Pre-Dracosys attributes
The system itself states that 10 in any attribute is “average” for humanity, while 40 is the pre-Dracosys maximum. This holds surprisingly close to reality. The world class athlete is often four times faster, stronger, more agile, than the average person. Though “average” according to the Dracosys seems to be someone who gets a moderate amount of exercise. In practice, most humans are below 10 in several, if not most stats.
The exception to this is Luck. Luck is one of the “Etheric Attributes,” indicating that it may not have existed before the Dracosys initiation, since the other attributes definitely did not. Luck starts at or around 10 for most people, and the average person doesn't “seem lucky.” The supposed maximum pre-Dracosys was 40, and the idea that a lotto winner, astronaut or professional athlete is only 4x luckier than the average person is, frankly, absurd. There is a hypothesis that Luck existed pre-Dracosys, but did not have the commonly associated traits we expect it to have. This will be discussed later.
Maximums And Minimums
Zero is the minimum attribute for any attribute. We discovered this when several hospitals became dungeons, and patients with severe symptoms and limitations had zero listed in some attributes. One coma patient had zero strength, but was able to use magic, much to everyone's astonishment. Other forms of disease, paralysis and amputation can give zero attribute scores as well.
While the new attribute cap is unknown, it should be noted, as we discuss the individual attributes, that 40 acts as a “soft cap.” Humanity's limits as a species end there, and beyond it physics bends to accommodate the higher attribute scores. As examples, Strength increases muscle mass only up to 40. Above that musculature stays the same, but the forces applied by those muscles are amplified beyond what physics should allow. Similarly, Intelligence increases mental processing speed, but beyond 40 the neurons inside the brain don't trigger any faster.
Bonus Abilities At Milestones
Bonus Abilities are granted at 100, 250, 500 and (we believe) 1000. While getting to 100 is now reasonably feasible for dedicated combatants, those with 250 and 500 points in a single attribute are extreme outliers. So far only two people recorded have reached 500 points in an attribute.
At each milestone the leveled is offered a choice in their menus.
At 100 and 250 two or three options are offered, and these are tailored to the leveled who reaches the milestone. There is crossover between leveled in these choices, however. For example, every leveled to reach 250 Intelligence has has one of their options be the “Quick Witted” ability. The listed options here are all known options, and are likely not the entirety of the possibilities.
At 500 a very different choice is potentially offered, that of species change. We have just one recorded, that of someone with 500 strength being offered the choice to become a “Giant,” which he took. This increased his height and gave him various other benefits. This individual does not remember the other option.
Physical Attributes
Strength
Strength represents direct muscle mass and the force that's able to be applied upon the world. It does what you expect.
At higher scores, muscle develops. Muscles develop that are “best for each body type” so not everyone becomes a bodybuilder. People who are naturally lean develop lean muscles. People who are bigger develop bigger muscles.
At lower scores, muscles atrophy. At zero even breathing becomes difficult.
Strength affects running, jumping and climbing, though not as much as Agility. Strength affects grip strength.
Above 40 physics bend, allowing greater Newtonian force to be applied than should be possible. Tests have been done to indicate that the regular calculations of a punch no longer matters above 40, the force behind it escalates regardless of mass and speed. Similarly, when lifting things, the weight of an object just matters less and less.
For those wondering when a punch outperforms a bullet, around Strength 100 is when a physical attack begins to meet up with modern weaponry.
At 100 Strength:
Weight - The mass you can lift and carry is increased by 50%.
Impact - Your attacks and instant uses of strength are increased by 50%.
Weight actually seems to alter the weight of objects carried, rather than the user's Strength rising to meet it. This has allowed Weight users to lift heavy objects just barely, reducing their weight by 50%, then get assistance from others to lift the much lighter object.
While it seems obvious that Impact should also improve the lifting of objects, it does not. It also does not improve jumping or other forms of mobility.
At 250 Strength
Surge - Gain a +100% burst of Strength, for 1 minute. This can be used once every four hours.
Flow - Gain a +10% burst of Strength, for 10 minutes. This can be used once every hour.
Crush - Your grip strength increases.
