Jump to content

What do stats do at level 50?


dewaholic

Recommended Posts

I am just wondering what some of the stats do once you have hit level 50? I know very little effect for anything but I suspect a few. Here is what I know.

 

Strength - Hit/Dam

Dextarity - AC

 

I Suspect a few other things.

 

Intellegence - Mana gain

Constitution - Hit Gain

Dextarity - Move Gain

 

This means that once you hit 50 wisdom doesnt do anything which doesnt make much sense to me. Do any of them affect how easy it is to land spells? How easy it is to defend agains spells? I know it probably doesnt make much difference but I am still curious.

 

Lastly, when leveling, does having temporary stat points affect how much hp/mana/practices you get or do you have to have them maxed with trains to get greatest benefit?

Link to comment
Share on other sites

Strength - Hitroll; Damroll; Carry weight

Dexterity - Carry number; -AC; Movegain

Intelligence - Spell/Skill learn; Mana per level; Managain

Wisdom - Practices per level; Managain

Constitution - HP per level; Hitgain

 

As you're well aware, some things lose out at 50 like Con and HP/level.  I'm still not 100% sure with the intelligence affecting managain and exactly to what degree over wisdom, even after lengthy discussion, but I'm fairly certain it does.  Part of that discussion was would a gnome (23 Int, 25 Wis) give more mana regen (less skills) than a squid (25 Int, 23 Wis)?

 

As for leveling and temp stat points, let's say you've got a 16 Con and you wear two Rings of Life from the MUD school to bring that to 18, you'll gain HP as if you had an 18 Con.  Anything beyond your racial max is wasted, so if you've got a Drow with your Con at your max of 16 and you wear those two rings to give you a (16)^2, then you'll still gain hp as if you had a 16 con.

Link to comment
Share on other sites

It's in the help files.

 

MALEDICTIVE

 

Spells which use negative energy to cause harm to one's target are known

as maledictive spells.  Some equipment can be used to bolster one's natural

defenses against such spells, causing the spell to fail.  Also, those whose

bodies have higher constitution will find their life force to resist more

strongly the negative energy of these spells.  Notable maledictive spells

include blasphemy, blindness and plague.

 


* Constitution determines how many hit points you gain per level and how

  healthy you are as well as aids in defense aganist maledictive magics.  

  You lose a con upon every 5th death. (See 'help death')

Link to comment
Share on other sites

I may be pulling a Mya here, but I think that dexterity affects hit roll as well.

 

 

I think you did "pull a Mya".  Logically, I agree.  Game mechanics wise, I don't believe it factors.

 

HITROLL DAMROLL SAVESHITROLL: You will find that many items add or subtract from your 'hitroll'.This is a measure of your accuracy in combat. A high hitroll will aid you inbypassing an opponents armor, defenses and hit more frequently. In additionto items, your strength will effect hitroll as well.DAMROLL: In addition to hitroll, some items often effect damroll as well.This is a measure of how much damage your attacks inflict. Your hitroll willbe added to your weapons damage to determine your total damage. Things suchas certain spells, abilities, and armor class will increase or decrease theamount of damage that you will deal.SAVES: Sort of an AC against spells, saves will prevent or reduce the effectsof spell cast upon you by an opponent. Saves begins in the positive and go downas they improve so it is beneficial for your saves to be as far into the negativesas possible in each of the four categories.See Also: SPELLS, AFFLICTIVE, MALEDICTIVE, MENTAL

 

Slight tangent time.  Shouldn't the third sentence in damroll read: "Your damroll will be added to your weapons damage ..." rather than "Your hitroll ..."?

Link to comment
Share on other sites

I am just wondering what some of the stats do once you have hit level 50?

 

Well stats do a lot of stuff. Since you can't change your stats, you should just max them and forget them.

But you should not forget your opponent stats. Stats slightly influence a lot of skills, so if you have access to stat debilitating skills/spells you should use them.

 

As for your Wisdom example, I think Wisdom affects managain, just like INT.

Link to comment
Share on other sites

Just gonna post cause I'm bored :)

 

Important to remember that CON is of considerable importance in resisting malady based spells, such as plague/poison. Also, dex plays an important roll in landing your seconds, third, and fourth attacks. Stats have some key bonuses in the behind the scenes code of many different abilities. I am far from expert enough to list them all, but an example is INT and the dispel magic spell. Or INT and resisting mental spells. A lot of this information is always hearsay, because the code has been changing in recent years. 

Link to comment
Share on other sites

  • 4 months later...

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...