> For the complete documentation index, see [llms.txt](https://guide-faraland.gitbook.io/guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://guide-faraland.gitbook.io/guide/faraland-tutorials/hero/appearance-body-part.md).

# Appearance (Body Part)

Each hero will have a different body part index, creating a certain difference between them.

There are all 6 body parts indicators, which are: Hair, Eyes, Mouth, Scar, Tattoo, and Skin tone. However, the number of heroes with enough 6 body parts is quite rare. Usually, a character will have 4 to 5 body parts. Some heroes have no scar or tattoo.

Bodyparts are also graded by rarity. The rarer the body part, the more power and skill advantages it comes with. The body parts ranging from high to low is:\
1\. <mark style="color:orange;">**Mythical**</mark>\
2\. <mark style="color:yellow;">**Legendary**</mark>\
3\. <mark style="color:purple;">**Epic**</mark>\
4\. <mark style="color:blue;">**Rare**</mark>\
5\. <mark style="color:green;">**Uncommon**</mark>\
6\. **Common**

Due to the ratio of rarity and random system, some races may not have Legendary or Mythical body parts.&#x20;

### **Mechanism** of Body parts on skills:&#x20;

The calculation for the impact of Body parts on skills:&#x20;

Total body part bonus is X% \
Skill dealt Mdmg by Y% of INT and hero has Z INT \
**-> SKill will dealt Mdmg = (X% \* Y% + Y%) \* Z** \
*Example:* \
Total bodyparts bonus is 10% \
Skill dealt Mdmg by 180% of INT and hero has 160 INT \
-> SKill will dealt Mdmg = (10% \* 180% + 180%) \* 160 = 1,98\*160 = 316,8

### Bonus mechanism of body parts from Skill Trees

Detail[ here.](/guide/faraland-tutorials/hero/skill/skill-tree/skill-tree-of-humans.md)

### Bonus mechanism of body parts from Skill Books

Detail [here.](https://guide-faraland.gitbook.io/guide/faraland-tutorials/hero/pages/oDKF9kctBhOU6v84GQTi#2.3.-bonus-mechanism-from-body-parts)
