Difference between revisions of "Manual:Game Mechanics/Abilities"

From DikuMUD Wiki
Jump to navigation Jump to search
(First version up)
 
Line 2: Line 2:
  
 
Document Name:    ability.doc
 
Document Name:    ability.doc
Version:          3.40
+
Version:          3.40 (1997)
  
Author:            Michael Seifert (seifert@diku.dk)
+
Author:            Michael Seifert
Questions to:      seifert@diku.dk
 
  
 
Document intended for:  World Creators
 
Document intended for:  World Creators

Revision as of 18:00, 25 May 2020

Ability Description

Document Name: ability.doc Version: 3.40 (1997)

Author: Michael Seifert

Document intended for: World Creators

Short Description

This document describes how the various abilities affect skills and game play for both players and monsters.


1. [STR] Strength

Strength determines:

  • How hard a character can hit with a weapon (or hand). The strength is basically added to the weapon attack skill and looked up on a table.
  • How much weight a character can carry.

2. [DEX] Dexterity

Dexterity determines:

  • A reduction in the damage when attacked (subtracted from strength / skill of opponent).
  • A factor in deciding if a PC successfully uses a shield. 100% factor for NPCs.
  • A PC factor in sneaking, hiding and stealing etc.- 100%for NPCs.

3. [CON] Constitution

Constitution determines:

  • How fast hit points are gained.
  • How fast Endurance points are gained.

4. [CHA] Charisma

Charisma determines:

  • How fast Mana points are regained. Gain rate is relative to the MAG or DIV power of the character.
  • Reduction/Increase on prices in standard shops.
  • Who is hit by aggressive monsters, not yet decided if this will be people with high or low charisma. It ought to be high, but that would be disadvantageous.

5. [BRA] Brain

Brain is a combination of Intelligence, Wisdom, Awareness and Perception. Brain Determines:

  • A defense factor when spells are cast against you (Exactly like dexterity for warriors).
  • A 50% factor for PC's in discovering theft. 100% for NPC's.
  • A 50% factor for PC's in discovering sneaking. 100% for NPC's.
  • A 50% factor for PC's in discovering hidden. 100% for NPC's.

6. [MAG] Magical Essence

The Energy from which Magic Users draw their power. Magical Essence determines:

  • A 50% factor in power for all magic user spells.
  • A 50% factor in success/reduction for all saving versus all spells.
  • A "level" limitation for which spells can be learned by PC's.

7. [DIV] Divine Contact

The contact which is established between the priest and his God.

  • A 50% factor in power for all cleric spells.
  • A 50% factor in success/reduction for all saving throws versus all spells.
  • A "level" limitation for which spells can be learned by PC's.

8. [HPP] Hit points points (yes points points)

Hit-point-points are used to buy more hit points. For each HPP bought the characters hit points (HP) is increased by a certain number (which varies according to size of HPP).