Throw - Your throwing is improved.
Catch - Your ability to catch and stop speeding objects is increased.
Grapple - Your grapples become unbreakable.
Crush increases grip strength over 5 times. The leveled with this power has claimed that holding anything mundane now takes concentrated effort or they break whatever they're holding.
Throw improves the mass behind thrown objects, increasing range, accuracy and force.
Catch includes the ability to stop oncoming cars, enemies and even weapons.
Grapple improves muscle control, making it nearly impossible for anyone but the leveled to move their limbs.
At 500 Strength
Become A Giant - You become a Giant, gaining size and other benefits.
The only person with this ability is the criminal Albie Rutherford, who is now 13 feet tall. Each time he gains Strength he grows further. He has been uncooperative and, though in custody, he refuses to read his status to us. We suspect him to be at least partially illiterate.
Dexterity
Dexterity governs fine motor control, in both speed and precision. Dexterity also seems to focus eyesight, and increasing Dexterity has repaired eye damage and deterioration.
At higher scores it provides peerless accuracy of movement, allowing the leveled to hit minute targets with attacks. For most people, who are untrained in combat, this is an incredible boon. Trained soldiers and fighters see less of a benefit until they reach 40, as training compensates for raw stats.
Low scores are associated with lack or loss of fine motor control. Those with late stage Parkinsons often have below 5 Dexterity.
Dexterity is of utmost importance for those using firearms, as the placement of a bullet can mean the difference between the target living and dying. Dexterity does not inform you where to shoot, but once you determine your target it helps you land your attack.
Above 40 the most noticeable difference people describe is in their vision. Eyesight becomes better and better, including the ability to rapidly switch focus from one location to another.
At 100 Dexterity
Aim - Your precision increases by 50%.
Fire - Your attack speed increases by 50%.
Aim increases long range vision drastically.
Fire works best with attack abilities that have fixed durations.
At 250 Dexterity
Flashing Strikes - Your weapon attacks move so fast that they seem to disappear.
Magnetic Grasp - You can push and pull things within 50 ft of you.
Instant Draw - Teleport your favorite weapons to your hand.
Spin Shots - You gain greater control over projectiles in flight.
Weighted Shots - Increase the mass of your projectiles in relation to the distance they travel.
Flashing Strikes works based on Luck, not Dexterity. It blurs weapons in motion. Realistically, only master combatants will even notice the difference.
Magnetic Grasp is based on your Strength, much like Telekinesis is, though you can only push and pull things in a straight line towards or away from yourself.
Instant Draw is a fundamentally useful ability, letting you save up to 10 weapons as favorites and teleport them to hand within 100 miles. What registers as “a weapon” seems to be applicable to most objects.
Spin Shots unlocks the infamous “bend the bullet” trick. It's of some interest but not useful in most situations. Long range snipers can use it to negate bullet drop and wind resistance.
Weighted Shots has no effect until 100 feet out, at which point mass is increased by 1% for every foot traveled. This is a frankly absurd boon to snipers and artillery.
Agility
Agility governs movement, specifically from one place to another. It increases your ability to run, jump, climb and dance.
High Agility scores are often seen in those who partake in parkour, professional athletes and professional dancers. The ability to move swiftly and precisely is the hallmark of high Agility.
At low Agility movement becomes slow and can even cease. 0 Agility has been recorded in quadriplegics.
Above 40 movement accelerates beyond what the human body should be able to achieve. This primarily comes in each movement pushing the leveled further than normally possible. A single step becomes a half-leap. Pulling yourself up a ladder pushes you multiple feet up with each grasp. Jumps propel you further and defy gravity itself.
Agility is the top rated Attribute among leveled, and almost every dedicated combatant raises their Agility to at least 40 when possible. The ability to get into and out of dangerous situations faster makes everything else much easier.
Agility also reduces falling damage, though not damage accrued from being thrown into something.
At Agility 100
Sprint - Increase your running speed by 50%.
Marathon - Running no longer drains your stamina.
Sprint increases running speed, not walking speed. A forward torso tilt of at least 30 degrees is the line for what counts as running.
