> Ability Description Document Name: ability.doc Version: 3.40 Author: Michael Seifert (seifert@diku.dk) Questions to: seifert@diku.dk Document intended for: World Creators Short Description: This document describes how the various abilities affect skills and game play for both players and monsters. 1. [STR] Strength Strength determines: · How hard a character can hit with a weapon (or hand). The strength is basically added to the weapon attack skill and looked up on a table. · How much weight a character can carry. 2. [DEX] Dexterity Dexterity determines: · A reduction in the damage when attacked (subtracted from strength / skill of opponent). · A factor in deciding if a PC successfully uses a shield. 100% factor for NPC's. · A PC factor in sneaking, hiding and stealing etc.- 100% for NPC’s. 3. [CON] Constitution Constitution determines: · How fast hit points are gained. · How fast Endurance points are gained. 4. [CHA] Charisma Charisma determines: · How fast Mana points are regained. Gain rate is relative to the MAG or DIV power of the character. · Reduction/Increase on prices in standard shops. · Who is hit by aggressive monsters, not yet decided if this will be people with high or low charisma. It ought to be high, but that would be disadvantageous. 5. [BRA] Brain Brain is a combination of Intelligence, Wisdom, Awareness and Perception. Brain Determines: · A defense factor when spells are cast against you. (Exactly like dexterity for warriors). · A 50% factor for PC's in discovering theft. 100% for NPC's. · A 50% factor for PC's in discovering sneaking. 100% for NPC's. · A 50% factor for PC's in discovering hidden. 100% for NPC's. 6. [MAG] Magical Essence The Energy from which Magic Users draw their power. Magical Essence determines: · A 50% factor in power for all magic user spells. · A 50% factor in success/reduction for all saving throws versus all spells. · A "level" limitation for which spells can be learned by PC's. 7. [DIV] Divine Contact The contact which is established between the priest and his God. · A 50% factor in power for all cleric spells. · A 50% factor in success/reduction for all saving throws versus all spells. · A "level" limitation for which spells can be learned by PC's. 8. [HPP] Hit points points (yes points points) Hit-point-points are used to buy more hit points. For each HPP bought the characters hit points (HP) is increased by a certain number (which varies according to size of HPP).