Difference between revisions of "Stats"
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==Stats== | ==Stats== | ||
− | There are six primary stats in CoffeeMUD, several [[#Health | + | There are six primary stats in CoffeeMUD, several [[#Health|health]] stats and a number of [[#Resistances|resistances]]. The six primary stats are displayed on your SCORE card, but you can also use the [[STAT|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|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 [[PlayerRaces(CoffeeMUD)|RACE]] will determine your Max Stats, and be modified by your [[PlayerClasses(CoffeeMUD)|CLASS]]. There are spells, items, and rewards which could also affect your stat or max stat spread throughout the world of CoffeeMUD. | Your [[PlayerRaces(CoffeeMUD)|RACE]] will determine your Max Stats, and be modified by your [[PlayerClasses(CoffeeMUD)|CLASS]]. There are spells, items, and rewards which could also affect your stat or max stat spread throughout the world of CoffeeMUD. | ||
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*Bonus practices per level are gained per 6 full points of Wisdom, with a maximum bonus determined by MAXWISDOM. | *Bonus practices per level are gained per 6 full points of Wisdom, with a maximum bonus determined by MAXWISDOM. | ||
− | ==Health | + | ==Health== |
===Hits=== | ===Hits=== |
Revision as of 19:57, 17 July 2016
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THIS PAGE IS UNDER DEVELOPMENT BY LOKI
Stats
There are six primary stats 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. 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.
Health
Hits
Mana
Move
Hunger
Thirst
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).
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.