Difference between revisions of "Stats"
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Refer to the table below for a list of stats, what they do, and links to more detailed information on those stats. | Refer to the table below for a list of stats, what they do, and links to more detailed information on those stats. | ||
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! [[Stats|Stat]] | ! [[Stats|Stat]] |
Revision as of 17:09, 12 September 2023
Stats are the foundation of every character. They are used to calculate a great many things. In most cases can be modified endlessly, though there are diminishing returns coded into each stat. Attribute stats, like strength, intelligence, and constitution, have a cap that cannot be bypassed, which is determined by your race. If you would exceed that cap, you instead get a buffer equal to the value of the excess, which acts as padding against any effect reducing that attribute. For example, as a human invoker, you have 20 strength. If you get an additional 4 strength from your equipment, your strength would remain at 20, with 4 excess. If your strength would be lowered for any reason, like with the effect of poison, the excess will be depleted first. So in this example, the human invoker with a poison that reduces strength by 3 while having 4 excess would remain at 20 strength, and have one excess remaining.
Refer to the table below for a list of stats, what they do, and links to more detailed information on those stats.
Stat | Usage |
---|---|
Strength | Attribute stat - determines how much you can carry and how hard you hit and has small impact on resistance to afflictive spells. |
Intelligence | Attribute stat - determines how quickly you learn and improve your abilities. It also affects how much mana you gain per level, and gives a bonus to resist mental spells. |
Wisdom | Attribute stat - determines your beginning proficiency with all abilities and how quickly you improve abilities. It also aids in managain and helping you spot and defuse traps. |
Dexterity | Attribute stat - determines how many items you can carry, how well you fight and evade attacks, and also plays a part in how well some skills work. |
Constitution | Attribute stat - determines how many hit points you gain per level and how healthy you are as well as aids in defense against maledictive spells. You lose a con upon every 5th death. |
Mana | Resource for casting spells and using some skills |
HP | Resource for life - when it reaches 0, you die |
Move | Resource for movement between rooms. Every room has a cost to move out of. If you can't afford the movement cost, you cannot leave |
AC | Checked against damage rolls, as a form of damage reduction |
Slash | AC category specific to slashing damage. |
Pierce | AC category specific to piercing damage. |
Blunt | AC category specific to blunt damage. |
Magic | AC category specific to magic damage. |
Hitroll | Accuracy modifier for melee attacks and skills. No effect on spells. |
Damroll | Damage modifier for melee attacks and skills. No effect on spells. |
Afflsave | Saving throw against afflictive spells. A successful save reduces the damage taken by half in most cases. |
Maledsave | Saving throw against maledictive spells. A successful save resists the effect, causing the spell to fail. |
Mentalsave | Saving throw against mental spells. A successful save resists the effect, causing the spell to fail, or reduce the damage in the event it deals damage. |
Spellsave | Saving throw against all spells. Each point in spellsave functions as a point in afflsave, maledsave, and mental save all at once. |
Luck | Controls the fluctuation of luck. Luck is factored into a lot of skills and spells, as well as some instances in determining what those spells and skills happen to do. |
Hitgain | Modifies how much HP is restored each hour - percentage based |
Managain | Modifies how much mana is restored each hour - percentage based |
Movegain | Modifies how many moves are restored each hour - percentage based |
Afflpen | Afflictive spells bypass saves equal to afflpen. If that would drop the saves below 0, the damage is amplified. |
Maledpen | Maledictive spells bypass saves equal to maledlpen. |
Mentalpen | Mental spells bypass saves equal to mentalpen. If that would drop the saves below 0 for a damaging spell, the damage is amplified. |
Spellpen | All bypass saves equal to spelllpen, in addition to any points in their individual penetration stat. If that would drop the saves below 0 for a damaging spell, the damage is amplified. |
Carry Weight | The maximum combined weight of all items worn and in inventory, including inside bags. If you would try to pick up an item that would cause you to exceed this limiter, you will be unable to pick it up. |
Carry Capacity | The maximum amount of items you can carry. |
Learn Rate | How quickly your skills and spells increase through usage. |
Train | How many trains your character has available. |
Size | How big you are. Some skills, like bash, trip, bodyslam, and behead will take your size and the size of your victim into consideration. |