Learn more about ORK’s flexible status system.
ORK’s status system consists of multiple parts that you can configure to your needs. Some are required, some are optional.
Let’s take a look at all parts of the status system and what they’re used for.
Status Values #
Status values are the core of the status system and are required to use.
They define numerical values, e.g. a combatant’s health, attack or experience.
Learn more about status values in this documentation.
Status Development #
Status develoment is an optional feature and defines the status value changes of a combatant when reaching new levels.
You can e.g. create a curve to define the values, use a formula to calculate changes for each level up or keep the same value for all levels.
Learn more about status developments in this documentation.
Status Effects #
Status effects add temporary status changes and are an optional feature.
These effects can e.g. block a combatant from using actions, reduce or increase health over time or give other status bonuses.
Learn more about status effects in this documentation.
Attack Modifiers #
Attack modifiers give attributes to attacks to impact the final status value changes of abilities and items. They are an optional feature.
A classic example are elements you can assign to an attack, e.g. a fire spell.
Modifiers use percent-based damage modification, using an attack value of the attacker/user and a defence value of the target of an ability or item.
Learn more about attack modifiers in this documentation.
Defence Modifiers #
Defence modifiers give attributes to combatants to impact the final status value changes of abilities and items. They are an optional feature.
Examples are size or race of a combatant, e.g. a small mammal enemy.
Modifiers use percent-based damage modification, using an attack value of the attacker/user and a defence value of the target of an ability or item.
Learn more about defence modifiers in this documentation.
Abilities #
Abilities are what’s used to create attacks, skills or magic. They are an optional feature.
Abilities can be active or passive, i.e. useable or just providing status bonuses. Active abilities can also be limited to be used in battles or the field, or be available in both.
Learn more about abilities in this documentation.
Ability Development #
Ability development is used to let a combatant or group learn an ability at a certain level. They are an optional feature.
Learn more about ability development in this documentation.
Research Trees #
Research trees can provide all kinds of status changes and more. They are an optional feature.
They can e.g. increase status values (e.g. maximum health), learn new abilities, get items or even quests. Research can happen instanstly or over time.
Learn more about research trees in this documentation.
Combatants #
Combatants are the container bringing everything together and are a required feature.
A combatant has status values, receives status effects, learns abilities and research trees and everything else that’s part of the status system.
The player and player group members are combatants and so are the enemies or other allied groups. You can also make NPCs into combatants if you want.
Learn more about combatants in this documentation.
Classes #
Classes add more status options to combatants and are an optional feature.
They can add additional status development, abilities and status bonuses to a combatant. A combatant can use a single class or equip them on class slots.
Learn more about classes in this documentation.
Status Bonuses #
Status bonuses can provide fixed or random bonuses to combatants, classes, equipment, passive abilities or status effects.
Bonuses can be given to e.g. status values or attack/defence modifiers, or grant immunity to status effects.
Learn more about status bonuses in this documentation.

