The question that seems to be asked the most among new and old players,
seems to be "What exactly do my statistics MEAN?". The following is an attempt
to explain all of these numbers. It should be noted that these explanations
are "according to Kesmai" and as such reflect their belief of what their
code does. Other people have claimed that these numbers have other effects,
but these are the effects as Kesmai intended.
STRENGTH - Strength is divided into two attributes, the strength number and the
strength adds. If you look at your statistics (show stats in the game), on the
first line you will see two numbers, the first is a number ranging from
3 to 18, and the second number, labeled "adds" will some number, usually
greater than 0. The number (3 to 18) is determined when you roll your
character, and can be increased by drinking Permanent Strength potions, and
decreased by dying. You can never raise this number above 17 with potions,
and it will never drop below 1 due to excessive deaths.
The adds are determined by your level. Fighters, Knights, and Martial
Artists gain one strength add for every three levels they rise. Thieves,
Thaumaturges, Wizards, and Sorcerers gain one add for every four levels they
rise. An additional strength add can be gained if your character is rolled
with a 15, 16, 17 or 18 strength number. This add only comes if you get
it during an original roll, and you will not get it if you raise your strength
above 14 by drinking Permanent Strength potions.
Your strength number only affects the amount of weight that you
can carry. The higher this number is, the more gold and equipment that
you will be able to carry without losing stamina. This number is used to
determine your maximum encumbrance.
Your strength adds are used for combat. This number is used in
the determination of whether or not you can penetrate your opponent's armor
and shielding, with your weapon. If you have a great deal of strength, and
you have a heavy weapon, then you might be able to break through the armor
that might have blocked a lighter weapon, and a weaker player. Strength adds
also affect the damage that you do with a weapon. As a rule of thumb, you will
cause 5 extra points of damage for each add that you have.
You can magically enhance your strength through the use of strength
potions, rings and spells. Magical enhancement will contribute to both
your adds and your number, increasing both your ability to carry items, and
your combat effectiveness. From a combat perspective, a potion and a spell
will each give you approximately one additional add. Drinking a second potion
will not have any effect. Likewise, using a second strength spell will not
have any effect. However, using a potion and a spell will give you the effect
of two spells.
The third method for increasing strength is the use of strength
rings. Strength rings come in various powers, ranging from a power
of 1 (gold ring with a small red gem) to a power of 6 (gold ring with a
glowing red gem). The power of the ring has no relationship to how many
adds are given by wearing the rings, but instead only indicate how much
more effective one ring is compared to another. A ring with a power of 6
is twice as effective as one with a power of 3, and is six times as effective
as one with a power of 1. Rings are cumulative, and it is easiest to
approach rings by adding the total power of all the strength rings that you
are wearing. For instance, if you have on 2 rings with glowing rings, one
ring with a large red gem (typically power 3), and one ring with a small
red gem, then you would be wearing a total power of 6 + 6 + 3 + 1 or 16.
Strength rings do have a limit to their effectiveness. They experience
what is known as a 'roll-off'. This means that above a certain total power,
the effectiveness is decreased significantly. Testing has indicated that
a total power of six will give one add, a total power of 12 will give two adds,
a total power of 24 will give three adds, and that there is very limited
improvement is combat effectiveness above that. Strength rings do not
appear to have the same limitations when it comes to encumbrance, however.
In general, if you can lift an additional 10000 gold pieces while wearing
rings totaling a power of 6, and 80000 gold pieces for a power of 48. It
should be noted that potions and spells will contribute their full effect
on top of the strength adds given by any number of strength rings.
DEXTERITY - Dexterity is also divided into two attributes, the number and the
adds. If you look at your statistics (show stats in the game), on the
second line you will see two numbers, the first is a number ranging from
3 to 18, and the second number, labeled "adds" will some number, usually
greater than 0. The number (3 to 18) is determined when you roll your
character, and can be increased by drinking Permanent Dexterity potions, and
decreased by heart attacks. You can never raise this number above 17 with
potions, and it will never drop below 1.