Marathon seems to remove any and all fatigue from walking and running, though anyone with 100 Agility is likely to not feel much of that anyway.
At Agility 250
Leap - Your jumping distance increases by 100%. You no longer take fall damage.
Skip - You can teleport a number of feet equal to 20% of your Agility.
Parkour - You gain slide control, an acceleration bonus and wall cling.
Vault - You gain mid air control.
Dash - You can air dash.
Leap is of limited use in most dungeons, due to ceilings.
Skip involves some disorientation and an increasing cooldown between teleports. It's a complex ability detailed in an addendum.
Parkour seems to give those already doing parkour exactly what they need. It does not train someone to do parkour.
Vault allows some degree of body control in the air, though those with the ability call it underwhelming.
Dash allows one to plant their feet in the air once before they touch ground. This can be used to dash or step or jump or dodge. It's highly recommended.
Toughness
Toughness governs the density of the body. This covers the skin but also bones and organs. The main problem with Toughness is that humans aren't actually very Tough to begin with. Making yourself twice as Tough as the normal person doesn't prevent you from being stabbed or shot. It just lessens the effects of damage, turning fatal blows into near fatal wounds.
High Toughness is exceedingly rare among people naturally. Those who had high Toughness when the Dracosys initialized usually had a large amount of muscle and larger bodies and denser bones.
Low Toughness is associated with certain chronic conditions like Brittle Bone Disease. Other diseases that cause bruises to easily happen are also associated with low Toughness.
Above 40 Toughness reduces damage taken from attacks and accidents. Toughness, again, has limited usefulness until pushed to well beyond normal human limits. We still have yet to find someone who can deflect bullets.
Toughness doesn't reduce falling damage, though it does reduce damage if you're thrown into something. How and why the Dracosys differentiates between Agility and Toughness on this matter is still unknown. We believe “intent” seems to be the deciding factor in which Attribute affects the impact.
At 100 Toughness
Thick Skinned - You take 50% less damage from physical attacks.
Tough Soul - You take 50% less damage from elemental attacks.
Thick Skinned increases the effectiveness of Toughness, which is still vastly weaker than just wearing body armor and a helmet.
Tough Soul seems to only affect magical attacks from monsters, decreasing burns from flames, rot from toxic attacks and even cuts from wind slashes.
At 250 Toughness
Physical Reduction - Choose a physical damage type (slash, piece or impact). Damage you take from that type is reduced by 50%
Elemental Reduction - Choose two elemental damage types. Damage you take from those types is reduced by 50%
Both of these reduce incoming damage as it gets within 1 inch of you, meaning it also helps reduce damage that would normally be hitting armored locations.
Constitution
Constitution affects what we would generally consider health and well being. It is primarily the resistance to infection, diseases and poisons. It also makes a large difference in healing times.
High Constitution is associated with people who naturally seem to bounce back from injuries and illness quickly.
Low Constitution is associated with auto-immune diseases and those who take a long time to heal.
Above 40 regular diseases and illnesses become less and less potent against the leveled. At 80 most sickness disappears altogether. Constitution is often what is called a “dump stat” by many leveled, as it doesn't directly help in combat.
Constitution is greatly affected by age. The young have high natural Constitutions and the elderly have low Constitutions. Some elderly people who raised their Constitution to or above 10 remark that their entire bodies feel better and they become more youthful.
At 100 Constitution
In Good Health - You recover health 50% faster.
To Your Health - You recover from physical status effects 50% faster.
Health recovery isn't particularly quick until your Constitution is around 200. Reducing the healing time for a bullet wound from 3 days to a day and a half won't save you in a fight.
To Your Health has shown to be very useful in dungeons that heavily feature toxic creatures.
At 250 Constitution
No Time To Bleed - Your wounds instantly clot.
Break No Bones - Broken bones automatically re-set.
No Breath To Give - You no longer need to breathe.
No Love Lost - Emotional damage heals faster based on your Constitution.
No Time To Bleed and Break No Bones have both turned out to be immensely useful when combined with healing magic, making most wounds easily fixed.
No Breath To Give allows the body to convert food in the stomach to oxygen. Thus it's not exactly not breathing, but an alternative to breathing.
