stats[]

The player gains 5 Chracter Points and 1 Ability Point per levelup and also some addtional on Quests.

Character Points[]

Character Points can be invested into any of the 4 main stats in the Character Panel, where the remaning points are also displayed.

  • Strength: Increases minimum/maximum damage and maximum encumbrance
  • Agility: Increases armor and block rate.
  • Constitution: Increases total hit and skill points.
  • Luck: Increases critical hit ratio and drop rate.

Ability Points and Skills[]

Ability points can be invested to learn skills in the Skill Panel, where the remaning points are also displayed. Many skills also have various unlock requirements. For more information regarding skills see here.

Inventory[]

The Hero has his own inventory which can be accessed via the Inventory Panel. He has 10 Equipment slots for the respective categories of equipment, 3 quickslots for consumeables such as Potions, and { 3 | 2 } inventory pages of 20 normal inventory slots each. If the player collects a dropped item it will appear on his first free normal inventroy slot. If a player wants to buy an item from and NPCs, they can either double-click the item in that NPCs Shop Panel or drag it over manually. Similarly a player can drag items from his own inventory to the Shop Panel of an NPC to sell it. Both games also features a chest, with 40 inventory slots, where a player may store items outside of his own inventory, which can be accessed by talking to the corresponding NPC. In Arcuz the chest is not avaible during chapters 1 and 2.

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