The adds are determined by your level. Fighters, Knights, and Martial
Artists gain one dexterity add for every three levels they rise. Thieves,
Thaumaturges, Wizards, and Sorcerers gain one add for every four levels they
rise. An additional dexterity add can be gained if your character is rolled
with a 15, 16, 17 or 18 dexterity number. This add only comes if you get
it during an original roll, and you will not get it if you raise your dexterity
above 14 by drinking Permanent Dexterity potions.
Both the number and the adds are used in combat, but in different
ways. The dexterity number is used for determining whether or not your
opponent misses you. The higher this number, the more likely it is that
you opponent will miss. This number is very important to Martial Artists
who are not using armor, but less important to everyone else. The reason
that it is less important is that the evaluation on whether or not your
opponent missed is the last determination made in the combat system.
Weapon blocks, armor blocks, and shield spell blocks are evaluated first,
and as such, many attacks do not reach the miss determination phase. Your
Dexterity number also affects your rate of return when training with martial
artist trainers. Usually, you will receive 2 experience points for every
gold piece you use, but with a low dexterity, you receive less.
The dexterity adds are used when you are attacking an opponent.
These adds are used as a modifier to improve your ability to hit your
opponent. It should be noted, that these adds do not improve your ability
to penetrate your opponent's armor. A block is considered a successful hit
from a dexterity add point of view.
There is a ring of increased dexterity available. It has a power of
1, and it is not additive, so one ring is as effective as 8 rings. This ring
will improve your dexterity number, but not your adds. This means that your
opponent will be more likely to miss you when you are wearing the ring.
INTELLIGENCE - Intelligence has two purposes, one of which is not in use in
the current game. The first purpose, is that it will determine how many magic
points that Wizards, Thieves, and Sorcerers will receive. The magic points
increase for every level that the caster rises, and the higher the intelligence
the more magic points that will be given with every level. Intelligence
has no other purpose in the game currently, and as such is completely
irrelevant to Knights, Fighters, Martial Artists, and Thaumaturges.
When Sorcerers are allowed into the game, then intelligence will
be important for all classes. Intelligence will be used for determining
the length of time that a character can remain charmed. The higher your
intelligence is compared to the intelligence of the sorcerer, the less time
that you will remain charmed. Note that sorcerers are not currently an
option available to players.
WISDOM - Wisdom is only of importance to Thaumaturges. Wisdom is used for
determining how many magic points a Thaumaturge will receive with each
gain in level. The higher the wisdom, the more magic points that a
Thaumaturge will gain for each level. Wisdom has no relevance for any other
character class.
CONSTITUTION - Constitution has 2 major and one minor effect on your
character's life. The primary use of constitution is to determine the
number of time they the Ghods will resurrect you. Everytime you are
resurrected by the Ghods, as opposed to being raised by the priest or a
Thaumaturge, you will lose 2 points of constitution. If your constitution
drops too low, then the Ghods will simply 'give up' and stop raising you
from the dead. You can restore constitution by drinking a Permanent
Constitution potion, which is also known as a Drake potion. This potion
will permanently raise your constitution 2 points up to a maximum of 18.
The second effect is that if you have a constitution of 15 or
greater, then whenever you go up a level, you will get one extra hit
point added to the gain you get for the level. Note that this does not
have an effect if you have over 200 hit points, since you can only go up
2 points for every level after 200.
The final effect of constitution occurs if you roll a natural 18
when you create your character. If this is the case, then the first time
that you die, you will not lose a strength point. Note that this does
not apply to you if you raised your constitution artificially.
CHARISMA - Charisma currently has no relevance in the game. When Sorcerers
are implemented, then it will be used to determine the effectiveness that
Sorcerers have in charming other people. Basically, the higher a charisma
that a Sorcerer has, the easier it is for him to charm someone else,
likewise, the higher a charisma that a player has, the hard they are to
charm.