No Love Lost is an odd ability that few have taken. Those few have reported significant brain chemistry changes for the better.
Mental Attributes
Four of the mental attributes govern Etheric Point regeneration and as such are extremely important for those with spells, chants, Ki techniques and the like. Even at a high recovery rate, it's nearly impossible to have noticeable point recovery inside of a fight, and these attributes are noted more for recovery speed outside of battle, to reduce waits between fights.
Intelligence
Intelligence governs the speed of thought, but not knowledge. It improves reasoning and thinking ahead. It lets you think more, and more quickly, but doesn't help you think more deeply about subjects, as that falls under Wisdom.
High Intelligence people are exactly the types of people you expect to have high Intelligence. Expert mathematicians, scientists and quick witted individuals.
Low Intelligence is associated with slow witted individuals, though again, not those with little knowledge.
Above 40 Intelligence speeds up internal monologues and reasoning, but doesn't help you interpret your senses any faster. Those with high Intelligence report that their thoughts easily enter “mind palaces” where they can think quickly, though not interact with the outside world and better. It also helps people estimate sizes, weights and volumes with extreme accuracy.
Intelligence governs Arcana Point recovery.
At 100 Intelligence
Multitasking - You may split your intellect up into sub-minds to perform multiple tasks and thought patterns at once.
Deep Dive - Think about one thing rapidly, seeing every angle at once.
Multitasking has driven some people insane. If you're not naturally inclined towards scatterbrained thoughts already, avoid this.
Deep Dive allows almost a time stop effect. In combat it can be a substitute for Reflexes.
At 250 Intelligence
Systemic Mind - You gain the System Scan technique, and it starts at 500% Proficiency.
Quick Witted - You recover AP 100% faster.
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Battle Minded - While in battle you recover AP 200% faster.
Those who will not otherwise gain System Scan should seriously consider taking Systemic Mind.
Quick Witted is widely taken over Battle Minded because most fights don't last more than a few minutes.
Memory
Memory helps, well, memory. It's a fairly straightforward Attribute.
High memory is associated with those who have an easy time recalling information they have learned.
Low memory is associated with both short term and long term memory problems. The elderly often have reduced Memory.
Above 40 Memory provides not just more ability to remember things, but the ability to do so with clarity and speed.
Those rare individuals with an Eidetic, or photographic, memory begin with 100 in Memory, and the Eidetic ability already chosen for them. We have hypothesized that this may indicate the existence of the Dracosys bleeding into our world before we had previously thought possible.
Memory governs Faith Point regeneration.
At 100 Memory
Eidetic - You gain an Eidetic memory, otherwise known as a photographic memory.
Magical - Your enchanted item effect absorption rate is increased by 100%.
An Eidetic memory is extremely useful, though most people with 100 Memory have nearly that already.
Improving enchanted item absorption rates is something that's sure to be useful in the long term, but in the short term has little benefit.
At 250 Memory
Xenognosis - You may remember relevant information that you have never encountered.
Object Memory - See the recent past of an object you touch.
Forced Absorption - Spend Faith Points to speed up enchanted item absorption rates.
Memory Bank - Your FP regeneration rate is increased by 100%.
Xenognosis gives false memories, seemingly lifted from other humans, and transplanted into the leveled's mind. It is not reliable, can be jarring and can have serious emotional effects. On the other hand, it's possible to know things otherwise impossible to know.
Object Memory is likewise useful for investigation, but useless in battle.
Forced Absorption increases absorption rates by 1% for 1 hour per FP spent.
Memory Bank works as expected.
Wisdom
Wisdom governs the ability to see an issue from multiple sides and reflect what others might see. This governs empathy, and the ability to read other people's emotions. This ability to “see what others see” allows Wisdom to enhance “deep” thought and see multiple outcomes for any choice.
High Wisdom is highly associated with therapists and those who have to read others quickly and accurately.
Low Wisdom is associated with either low empathy, inability to see different opinions as valid and/or the lack of foresight. Occasionally all three. A Wisdom of zero has been seen in cases of extreme schizophrenia, where the individual has difficulty even seeing reality.
