Early Access launch 28 October 2026 · every page read against the launch build
Fantasy World Manager

Equipment stats and power score

Quick answer

An equipment piece stores bonuses to the eight primary attributes and previews the derived block live: power score, health, mana, initiative, haste, parry, hit chance, crit chance, rage, spell power and melee power.

Equipment in Fantasy World Manager is not a separate stat system. It applies bonuses to the same eight primary attributes that races use, and then the game shows you what those bonuses do to the derived block. That shared foundation is what makes gear meaningful across NPCs, heroes and monsters.

The two panels that matter

PanelWhat it showsWhat you do with it
Base stat bonusesEight primaries, each with a bonus valueTune what the item does
Derived previewFourteen computed valuesRead the consequence before you save

The derived preview updates from the bonuses, so you never have to guess what a piece of gear is worth in play. Set bonuses, read the preview, adjust.

The derived values, as the panel lists them

ValueReads asDriven mainly by
Power scoreA single summary numberAll eight primaries
HealthMaximum hit pointsVitality
Health regenRecovery rateVitality, Focus
ManaMaximum manaIntelligence
Mana regenRecovery rateIntelligence, Focus
InitiativeTurn orderSpeed
HasteAction frequencySpeed, Dexterity
EvocationSpellcasting forceIntelligence, Focus
ParryChance to deflectDexterity, Strength
Hit chanceChance to landDexterity, Perception
Crit chanceChance to critLuck, Dexterity
RageRage generationStrength, Vitality
Spell powerSpell damageIntelligence
Melee powerMelee damageStrength

Two spelling notes, because they will confuse you when you compare panels: the race editor shows Evasion among its derived values, while the equipment editor shows Evocation. They are different labels in the launch build, not a typo on this page. Treat them as separate values until the game says otherwise.

Power score is a summary, not a verdict

Power score compresses the whole derived block into one number, which makes it excellent for sorting and terrible for deciding. Two items with the same power score can be completely different: one loaded with health and vitality, one with crit and melee power. The first survives, the second kills faster.

Use power score for the coarse question - "is this better than what my soldiers carry?" - and read the individual values for the fine one.

Recipes, value and rarity live here too

The equipment editor carries its own recipe block, output count and ingredient list, and inherits the item fields: rarity and a value split into gold and silver. That means a sword is both a combat object and an economic one.

This is the link to faction behaviour. A faction crafts equipment, and equipment is distributed to heroes and soldiers. If your best weapon needs three refined materials and a faction cannot afford the refining step, it will keep issuing iron to its soldiers while your masterpiece sits in the library unused.

Design patterns that work

The cheap upgrade. Low bonuses across two attributes, cheap recipe, common rarity. This is the item that changes a war, because factions can actually mass-produce it.

The specialist. Huge bonus in one attribute, nothing else. A pure crit weapon on a low-Strength race is a different build, not a better one.

The armour tier ladder. Three pieces, each a small step up, each requiring the previous tier's material. This gives the crafting chain a shape and gives factions a reason to want specific zones - the ones with the ore.

The trophy. Very high bonuses, exotic recipe, rare. It should be craftable in theory and almost never in practice, so that the faction which manages it becomes a story.

What is not published

The arithmetic behind the derived values is not documented anywhere in the launch material, and the panels do not expose the formulas. What you can do is empirical: change one primary bonus, watch which derived numbers move and by how much, and record the deltas for the combinations you care about. After a dozen tests you will know the shape of the model well enough to design gear deliberately instead of by feel.

The full attribute list across races, monsters and equipment is on the attribute reference; the crafting side is in the item and recipe guide.

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