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Aminet 43 (2001)(GTI - Schatztruhe)[!][Jun 2001].iso
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stats.txt
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2001-04-16
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=== Character Statistics and Skills ===
This file describes your character. It discusses the attributes shown on
the left side of the main window, the basic skills characters possess, and the
various special immunities and qualities that characters may acquire in their
adventures. It also tells you how to keep track of all this information.
=== Character Attributes Shown on the Left Side of the Main Window ===
Experience: Experience affects almost everything else about your character.
As he kills monsters, casts spells and prays prayers for the
first time, learns about an object kind by using it, disarms
traps, and unlocks doors.
Next: The amount of experience necessary for the next level.
AU: Represents your current gold supply. Gold is amazingly handy,
because everything the town can sell can be yours with enough of
the stuff.
Vital Statistics (STR, INT, WIS, DEX, CON and CHR):
Your character has six primary statistics, or stats. The lowest
any stat can go is 3, a level which greatly reduces any abilities
that stat influences. Once a stat reaches 18, it no longer
progresses in single increments but rather in percentiles - for
instance, 18/04 or 18/220. The lowest "safe" figure for most
stats is 7, but you can't expect any significant bonuses until
the stat reaches 18 or higher. More information on individual
stats is available below.
AC: Armor class helps prevent you getting killed. It may be
increased by equipping more and better armor, and by increasing
your Dexterity.
Hit Points: Each character has hit points, representing how much damage he
can sustain before he dies. The maximum number of hit points is
derived from race, class, level, and constitution. Hit points
may be regained by resting, or by a variety of magical means.
Mana: Each character has spell points, or mana, which represents how
many spells a character can cast (or tunes he can play). Mana may
be regained by resting or some rare magical means.
=== Stats ===
Strength: Strength is critical to fighting effectively in melee and with
missile weapons. Increases in Strength increase damage, and
allow players to get more blows with heavier weapons. Strength
is also useful in tunneling and for carrying heavy items without
being slowed down.
Intelligence: Intelligence affects the spellcasting abilities of mages, rangers
and mystics. For these classes, this stat will affect the number
of spells they may learn each level, the number of spell points
they receive, and the chance for spells to fail. Intelligent
characters also use magic devices, pick locks, mix potions, and
disarm traps more effectively.
Wisdom: Wisdom affects the spellcasting abilities of priests, paladins,
and mystics. For these classes, this stat will affect the number
of spells they may learn each level, the number of spell points
they receive, and the chance for or spells to fail. Wise
characters also have a better chance of resisting magical spells
cast upon them by monsters.
Dexterity: Dexterity is a combination of agility and quickness. A high
dexterity may allow a character to get multiple blows with
lighter weapons, and will significantly increase his chances of
hitting with any weapon and dodging blows from enemies. Dexterity
is also useful in picking locks, disarming traps, and protecting
yourself from some of the thieves that inhabit the dungeon.
Constitution: Constitution is a character's ability to resist damage to his
body, and to recover from stuns, poison, disease, cuts, and pure
damage. Therefore a character with a high constitution will
receive more hit points and also recover them faster while
resting.
Charisma: Charisma represents a character's personality and physical
appearance. It affects the spellcasting abilities of bards,
affecting the number of spell points they receive and the chance
of their tunes failing. A charismatic character will also receive
better prices from store owners, whereas a character with a very
low charisma may be robbed blind. Finally, a high charisma will
allow monsters that are magically calmed to remain non-agressive
longer.
=== Skills ===
Characters possess various abilities which help them to survive and prosper.
The starting abilities of a character are based upon race and class. Abilities
may be adjusted by high or low stats, and some increase with experience level.
Saving Throw: A Saving Throw is the ability of a character to resist the
effects of a spell cast on him by another person/creature. This
does not include spells cast on the player by his own stupidity,
such as quaffing a nasty potion.
Stealth: The ability to move silently about is very useful. Characters
with good stealth can usually surprise their opponents, gaining
the first blow. Also, creatures may fail to notice a stealthy
character entirely.
Fighting: Melee (hand to hand) combat depends on this skill. A character
with a low fighting skill cannot hope to either hit monsters
often or do much damage if he does.
Shooting: Using ranged missile weapons depends on this skill. The higher
the character's shooting ability, the more frequently he will
hit his targets and the more damage he will do when he does.
Throwing: Using thrown weapons depends on this skill. The higher your
character's throwing ability, the more frequently he will hit
his target.
Disarming: Disarming is the ability to safely remove traps and pick locks on
chests and doors. A trap must be found before it can be disarmed.
Magic Device: The chance of succesfully using a magical device such as a wand,
staff, or any activatable object depends on this skill.
Searching: Searching affects the chance of success when actively looking for
secret doors, floor traps, and traps on chests.
Search Freq.: This determines the chance to find something when not actively
searching.
Digging: Digging is a tedious art, but characters with a higher skill
may do it much faster than others.
Alchemy: Mixing potions is a hazardous art, and without a high alchemy
Skill it is likely to cause accidental explosions or no effect
At all. Character who excel in alchemy may learn alchemical
formulae by simply quaffing potions.
Infra-vision: Infra-vision is the ability to see heat sources. It will allow
a character to see any warm-blooded creature up to a certain
distance. This ability works equally well with or without a light
source. Many non-human races have innate infravision.