MajorMUD:Character Sheet: Difference between revisions
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== Character Points == | == Character Points == | ||
Each race starts with a certain amount of CP (Character Points) which may be assigned to your stats. Use these wisely because the will define the way your character performs in the game. | |||
When you train, you will receive additional CP to assign to your stats. To do so, type {{mono|TRAIN STATS}} in your training hall. This will place you in the character editor (ANSI recommended). | |||
* Note: You do not have to assign all of your CP to create a character.<br/> | |||
<span style="margin-left:39px">If you wish, you may wait until you have entered the game and talked to other people before typing {{mono|TRAIN STATS}} in your training hall to allocate your CP.</span> | |||
As you can now guess stats can be changed by spending CP in character creation or after Training. Since every character receives CP after increasing in level, it is generally a wise idea to use these gained CP. | |||
The cost to increase stats is as follows: | The cost to increase stats is as follows: | ||
* The first 1 to 10 points above your race's base stat: 1 CP | * The first 1 to 10 points above your race's base stat: 1 CP each. | ||
* The second 1 to 10 points above your race's base stat: 2 CP | * The second 1 to 10 points above your race's base stat: 2 CP each. | ||
* The third 1 to 10 points above your race's base stat: 3 CP | * The third 1 to 10 points above your race's base stat: 3 CP each... and so on. | ||
This means that to increase a stat 40 points above its base level, say, Agility 40 to Agility 80 (a BIG leap!) you would have to spend: | |||
* 10 CP for the first 10 Agility | |||
* 20 CP for the second 10 Agility | |||
* 30 CP for the third 10 Agility | |||
* 40 CP for the fourth set of 10 Agility | |||
This adds up to a grand total of 10 CP + 20 CP + 30 CP + 40 CP = 100 CP! | |||
Very expensive, as you can see, and not very wise: even though your character would be incredibly agile, he would be weak, fragile, stupid, etc... and that makes a big difference. Having a one-dimensional character may be fun for a while, but your character probably would not last very long. In the end a more balanced character would be more enjoyable and would survive longer. Note this does not mean that over time in addition to other stats it would be a bad idea to raise something to 80, it just means not to go gung-ho into only one in the beginning. | |||
Very expensive, as you can see, and not very wise: even though your character would be incredibly agile, he would be weak, fragile, stupid, etc... and that makes a big difference. Having a one-dimensional character may be fun for a while, but your character probably would not last very long. In the end a more balanced character would be more enjoyable and would survive longer. | |||
* Note: High or Low stats are stats above or below 50, respectively. Each stat has a different use.<br/> | * Note: High or Low stats are stats above or below 50, respectively. Each stat has a different use.<br/> | ||
<span style="margin-left:39px">Type {{mono|HELP STATNAME}} for details on a particular stat and its effects on your character and his abilities.</span> | <span style="margin-left:39px">Type {{mono|HELP STATNAME}} for details on a particular stat and its effects on your character and his abilities.</span> | ||
See {{mono|STATS1}} and {{mono|STATS2}} in the help files for more information on allocating your stats and how to use the character editor. There is also a separate help topic for each stat, which will give information on what the stat does and what parts of the character it affects. For example, you would type {{mono|HELP STRENGTH}} to get info on Strength. | |||
= References = | = References = |
Revision as of 14:32, 16 July 2014
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Primary Statistics
Every character has six basic attributes, which govern the strengths and weaknesses of said character. The six stats are Strength, Agility, Health, Intellect, Willpower and Charm. Each race starts out with a base value and a maximum value in each of the six stats. A character cannot have a stat lower than the Base value, and cannot increase a stat beyond the Maximum value. For example, Elves are slim but graceful, and for Agility have a base value of 50 and a maximum value of 120. In the help files, the base value in each stat is colored red, and the maximum is colored green. Humans form the "benchmark" for all other races, and have a base value of 40 and a maximum value of 100 in every stat. A value of 50 indicates an average value, giving no bonuses or penalties, while values above and below 50 give penalties or bonuses as applicable.
Character Points
Each race starts with a certain amount of CP (Character Points) which may be assigned to your stats. Use these wisely because the will define the way your character performs in the game.
When you train, you will receive additional CP to assign to your stats. To do so, type TRAIN STATS in your training hall. This will place you in the character editor (ANSI recommended).
* Note: You do not have to assign all of your CP to create a character.
If you wish, you may wait until you have entered the game and talked to other people before typing TRAIN STATS in your training hall to allocate your CP.
As you can now guess stats can be changed by spending CP in character creation or after Training. Since every character receives CP after increasing in level, it is generally a wise idea to use these gained CP.
The cost to increase stats is as follows:
- The first 1 to 10 points above your race's base stat: 1 CP each.
- The second 1 to 10 points above your race's base stat: 2 CP each.
- The third 1 to 10 points above your race's base stat: 3 CP each... and so on.
This means that to increase a stat 40 points above its base level, say, Agility 40 to Agility 80 (a BIG leap!) you would have to spend:
- 10 CP for the first 10 Agility
- 20 CP for the second 10 Agility
- 30 CP for the third 10 Agility
- 40 CP for the fourth set of 10 Agility
This adds up to a grand total of 10 CP + 20 CP + 30 CP + 40 CP = 100 CP!
Very expensive, as you can see, and not very wise: even though your character would be incredibly agile, he would be weak, fragile, stupid, etc... and that makes a big difference. Having a one-dimensional character may be fun for a while, but your character probably would not last very long. In the end a more balanced character would be more enjoyable and would survive longer. Note this does not mean that over time in addition to other stats it would be a bad idea to raise something to 80, it just means not to go gung-ho into only one in the beginning.
* Note: High or Low stats are stats above or below 50, respectively. Each stat has a different use.
Type HELP STATNAME for details on a particular stat and its effects on your character and his abilities.
See STATS1 and STATS2 in the help files for more information on allocating your stats and how to use the character editor. There is also a separate help topic for each stat, which will give information on what the stat does and what parts of the character it affects. For example, you would type HELP STRENGTH to get info on Strength.
References
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