Difference between revisions of "Stats"
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*Strength also affects how much you may carry. | *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. | *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. | ||
+ | *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). | ||
===Intelligence=== | ===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. | 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. | ||
===Dexterity=== | ===Dexterity=== | ||
− | Agility, critical hit chance, critical damage, and the ability to dodge blows is reflected in Dexterity. | + | Agility, melee and ranged critical hit chance, melee and ranged critical damage, and the ability to dodge blows is reflected in Dexterity. |
+ | *Dexterity is used in calculating final armor score. | ||
===Constitution=== | ===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. | 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. | ||
===Charisma=== | ===Charisma=== | ||
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Intuition, wit, mana, and the ability to gain more practice points per level is reflected in 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. | *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== | ==Health== |
Revision as of 18:28, 20 May 2017
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 |
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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.
- 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).
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.
Dexterity
Agility, melee and ranged critical hit chance, melee and ranged critical damage, and the ability to dodge blows is reflected in Dexterity.
- Dexterity is used in calculating final armor score.
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.
Charisma
Grace, charm, followers, and the ability to get better prices from merchants is reflected in Charisma.
CHA | Max Followers |
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18 | 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
Hits
Mana
Move
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
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.