Strength - Is how strong your character is, his ability to lift heavy things, open jammed doors and the like. Strength also adds DMG to attacks with melee weapons, as seen below on the modifier table.
Dexterity - Is how Agile your character is, how nimble his fingers might be, and reflexes are. Dexterity is applied to the tht of range, melee and defense. Dexterity also comes into play with most thieving skills. Special stat modifiers concerning this may be found on the specific class pages.
Constitution - Is how healthy your character is, how his body reacts to harsh environments, and exposure to disease and poison. Constitution is also used to modify HP.
Intelligence - is how smart your character is and his abilit
y to reason and solve problems. Intelligence is the main stat for mages, as it is applied to modify the tht of mage spells.
Wisdom - Is how wise your character is to the ways of the world, his closeness to the spiritual realms, and his ability to notice the peculiar changes in people and environment. Wisdom is the main stat for Priests, as it is used to Modify Prayers. Wisdom is also the prime stat for druids and rangers alike.
Charisma - Is how well your character is liked and seen by others, in appearance and personality. Charisma dictates a characterâs ability to charm and usually the strength and force of their ability to persuade. Charisma is important for leaders, and the prime stat for Bards, as it modifies songs.

Stat modifiers are:
1-2 -514 0
3-4 -415 0
5-6 -316-17 +1
7-8 -218-19 +2
9 -120-21 +3
10 022-23 +4
11 024 +5
12 025 +6
13 0

Stats modify every action a character does; from casting a spell, to swinging a sword, reading lips, and smoothing out relations with a difficult lord. Your characterâs strengths and weaknesses are reflected in their stats.
Stat checks can range from breaking down a door, to looking for clues. Examples of common stat checks and their relevant stat are as follows: Breaking down a door, swimming, climbing a rope, carrying a fallen companion, pulling, and throwing are all examples of strength checks. Back flips, balancing on a rope, landing gracefully, crawling, and staying seated on a runaway horse would be some of the more common things dex checks are made for.
Con checks determine resistance to diseases, and poisons, as well as endurance.
Searching, learning, and memorizing would all be intelligence checks. Wisdom checks would be used to pick up on gossip, noticing things that are not quite right, and knowing which way is north by the sun or moon. Charisma checks can involve winning over a hesitant ally, sweet talking a city guard, or convincing a group of farmers to stand up against an evil enemy.
These are the most commonly asked for stat checks for each of our stats. Stat rolls are made vs. the playerâs score in each stat. To make a successful stat roll, a character rolls 1d30. If the roll is equal to or lower than the characterâs stat, it is a success. A roll higher than the stat is a failure. See the dice tutorial for examples, and more explanation.

The paths of Orthos are long and trying, and many trials must be overcome as we make our way. As we win through the various adventures that lurk around every corner, our characters become better equipped to handle lifeâs everyday adversities.
Hosts for, Quests, Rp, Duels, events, and Spars give out exp.

EXP CHART
LVL
HP
THT
Defence
Will Power
Divine Resist
Luck
EXP
1
20
+0
+0
+0
+0
+0
0-250
2
25
+0
+0
+0
+0
+0
251-500
3
30
+1
+1
+1
+1
+1
501-1000
4
35
+1
+1
+1
+1
+1
1001-1500
5
40
+2
+1
+1
+1
+1
1501-2000
6
45
+2
+2
+2
+2
+2
2001-2500
7
50
+2
+2
+2
+2
+2
2501-3250
8
55
+3
+2
+2
+2
+2
3251-4000
9
60
+3
+2
+2
+2
+2
4001-6000
10
65
+3
+2
+2
+2
+2
6001-8000
11
70
+4
+3
+3
+3
+3
8001-10500
12
75
+4
+3
+3
+3
+3
10,501-15000
13
80
+4
+3
+3
+3
+3
15001-20000
14
85
+5
+3
+3
+3
+3
20001-25000
15
90
+5
+3
+3
+3
+3
25001-35000
16
100
+5
+4
+4
+4
+4
35001-45000
17
110
+6
+4
+4
+4
+4
45001-60000
18
120
+6
+4
+4
+4
+4
60001-100000
19
135
+7
+4
+4
+4
+4
100001-150000
20
150
+8
+5
+5
+5
+5
150000+

*Defense is modified by dexterity. Defense is the natural ability your character has to defend against non-magical attacks
*Willpower is modified by intelligence. Willpower is your character's natural defense against non-prayer or druidic spells (Magesâ, Bardsâ, and Necromancersâ spells)
*Divine Resist is modified by wisdom. Devine resist is your characters natural defense against prayers and similar granted magic (Priestâs and Druidsâ spells, as well as Rangersâ and Knightâs spells when they cast them)

Alignments refer to the general disposition and loyalties of your character. They are as below:

People who fall under this alignment believe in law and order. They live by the rules of the land, society, and nature.

Lawful neutral people are impartial to what is seen as good and evil. They see between the lines, peering into the gray area. They always seek the truth. Only sound fact will cause a reaction within these beings.

The Knight gone terribly wrong, these dark aligned people are perhaps the most dreaded of all those that walk the lands of Orthos. These men and women use the laws to their own evil purposes. Dark in nature, yet held by moral codes, these persons show honor as well as extreme cruelty.

These persons are like the Robin Hoods of Orthos; steal from the rich give to the poor. Their means of doing the right thing is unorthodox, yet they will go to any means to see out their interpretation of good, no matter the cost or sacrifice.

Those with this alignment are either quite mad or unattached. Those that are chaotic neutral are either insane, or simply do not align themselves with good or evil. They follow their whims, doing whatever is considered to be Înovelâ at the time. Chaotic neutrals are neither good nor evil, but may be seen to do evil deeds. They are the freelancers of Orthos, working for their own personal gain.

These persons are the vile, demented, and sick killers of Orthos. Their own agenda is all they see. Self-motivated and self-righteous, they only care to preserve themselves. Their theory is that there is no means too extreme if the end result is the desired one. There is no honor within those that carry this dark burden on their souls, as they are capable of any deed no matter how heinous, or cowardly. Those that follow this alignment usually fear stronger beings and try to better align themselves with them to use and dispose accordingly.

These persons are keepers of balance, the actual border of the Yin-yang. Those that are true neutral are impartial in every way, only wishing to live their lives in harmony as the balance is maintained throughout Orthos.

Neutral good people are the good doers that show no allegiance to a kingdom or a particular cause. Yet those that are neutral good do tend to do the right thing.

The neutral evil character is out for their best interest, they will do whatever they can get away with, to get ahead. They are the eternal opportunists, always willing to pull a quick one if it serves their best interest.