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

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* A factor in deciding if a PC successfully uses a shield. 100% factor for NPCs.
 
* 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.
 
* A PC factor in sneaking, hiding and stealing etc.- 100%for NPCs.
 +
* A factor in how much a PC can hold.
  
 
=== [CON] Constitution ===
 
=== [CON] Constitution ===

Latest revision as of 02:41, 30 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.

Abilities are in the range of [0..199]

[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.

[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.
  • A factor in how much a PC can hold.

[CON] Constitution

Constitution determines:

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

[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.

[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.

[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.

[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.

[HPP] Hit points points [sic]

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).