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Revision as of 21:03, 22 February 2022
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Player Information= | |||
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Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
Contents
- 1 Stats
- 1.1 Primary Stats
- 1.2 Health
- 1.3 Resistances
- 1.3.1 Paralysis
- 1.3.2 Fire
- 1.3.3 Electricity
- 1.3.4 Cold
- 1.3.5 Acid
- 1.3.6 Gas
- 1.3.7 Water
- 1.3.8 Poison
- 1.3.9 Disease
- 1.3.10 Magic
- 1.3.11 Mind
- 1.3.12 Justice
- 1.3.13 Traps
- 1.3.14 Undead
- 1.3.15 Detection
- 1.3.16 Overlooking
- 1.3.17 Doubt
- 1.3.18 General
- 1.3.19 Save Blunt
- 1.3.20 Save Pierce
- 1.3.21 Save Slash
- 1.3.22 Save Spells
- 1.3.23 Save Prayers
- 1.3.24 Save Songs
- 1.3.25 Save Chants
- 1.4 Combat
- 1.5 Social
- 1.6 State
- 2 Notes
Stats
Stats are the basic defining elements of a MOB, and determine how they interact with the world. Most stats have a base score, current score and a maximum score.
- Base [STAT] is the mob's stat without any modifiers. It is referenced as BASE[STAT], with [STAT] being the specific STAT name.
- Current [STAT] is your stat with all modifiers from spells, equipment, race, and other affects. Most calculations are based off of your current stat. Current stats are referenced just as [STAT].
- Maximum [STAT] is the maximum score is the most you can TRAIN a primary stat to or receive healing/recovery to. Certain calculations will be limited by your maximum stat, while others will have no limit. Maximum stats are referenced as MAX[STAT].
Primary Stats
There are six primary stats (or ATTRIBUTES) in CoffeeMUD, several health stats and a number of resistances. The six primary stats are displayed on your SCORE card, but you can also use the STAT command to view a specific stat.
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 also affects how much you may carry.
- Strength modifies the amount of damage you inflict in melee combat and is limited by MAXSTRENGTH
- Strength is used in determining MOVEMENT recovery outside of combat or climbing.
- Strength is used to determine ATTACK score (in addition to many classes earning bonus attack based on strength), affected (but not outright limited) by MAXSTRENTGH.
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.
- Intelligence is used (with Wisdom) in determining MANA regeneration outside of combat or climbing.
- Intelligence is used to determine spell critical hit chance. MAXINTELLIGENCE affects (but not outright limits) this formula.
- Intelligence is used to determine spell critical hit damage. MAXINTELLIGENCE affects (but not outright limits) this formula.
- Intelligence determines the likelihood of increasing skill proficiency with skill use limited by MAXINTELLIGENCE.
- Intelligence modifies the amount of proficiency increase when using PRACTICE.
- Intelligence and the teacher's proficiency determines the base skill proficiency when using GAIN.
- Some high level abilities may be unavailable to train if your Intelligence is too low.
- An 18 Intelligence should be enough to learn any ability, but some expertises may require a higher Intelligence.
Dexterity
Agility, critical damage, and the ability to dodge blows is reflected in Dexterity.
- Dexterity is used in calculating final armor score. MAXDEXTERITY affects (not outright limits) this calculation.
- Dexterity is used in calculating melee and ranged critical hit chance. MAXDEXTERITY affects (not outright limits) this calculation.
- Dexterity is used in calculating melee and ranged critical hit damage. MAXDEXTERITY affects (not outright limits) this calculation.
- Dexterity affects a character's ability to resist and recover from knockdown and trip type attacks.
- The more dexterous you are, the more likely you are to avoid damage from various shielding spells like blade barrier, doom aura, flameshield or shockshield.
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.
- Constitution is the primary driver in hit point recovery outside of combat or climbing.
- Constitution affects disease and poison resistance.
Charisma
Grace, charm, followers, and the ability to get better prices from merchants is reflected in Charisma.
- Charisma determines the maximum number of followers a party leader may have.
- Charisma affects buy and sell prices to vendors.
CHA | Sell to Vendor
Price Modifier |
Buy from Vendor
Price Modifier |
Max Followers |
---|---|---|---|
1 | 0 | ||
2 | 0 | ||
3 | 0 | ||
4 | 0 | ||
5 | 0 | ||
6 | 1 | ||
7 | 1 | ||
8 | 1 | ||
9 | 2 | ||
10 | 2 | ||
11 | 2 | ||
12 | 3 | ||
13 | 3 | ||
14 | 3 | ||
15 | 4 | ||
16 | 4 | ||
17 | 4 | ||
18 | *0.678 | *1.643 | 5 |
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.
