Smacky's Guide To The Character, Section 3: Stats & health indicators

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Primary stats

[Primary stats]

Primary stats are a way of measuring your basic physical and mental characteristics. There are seven independent primary stats, each of which affects one or more of your secondary stats and/or the maximum values of your health indicators.

Each primary stat is represented by a numerical value, higher being better. Most have a range (usually between 11 and 15) which represents the average individual and has little to no effect on your abilities. A higher value will result in a bonus and a lower value will, of course, result in a penalty.

Primary stats may deplete if you are killed; such depletion may be magically removed. Primary stats may also be temporarily raised by magic.

The primary stats are:

Strength (Str)

Affects carry limit and melee damage.

Dexterity (Dex)

Affects weapon class and speed.

Constitution (Con)

Affects maximum hit points.

Intelligence (Int)

Not currently implemented.

Wisdom (Wis)

Affects maximum grace.

Power (Pow)

Affects maximum mana.

Charisma (Cha)

Affects the prices you can buy/sell items for in the shop.

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Secondary stats

[Secondary stats]

Here we are only interested in the textual information for now; please ignore the pretty pictures.

The secondary stats are:

Armour class (AC)

This reflects your chances of avoiding being hit. Although the merits of the armour class system are debatable it is at least very straightforward: the higher the value, the harder you are to hit.

Armour class is affected by the quality and quantity of armour you are wearing, appropriate skill levels, and magic currently in effect.

Weapon class (WC)

This is the equivalent of armour class but from the point-of-view of your chance of hitting enemies in melee: the higher the value, the more chance you have of landing a blow.

Weapon class is affected by the melee weapon you wield, your dexterity, appropriate skill levels, and magic currently in effect.

Damage (DMG)

This represents the maximum damage you can mete out in melee: obviously the higher the value, the better.

Damage is affected by the melee weapon you wield, your strength, appropriate skill levels, and magic currently in effect.

Weapon Speed (WS)

This is simply the speed of your currently wielded melee weapon (how often you can attack with it): a faster weapon may seem preferable but there is often a trade-off between weapon speed and bonuses to weapon class and damage.

Weapon speed is wholly dependent on the particular weapon.

Speed

Speed indicates your movement speed: the higher it is, the faster you can run.

Speed is affected by the weight of loot you are carrying in relation to the maximum weight you can carry, the type of armour you are wearing, your dexterity, and magic currently in effect.

Carry limit

Although technically not a secondary stat at all, it makes sense to detail this here. Carry limit indicates the maximum weight you can carry. That is, everything in your inventory from the coins in your purse to the hat on your head and boots on your feet.

Carry limit is directly determined by your strength.

[NOTE] As you collect more and more items you in your inventory, and so the closer you get to your carry limit, the more your speed will be affected. Your effective speed tends to decrease as you carry 65% or more of your carry limit.

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Health indicators

[Health indicators]

Health indicators represent your current health status. They all decrease according to circumstances -- most obviously, during combat any and all are likely to decrease: hit points each time an enemy scores a hit; mana when you cast a spell; and grace when you recite a prayer.

When mana or grace reach zero you won't be able to cast or recite any more.

However, when hit points reach zero the situation is far more dire as your character will die (while this is a temporary inconvenience in Daimonin it is still best avoided).

Fortunately, these health indicators can all be regenerated.

[Regeneration]

Hit points and mana regenerate naturally over time; but grace requires a bit of extra effort, in the form of praying.

There are ways to maximise your regeneration speeds: for example, hit points regenerate faster in hold attack mode than they do in attack mode; mana regeneration is hindered by wearing most types of armour; and grace can be regenerated quickly at an altar to your god. Magic can also increase regeneration speeds.

There is a fourth health indicator, food, which indicates your level of satiation. The fuller the indicator is, the fuller you are. Food does not regenerate. Instead, it continuously slowly decreases and needs to be replenished (by eating).

The health indicators are:

Hit points (HP)

Hit points indicate your current physical health: the more hit points you have, the more punishment you can take. If hit points reach zero, you die.

Maximum hit points are determined by your main level, your constitution, magic currently in effect, and an element of chance.

Hit points decrease as you take physical damage: for example, in combat or through acute blood poisoning.

When your hit points drop below a certain level (20% of maximum by default) a warning symbol appears above your head ([Low hit point warning]).

Mana

Mana is needed to cast spells: the more mana you have, the more spells you can cast and the more powerful they are.

Maximum mana is determined by your skill level in wizardry spells, your power, magic currently in effect, and an element of chance.

Mana decreases each time you cast a spell.

Grace

Grace is needed to recite prayers: the more grace you have, the more prayers you can recite and the more powerful they are.

Maximum grace is determined by your skill level in divine prayers, your wisdom, magic currently in effect, and an element of chance.

Grace decreases each time you recite a prayer.

Food

Food indicates your level of hunger: the hungrier you are, the 'emptier' the indicator.

Food decreases over time. You will not be surprised to read that satiation is to be found by eating and drinking.

When food drops to below a certain level and you are in danger of starving a warning symbol appears above your head ([Low food warning]).

If food runs out and you have something edible in your inventory you will eat it automatically, even if it's not identified.

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This document was automatically generated from DaiML source
Last modified: 2006-05-23T13:10:24.149+01:00