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So theoretically, assuming the secondary stats keep the linear progression, the most optimal (boring) way to play would be - start>go to town>sell water>train>only then go to play the game to level up and get those "natural" stat progressions.
I strictly used game manual as the source of the info for stats, your info is really helpfull to see how overdesigne.... eeh, I mean creatively and cleverly designed the systems are ( I guess I need to test the training myself to see how it really behaves, I made a mistake of just assuming it would be same as rising the stats naturally).
IMO HP > VP > MP, since MP does not directly aid in survival and is also the easiest to boost with items (before sleep).
Also casting gives xp (equal to mana cost i believe), which helps with close/controlled levelups.
IMO HP > VP > MP, since MP does not directly aid in survival and is also the easiest to boost with items (before sleep).
chance = (2 * mag / req - 1) * 100%
Your chance of increasing that attribute afterwards is 100% - chance
Example: casting healing touch (req 15) with a skill of 10 would give you
(2 * 10 / 15 - 1) * 100% = 33.33% chance of success and on success 66.67% chance of raising Mag.
However raising Mag that way has no impact on your MP. Also rings that provide attribute bonuses to not raise your secondary stats (unless listed)
Regarding your stats table it seems for derived stats like HP, MP etc. the source of your attributes matter.
VP is called Condition in the inventory screen
Attr |Creation |(Creation/Level)Bonus |Training 20 |Training 30 |Casting
Str |1.5x HP |1.5x HP, 0.08x HPReg |- |-
Mag |2x MP |2x MP, 0.1x MPReg |MP -> 35 |MP -> 45 |-
Spd |0.5x HP |0.5x HP, 0.25x End |n/a |-
Dex |2x VP |0.5x VP, 0.1x VPReg |VP -> 40 |-
As you can see training for an example either does nothing to your secondary stats (i didnt check hunger/thirst meters since they are basically pointless) or sets (only when higher than your value before training) them to a value that is in 2 cases lower than what raising that attribute would give you.
Due to 1000 characters limit, I have posted my carefully constructed and tested explanaition of this mechanic (that I by no means needed half a bottle of wine to wrap my head around) in the top section of the guide at the and of splitting the party)
Unless someone died you can always quick rejoin group by [insert] [numpad 0] or [x] key as long they are on the same tile.
hmm. as far as the mushroom goes - as far as my foggy memory goes (and brief search in old walkthrough) if it is the one from driad forest, I think it is just a trap item (??) like it poisons you if you eat it? have to test it for myself.