Attributes

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THIS PAGE IS UNDER DEVELOPMENT BY LOKI


Attributes

There are six primary stats in CoffeeMUD, several combat stats and a number of secondary stats. The six primary stats are displayed on your SCORE card, but you can also use the STAT command to view a specific stat. The primary stats have both a current score and a maximum score. The maximum score is the most you can TRAIN that primary stat to. Calculations are based off of your current stat. Certain calculations will be limited by your maximum stat, while others will have no limit.

Your RACE will determine your Max Stats, and be modified by your CLASS. There are spells, items, and rewards which could also affect your stat or max stat spread throughout the world of CoffeeMUD.

Strength

Physical strength and fighting prowess is reflected in strength. Strength is often used to calculate bonus ATTACK.

  • Strength also affects how much you may carry.
  • Strength modifies the amount of damage you inflict in melee combat. Every 2 points of strength below 10 results in -1 physical damage bonus. Every 2 points of strength above 10 results in +1 physical damage bonus.

Intelligence

Memory and concentration, mana, critical spell/skill damage, and the ability to gain greater proficiency in skills and spells through practice are reflected in Intelligence. Intelligence often affects how much MANA is gained per level.

Dexterity

Agility, critical damage, and the ability to dodge blows is reflected in Dexterity.

Constitution

Health, stamina, and the ability to live through harder fights is reflected in Constitution. Constitution often affects how many HITS and MOVES are gained per level.

Charisma

Grace, charm, followers, and the ability to get better prices from merchants is reflected in Charisma.

Wisdom

Intuition, wit, mana, and the ability to gain more practice points per level is reflected in Wisdom.

  • Bonus practices per level are gained per 6 full points of Wisdom, with a maximum bonus determined by MAXWISDOM.

Combat Stats

Hits

The amount of damage your character may absorb before he dies. This number will go up as your character advances in level. Resting will replenish lost hit points, except for undead races.

Mana

The amount of energy your character has to use on skills, prayers, spells, songs, or chants. This number will go up as your character advances in level. Resting will replenish lost mana.

Movement

The amount of energy your character has to use on moving around, using movement based skills, or retreating in combat. This number will go up as your character advances in level. Resting will replenish lost movement.

Secondary Stats

Hunger

From time to time, your character may get hungry. If this happens, then you should find something to eat to satiate that hunger. Failing to do so will affect your characters attack and defensive capabilities, and may eventually lead to death. A variety of things can affect your Hunger.

Thirst

From time to time, your character may get thirsty. If this happens, then you should find something to drink to satiate that thirst. Failing to do so will affect your characters attack and defensive capabilities, and may eventually lead to death. A variety of things can affect your Thirst.

Fatigue

From time to time, your character may get fatigued. If this happens, then you get some sleep to alleviate the fatigue. Failing to do so will affect your characters attack and defensive capabilities.

Saving Throws

Saving throws in CoffeeMUD represent an entities ability to resist certain types of attacks. Saving throws are read as percentage chance of resisting the affect, so a save of 5 is equivalent to a 5% chance of resisting that ability. Saving throws can be modified by a number of factors in CoffeeMUD, so even if your saving throw is over 100 for a particular affect, you may take damage from that source. For all saving throws, there is a 5% chance of critical failure (meaning, no matter how good your save is, there is still a chance an affect will get through), as well as a 5% chance of critical success (5% chance you will resist the ability).

Paralysis

Fire

Electricity

Cold

Acid

Gas

Water

Poison

Disease

Magic

Mind

Justice

Traps

Undead

General

This is a saving throw for any other affect which allows a save, but does not fall under any of the previous categories. Sometimes, abilities will allow for a specific save AND a general save, providing a second chance for a critical success on your saving throw roll.