Above 40 Wisdom grants not just empathy, but even helps put together information and develop motives that drive others.
Wisdom does not affect motivations, and someone with 100 Wisdom can be just as greedy and selfish as someone with 4 Wisdom. It's just that with 100 Wisdom the greedy leveled will more frequently come to conclusions that will best further their goals.
Wisdom governs Spirit Point regeneration.
At 100 Wisdom
Know Truths - You detect all lies.
Know Thyself - You gain additional information in system menus.
Know Others - You can scan other people to learn basic information about them.
Know Truths makes any lie send tingling feelings to the user's brain. The lie has to be spoken, and spoken within 50 feet.
Know Thyself allows someone to drill down into every word of the Dracosys interface as if it were a very detailed wiki. Since this information should be the same for most people, it doesn't need to be taken often.
Know Others gives name (most commonly used) age, sex, gender highest level class and number of filled inventory slots. Knowing how many items someone is carrying is of particular use for those seeking to defend and guard against potential threats.
At 250 Wisdom
Animal Empathy - Feel animal emotions.
Human Empathy - Feel human emotions.
Tremorsense - Feel vibrations with precision.
Life Sight - See all living things.
Animal Empathy and Human Empathy both operate in the same way. They allow the user to focus on an individual within 50 feet and know their emotions.
Tremorsense is still untested, but we assume it gives a new precise sense, similar to the sense of touch.
Life Sight allows the user to see living things through walls, objects and darkness, up to 50 feet out. Creatures appear as glowing blobs when out of line of sight. This does not work on “undead” monsters, and does not distinguish between humans, birds or blades of grass.
Charisma
Charisma, for all it has been thought of throughout history, governs only appearance in the Dracosys. And primarily the skin. It makes blemishes disappear and makes people look younger, if they're above 25. That's it. It doesn't make people more charming or likable. It doesn't govern the ability to act or sing.
Those with high Charisma have excellent skin, and as they age they show fewer signs of aging.
Those with low Charisma have more skin blemishes.
Above 40 Charisma reduces the effects of aging more and more, bringing people closer to the “ideal age” according to the Dracosys. The “ideal age” seems to be that of the mid 20s. This was part of the programming set by the Dracosys designers. The logs of their conversations indicate that the main Dracosys coder wanted the ideal age to be 15, but the others thought that was creepy, and it was changed to mid 20s.
High Charisma doesn't affect how old you look until you're at least 25. Most children do not appear any different depending on their Charisma.
Using medicine to clear up skin blemishes does not increase your natural Charisma, though it is advised.
Charisma governs Ki Point recovery.
At 100 Charisma
Brave Face - You gain an aura that reduces the effects of fear on you and your allies by 50%
Quick Smile - Your Ki Point recovery is increased by 50%.
Brave Face improves resistance to all emotional based spells and effects, making it much more useful than it first appears.
Quick Smile works as expected.
At 250 Charisma
Winning Smile - 50% of your Charisma is added to your Luck.
Fearsome Visage - Enemies are automatically afraid of you.
Bolstering Presence - Allies gain a bonus to Toughness in your presence.
Winning Smile adds to effective Luck, not the actual points in the stat, meaning it can't be used to unlock abilities at 100 etc Luck.
Fearsome Visage only works against enemies within 50 feet that you are aware of. The Afraid status debuff reduces all stats by 5%.
Bolstering Presence aids allies within 50 feet. It adds 25% of your Charisma to their Toughness, which, at a minimum of +62.5 Toughness, is substantial and can absolutely save lives.
Reflexes
Reflexes governs most senses, and the speed at which external information is processed. It then governs the speed at which reactions can be processed by the body. It doesn't increase the speed of any muscle, but increases the rapidity at which the brain can trigger muscles.
High Reflexes are almost exclusively had by those in their early 20s who practice in a field that demands such a thing. Professional tennis players and professional video gamers are the best examples of this.
Low Reflexes are associated with slower reaction times, but also diminished senses. Hearing, smell, touch taste and vision are all partially governed by Reflexes. Having a poor sense of smell or taste seems to have negligible effects on Reflexes, but increasing or decreasing Reflexes changes those senses all the same.
