Player Attributes (Stats)
Description:
Player statistics are the attributes which describe your 'role-playing' character. Most of the attributes are in a scale from 1-100 and they are randomly 'rolled' (imagine dice rolling) when you create your player.
At any time to go back to the top level, use the [Main Help] button below.
Player Stats:
Exper.Level - This is the experience level of your player. After he reaches a certain number of experience points, earned by killing the 'bad guys' he may jump to a higher skill level - gaining more life points, stats, and spells. The other BIG bonus is that IF after he reaches a new level your player dies, he won't go down any further than the minimum for his CURRENT level.
Life Points - Your players life points, some of these stats show two number. The format is CURRENT / MAX, where current represents your current value and max is the maximum. Life points is your health indicator, when this goes down to or below 0 your player will be dead! Life points are recharged as you wander the dungeon (time) or by eating (good food not poisonous food). Poison will 'freeze' your life points and instead of gaining life you will slowly loose it - be sure to find/carry a cure poison potion at all times.
Spell Points - This is the amount of spell points your player has, it goes up as you gain more experience levels. Each spell is followed by a number which respresents 'how many' spell points it requires to cast it.
Strength - This is one of you players key attributes. How much strength he/she has. The range is generally 0 to 100 for all stats. Anything higher than 50 is REAL GOOD and will provide other benefits such as additional damage, below isn't too good. Strength is important for all player types but especially fighters that do hand to hand combat.
Intelligence - This is another one of your players key attributes. How much intelligence he/she has. Intelligence is something magic-users and illusionists will generally need lots of for spell points and casting success.
Wisdom - This is another one of your players key attributes. How much wisdom he/she has. Wisdom is something clerics, druids, and monks will generally need lots of for spell points and casting success.
Agility - This is another one of you players key attributes. How much agility he/she has. Agility is important for reaction speed and is good for almost all types of players.
Constitution - This is another one of you players key attributes. How much constitution he/she has. Constitution in large part is used to determine player tolerance to bad effects and helps your health.
Charisma - This is another one of you players key attributes. How much charisma he/she has. Charisma is important for how others (NPC's mainly) will react to you. A highly charismatic player is usually favored, and may cause a normally hostile being to be friendly enough to B)uy or S)ell items to you. In multi-player gaming however how other players react to you is more due to what you do or say (or how receptive to friendly game play they generally are in the first place)
Attacks - This is the number of attacks your player gets during each round. The higher his skill level the more attacks he'll get per round too. To get a rough idea of how damage your player is capable of (under normal combat) you would multiply the MaxDamage per attack with the Attacks per round.
To Hit % - This number indicates what the odds are that your player can 'hit an opponent' under normal combat. The number usually starts around 50% and then is modified up or down based on class, or attribute modifiers (high agility adds + bonus to hit). During an actual 'hit attempt' this number would be modified downward by the opponents 'Defense Adjustment' and a 1-100 random number is generated/rolled to determined 'actual hit'.
Max Damage - This is the maximum number of life points of damage your player can do on a successful 'hit' against an opponent per attack, if you have more than 1 attack per round you would multiply it by the number of attacks.
Defense % - This is your defensive adjustment %, it goes up based on high attributes (Strength) or armor. Wearing heavier armor (or highly magical armor) would cause your defense adjustment % to be much higher. When factoring whether an opponent hits you or not, his 'to hit' is subtracted by your defense reducing his odds to do actual damage.
Detection % - As your player wanders the dungeon there is a small chance he/she may 'detect' certain things that normally may not be detected (hidden or invisible items/players). For a single round you can increase this value by +50% if you deliberately stand and try to (F)ind/Search area.
Resistance % - Certain magical effects could harm you badly, however you can build up a resistance and/or be born with one (created). Elves and Half-Elves typically have a natural high magical resistance. Though to preserve balance in the universe all character types, classes come with some negatives to counteract the positives - you must decide which ones suit your tastes when you create your player.
Weight - Weight is the total amount of 'weight' your player has. If you have A LOT of strength, you can tolerate a lot more weight allowing you to carry lots of items. Most all items have some kind of weight with the exception of 'Gold' which is always managed as 'gold pieces'.
Gold - The amount of gold your player has on hand, can also be seen if you do (I)nventory.
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Lords of Irongate is Copyright © 1994,2002 by Rick Rojas, All rights reserved