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EXPERIENCEThe following is a table of experience for Your character: Primary Statistics Every character has six basic attributes, which govern the strengths and weaknesses of each particular character. The six stats are Strength, Agility, Health, Intellect, Willpower and Charm. Each race starts out with a base value and a maximum value in each of the six stats. A character cannot have a stat lower than the Base value, and cannot increase a stat beyond the Maximum value. For example, Elves are slim but graceful, and for Agility have a base value of 50 and a maximum value of 120. In the help files, the base value in each stat is colored red, and the maximum is colored green. Humans form the "benchmark" for all other races, and have a base value of 40 and a maximum value of 100 in every stat. A value of 50 indicates an average value, giving no bonuses or penalties, while values above and below 50 give penalties or bonuses as applicable. Stats can be changed by spending CP (Character Points) in character creation or after Training. Since every character receives CP (Character Points) after increasing in level, it is generally a wise idea to use these gained CP (Character Points) in a Training Hall, by typing [TRAIN STATS]. This will place you in the character editor (ANSI recommended). Type [HELP STATS2] for more information on allocating your stats and how to use the character editor. There is also a separate help topic for each stat, which will give information on what the stat does and what parts of the character it affects. For example, you would type [HELP STRENGTH] to get info on Strength. The cost to increase stats is as follows: The first 1 to 10 points above your race's base stat: 1 CP (Character Points) each. The second 1 to 10 points above your race's base stat: 2 CP (Character Points) each. The third 1 to 10 points above your race's base stat: 3 CP (Character Points) each... and so on. This means that to increase a stat 40 points above its base level, say, Agility 40 to Agility 80
(a BIG leap!) you would have to spend 10 CP (Character Points) for the first 10 Agility.
Note: High or Low stats are stats above or below 50, respectively. Each stat has a different use.
Strength (STR) Strength is a measure not just of your raw muscle mass, but also how well you
can use that strength. Good Strength adds to the damage you do in combat, and
some weapons need a high Strength to use effectively. Conversely, low strength
reduces the damage you do. A Halfling warrior may be extremely quick and
accurate, but he will do fairly poor damage when compared to a Dwarf! Strength
also governs how much weight you can carry without being encumbered. Strength
is a necessary stat for any fighting class, but is useful for magic-using
classes as well, because no-one has an unlimited supply of magic! It is used
when bashing down doors and in some instances for moving heavy objects.
Strength increases your maximum damage roll according to the following chart:
STR Damage STR Damage
Agility is basically how quick and accurate you are in your movements. It involves not only speed, but total body coordination as well. A character with high Agility attacks faster and more accurately, and a high Agility helps defend against physical attacks. Low Agility, of course, makes you slower and less accurate. An Elf will hit far more often than a Half-Ogre, though a Half-Ogre's incredible crushing blows may compensate. Agility is a component of most skills, and is extremely useful for a thief. A thief with high agility will have very good skills! Again, Agility is a necessary stat for any fighting class. Agility is important for the following character skills: Stealth, Thievery, Traps and Picklocks. It contributes heavily to your Accuracy and Critical Hit Chance as well. Characters with above-average Agility will gain a small Dodge chance, while characters with low Agility will suffer from reduced defense. Intellect is a combination of raw intelligence, creativity, reasoning and basic awareness. Intellect is useful for all classes in respect to their Perception, which is a skill that helps notice hidden and concealed items (and people!). A character with a low Intellect may not notice things very often, such as people sneaking around, robbing them, etc. Intellect is a main component in many skills, and is useful to a thief, but it is vital a mage! Mages use Intellect as the main stat for their spells. A Mage with low Intellect will be at a severe disadvantage with spells when compared to a mage with higher Intellect. Druids use both Intellect and Wisdom for their spells, so they need to have good levels in both stats. Warrior-types can usually get along without much Intellect, and historically many have done so, but Intellect is also a component of Critical Hits, so a canny fighter will do heavy blows more often than a dull-witted opponent. Intellect directly affects the following skills and abilities:
This stat is a measure of the character's cool-headedness, determination, mental focus and strength of faith. It is a must for any Priestly character, as this is the stat they use for their spell-casting. Druids use both Willpower and Intellect, so they need to have good levels in both stats. Willpower is the prime component in Magic Resistance, so anyone needing to resist spells had better have a good value in this stat. A Witchunter with high WIL would have a formidable MagicRes! As for Intellect, a Warrior-type could probably get along with a low Wisdom, but would then be much more vulnerable to magic spells. Willpower directly affects the following skills and abilities:
Health is a character's vitality, toughness, and general physical well-being. Health governs how many Hit Points a character starts with, as well as how many are gained each time a new Level is reached. Poison is less effective on a healthier person, and Health is a component in Magic Resistance. Where Willpower is the toughness of the mind, Health is the toughness of the body. Health is a prime stat for any fighting classes, but is very useful for all characters, as everyone will sustain damage at some point in their perilous careers. Having a high Health increases the rate at which you naturally heal, and the rate at which you gain HP (Hit Points) through resting. It may also confer an increased resistance to some poisons and diseases. Characters with above- or below- average Health will notice a change in their Hit Points, which will vary depending on your Level and your Health. Health no longer has "stat breaks" where you must have a certain level of Health to obtain the increases (in the past, you needed to have 65, 80 or 95 Health for the bonuses), and now works as a gradual process that increases your HP (Hit Points) as both your Health and Level increase. Therefore, it is possible that even a one-point increase in Health could increase your total HP (Hit Points). Charm is a hard stat to pin down, it is not an actual measure of a person's good looks, but people with high charm are quite attractive to others. It helps with interpersonal relations, such as buying items from store-owners, as a charming person can lower the price of an item substantially. Charm helps in combat, because people are more likely to attack an offensive person than someone with a disarming smile. Charm is a component in some skills, as Charm is not only a measure of a character's charm, but a person with good Charm leads a Charmed life, so to speak, and in general is much luckier than other characters. Such a one would find himself miraculously dodging out of the way of some attacks, where others would have been hit. Charm is the main stat for use in Bard spells, and a Bard with low Charm will be a very poor Bard indeed. All characters can use a good dose of Charm. Charm directly affects the following skills and abilities:
Every character has a certain level of Magic Resistance. It affects your chance of resisting offensive spells, and reduces the damage you take from combat spells significantly. Having a low value in this stat will result in you getting whomped by spellcasters! Witchunters will find that they resist beneficial magic as well as the offensive kind, as they never willingly submit to the effects of magic. Having a high Willpower will greatly increase this stat, while Intellect will also increase it a little. Though many Warrior-types neglect to increase these stats, they often regret it later. "The" stat to have for all spellcasters, Spellcasting is a measure of your knowledge and skill in casting spells. It is affected by the Magery level of your class, Mages will have a better Spellcasting than Warlocks. For Mage-types, Intellect is the main stat that increases SC, while Willpower helps somewhat. For Priest-types, Willpower is the main stat, with Intellect helping a bit. Druid-types use both Intellect and Willpower equally, while Bards use only Charm for their spellcasting. Mystics do not use any stat at all, their Kai powers automatically succeed when used. This secondary stat is quite useful, in a variety of ways. Its most common function is used while searching for secret doors and traps, and while searching rooms for concealed items. It also affects your chances of surviving a backstab attempt, characters with high Perception have a much greater probability of foiling an ambush's surprise attack. Every character has a certain amount of weight that he can carry, based on his strength. The number shown on your inventory sheet is the absolute maximum that you can carry, most people will not have this much stuff in their possession! There are four levels of encumbrance, each with its own modifiers:
Each race starts with a certain amount of CP (Character Points) which may be assigned to your stats. Use these wisely because the will define the way your character performs in the game. When you train, you will receive additional CP (Character Points) to assign to your stats. To do so, type [TRAIN STATS] in your training hall. Also see Stats1 and Stats2 in the help files for more information on training.
QuestsThroughout the land, time and again, the quest has and will always be the heart of MajorMUD. Who knows what glories await you at the next turn and what you could be driven to do to survive battle. Killing evil monsters, finding magical items, discovering the secret door, are just the beginning of the world that lies beyond your imagination, the world of MajorMUD.
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