Above 40 the speed at which decisions are made at becomes blurringly fast, though this does not mean you come to the best decision or the right decision or the most informed decision. It's just a really fast decision.
Both Reflexes and Dexterity govern eyesight. The combination of the two is especially potent, allowing quick and precise action.
At 100 Reflexes
Focus - Your focus on things you actively track becomes 50% more effective.
Peripheral - Your focus using all your senses becomes 50% more effective.
Focus here refers to the ability to concentrate and track something or someone. Minute movements and changes in the target become more noticeable. It's seemingly impossible to denote the exact improvement, but both abilities are extremely useful.
At 250 Reflexes
Accelerated Reflexes - You gain the Perceptive Slow Time technique.
360 Degrees - You gain supernatural vision, giving you all around sight.
Automatic Response - Set certain abilities to trigger automatically when a battle starts.
Perceptive Slow Time allows you to slow time for everything and everyone but your senses. You can't move faster, but give yourself more time to formulate a plan or see everything around you.
360 Degrees alters the information coming into your brain from your eyes, and though the eyes themselves are unchanged, the perceived area is vastly improved. It only improves horizontal vision, and doesn't improve vertical vision, requiring the user to still look up and down. This tilts the viewing axis relative to the user's eyeline.
Automatic Response triggers up to 5 abilities, activating their effects on command, without performing any normally required actions, and without paying the costs to do so. This effect triggers at will, but only once per hour. It is “extremely broken.”
Etheric Attributes
The Etheric attributes do not affect the body or mind in any way shape or form. For this reason only the milestones for the first four Etheric attributes will be discussed.
Luck, unfortunately, is another thing entirely.
Arcana
At 100 Arcana
Expanded Pool - Each point of Arcana now increases your AP by 1.5.
Refined Use - Your Arcana Point spell costs are halved.
Expanded Pool works as expected.
Refined Use doesn't apply to spells granted by 6th step classes and higher (we assume).
At 250 Arcana
Negative Resolve - You gain 50% resistance to the effects of being below 0 AP.
Beyond The Bounds - You can recover AP beyond your maximum, to a total of 150% of your normal max AP. Your AP recovery slows by 50% when at or above your normal maximum.
The New Passives - Spells with an AP cost that is less than your regeneration rate can be set as passive effects.
Negative Resolve allows the user to go down to negative 150% of their AP before they pass out.
Beyond The Bounds operates as expected.
The New Passives is extremely reliant on the user's spell list. It doesn't apply to spells that have to be targeted, like attacks.
Faith
At 100 Faith
Faith Is My Weapon - Add 1/4 of your Faith to your Strength.
Faith Is My Shield - Add 1/4 of your Faith to your Toughness.
Fast Faith - Your FP recover at 2x speed when below half FP.
These all behave as expected.
At 250 Faith
Faith In My Friends - Your party members gain max FP equal to 1/2 your FP.
Faith In Myself - You gain 2x FP.
Faith In [Deity] - Your FP cannot be reduced below 1%.
Faith In My Friends uses the oft neglected party system in the Dracosys menus.
Faith In Myself operates as expected.
Faith In [Deity] only shows up for those with a deep belief in a particular deity. It effectively allows the infinite use of low FP using abilities.
Spirit
At 100 Spirit
Burning Spirit - You gain fire alignment.
Frigid Spirit - You gain ice alignment.
Fighting Spirit - 1/4 of your Spirit is added to your Strength.
Haunting Spirit - After you die you become a ghost.
Burning Spirit and Frigid Spirit utilize the “elemental alignment” subsystem, which is hard to access normally.
Fighting Spirit works as expected.
Haunting Spirit has massive implications, ramifications and exploitability. It is discussed in depth in report GH-1204.
At 250 Spirit
Ghost Touched - You can interact with ghosts normally.
Spirit Conversion - Convert SP into KP, FP or AP.
Soul Weapon - Spend SP to enchant weapons.
Ghost Touched allows normal attacks to hit ghost enemies, which are usually immune to physical attacks.