- Wisdom is used (with Intelligence) in determining MANA regeneration outside of combat or climbing.
Health
These stats represent the overall state of being of a character, and change due to combat or passage of time. The base stat is the normal maximum for the character, and the current stat is the current state. Using the STAT HEALTH command, you will get a listing of all size of these stats at once. Health stats only have a current [STAT] value and a MAX[STAT] value.
Hits
Hits represents the total physical health of the character. Also known as Hit Points, when hits is reduced to 0, the character dies.
Mana
Mana is the mystical force within a character. Mana is expended to perform magical abilities, but generally recovers faster than hits.
Move
Move, or movement, represents a character's stamina. Move is expended to perform physical activities, including moving from room to room, swimming, climbing, during each round of combat, and special combat maneuvers.
Hunger
If a character doesn't receive nutrition, they will suffer effects of hunger. At the basic level of hunger, there is a penalty to your combat prowess. If you continue to not eat, eventually the severity of the messages will warn you of your impending doom. Ignoring these messages (or not finding food to solve your hunger) will ultimately result in starvation and death.
For a listing of abilities related to hunger, see Category: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.
For a listing of abilities related to thirst, see Category: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. If fatigue gets severe enough, your character may pass out and fall asleep on their own.
For a listing of abilities related to fatigue, see Category:Fatigue.
Resistances
Resistances, or 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). Resistances have a BASE[STAT] and a current [STAT] value. Values over 100% reflect a mob's ability to maintain a high resistance towards that particular attack type even after receiving penalties from other affects.
Paralysis
Fire
Electricity
Cold
Acid
Gas
Water
Poison
Disease
This is the player's resistance to various diseases. Some diseases are inherently more difficult to resist, so a 100 Disease Resist does not provide absolute immunity to diseases.
Magic
Mind
Justice
Traps
Undead
Detection
Overlooking
Doubt
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.
Save Blunt
Save Pierce
Save Slash
Save Spells
Save Prayers
Save Songs
Save Chants
Combat
Attack
Armor
Damage
CRITPCTWEAPONS
BASECRITPCTWEAPONS
CRITPCTMAGIC
BASECRITPCTMAGIC
CRITDMGWEAPONS
BASECRITDMGWEAPONS
CRITDMGMAGIC
BBASECRITDMGMAGIC
Social
FAITH
BASEFAITH
AMBIANCES
RESISTS
ATTRIBUTES
ALIGNMENT
INCLINATION
TRIUMPH
State
SENSES
DISPOSITION
LEVEL
ABILITY
REJUV
WEIGHT
HEIGHT
XP
XPTNL
XPFNL
QUESTPOINTS
TRAINS
PRACTICES
GENDER
BASEGENDER
WEIGHTADJ
BASEWEIGHTADJ
STINK
Stink is a representation of the overall hygiene of a character. Characters which overly exert themselves through rapid depletion of movement, use of crafting or gathering skills, or other affects will gain stink at a faster rate than those who ride around in wagons and use little movement. When enough exertion results in surpassing the hygiene limit, a character gains a rank of stink, which will periodically emote a smell to the room (or adjacent room if strong enough). Characters may be affected by other aromas beyond the stink stat, such as from the Cause Stink spell or from Perfumes, which may use the terminology "stink", but this is a different affect.
Quantifying Stink
The base hygiene limit is 5000 (rank 1 Stink). Each additional 5000 stink is an additional Stink rank. One rank of Stink is also expressed as 100% Stink.
- Babies have a chance to soil themselves, resulting in a minimum stink value of 10000.
- Combat applies 1 point per tick of combat.
- Using common skills, such as crafting, building or gathering skills, results in 2 points per tick.
- Rain will reduce your stink by 100 per tick.
- Moving through water, such as swimming, will remove 1000 per tick.
- Using the BATHE social while in water will also remove 1000 per tick.
- The prayer Cleanliness will reset your Stink stat to 0.
Affects of a High Stink Stat
- Each rank of stink will reduce your Charisma stat by 1 point, up to half of your Charisma.
- If you are injured in combat and have a high stink stat, there is a chance of gaining the Filth Fever disease.
- Other MOBs may SNIFF you to determine some degree of whether you are stinky or not.
AGE
BASEAGE
Notes
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