Spirit Conversion converts SP to other points at a 2:1 ratio, but does so instantly, making it very versatile.
Soul Weapon seems to operate like other enchanting abilities, though this one allows the user to spend more and more SP for greater effects, rather than depending on learning those effects.
Ki
At 100 Ki
Accelerated Recovery - Your Ki Point recovery rate is increased by 50%.
Reduced Combos - Using combined techniques costs only the KP cost of the most expensive technique.
Accelerated Recovery works as expected.
Reduced Combos works as expected, though it has an upper limit of 10 techniques combined at once. 11 or more techniques can be combined, but after 10 the normal KP cost is paid.
At 250 Ki
Ki Cantrips - The KP costs of any technique costing 1% of your total Ki or less is reduced to zero KP.
Underdog Ki - When below 25% of your maximum KP, your techniques are 25% more powerful.
Ki Overflow - You can recover KP beyond your maximum, to a total of 150% of your normal max KP. Your KP recovery slows by 50% when at or above your normal maximum.
Ki Cantrips works as expected, though the abundance of low KP techniques makes it very useful.
Underdog Ki only applies to techniques with listed values, and only boosts one of those listed values. A full list of which values of which techniques are boosted can be found in report KP-1040.
Ki Overflow works as expected.
Luck
Luck, according to the Dracosys, affects the recovery speed of certain “cooldown” abilities. It also grants a small chance every second for such abilities to be immediately refreshed.
However, Luck is also associated with basically every other attribute in minor ways.
You may randomly have more strength, speed or clarity for a moment. You may suddenly come to the right answer or randomly remember information you didn't know you knew. You may dodge an attack accidentally.
We know Luck has these effects primarily because of one Leveled who ONLY increases his Luck. We have observed him having these sudden, temporary spikes in his other attributes, or at least their effects.
Through this individual we also know that Luck has a radius of effect, which is just 30 feet. Within 30 feet of this individual, accidents seem to happen which favor him with alarming frequency. Outside the 30 foot radius, nothing out of the ordinary happens.
We tested this primarily using dice. Anyone rolling dice against this particular Leveled cannot beat him, so long as they're within 30 feet of him. Rolls of 2d6 always result in 2, 3 or 4. Once stepping outside of the 30 foot radius, dice rolls proceed as normally as can be expected.
Luck does not affect gambling unless you are rolling dice. Predetermined things like “which scratch off lotto ticket is a winner” or “what's the next card in a deck” are not affected. Winning lotto numbers which are chosen more than 30 feet away from you are unaffected by your Luck.
Casinos have had a very hard time since the Dracosys initialized.
At 100 Luck
Blessed - You can loan Luck to others, for any amount of time that you specify.
Cursed - You can reduce the Luck of someone you see within 100 ft, though your Luck decreases by the same amount. This lasts for an amount of time that you specify.
Slot Doubler - You gain 2 inventory slots per Luck, instead of 1.
Item Doubler - Item creation abilities have a chance to produce double the number of items.
Blessed has an initial range of 50 feet, though the target can move after the initial cast. It gives up to all of a user's Luck, for a duration of up to 12 hours.
Cursed operates the same way, but the Luck lost is recovered upon death of the target.
Slot Doubler works as expected.
Item Doubler has a 0.1% chance of creating double items per point of Luck. At 1000 Luck this chance rises to 100%.
At 250 Luck
Lucky Streak - Repeated critical hits increase the chance of critical hits.
Lucky Charm - All allies within 30 feet of you gain 1/4 of your Luck.
Invention Begets Invention - Using an item creation ability has a chance to refresh another item creation ability.
Lucky Streak affects ranged attacks more than melee attacks, especially rapid fire attacks with unpredictable recoil.
Lucky Charm seems to be an all-round choice that benefits allies.
Invention Begets Invention has a 0.2% chance to refresh another ability per Luck point. At 500 Luck this chance rises to 100%.
At 500 Luck
Second Chance - Revive 5 minutes after you die, afterwards you lose this ability and your Luck drops to 10.
This ability has only been used once. Details are found in report JA-1399.