Character Statistics - Explanations:
The idea is that your character is born with six (6) characteristics at certain measurable levels.
When you initially create your character, these "stats" are "randomly" rolled by the computer (range 3 to 18). You specify the stat priority (which stats should get the highest "rolled" values), so you have some input into these values. Also, you can kill/trash or just ignore the character, if you decide that its stats are simply unacceptable. (Of course, that would be unbelievable "role-playing", since a humanoid doesn't choose to die or wither away just because it might've been stronger.)
Your character's race may affect its stats.
We will refer to these initial, rolled, permanent values as your "base stats". They can only be changed (as far as is known to this writer at present) by an act of Gods (aka "Immortals").
In theory, Immortals can set some character stats above the maximum of 18 (perhaps to as high as 25).
As explained on pages about Rent Wearable, for the purpose of determining your max "Rent Wearable", each point of modified Wisdom, Intelligence and Charisma counts as one-third of a potential equivalent extra Level.
My favorite stat to increase is Strength, so that my character can carry about many, many useful items in its "portable hole" (aka 'backpack'), and still have capacity to get items from killed mobiles, for later selling for gold.
| Modified Strength | Max Wt Carryable | Hitroll modifier | Damroll modifier | Max Wield Wt |
|---|---|---|---|---|
| 1 | ? | -5 | -4 | 1 |
| 2 | ? | -3 | -2 | 2 |
| 3 | ? | -3 | -1 | 3 |
| 4 | ? | -2 | -1 | 4 |
| 5 | ? | -2 | -1 | 5 |
| 6 | ? | -1 | 0 | 6 |
| 7 | ? | -1 | 0 | 7 |
| 8 | ? | 0 | 0 | 8 |
| 9 | ? | 0 | 0 | 9 |
| 10 | ? | 0 | 0 | 10 |
| All values above this point were taken from the 1998 "Silly" code, and have not been verified in-game. | ||||
| 11 | 90 | 0 | 0 | 11 |
| 12 | 110 | 0 | 0 | 12 |
| 13 | 130 | 0 | 0 | 13 |
| 14 | 140 | 0 | 0 | 14 |
| 15 | 150 | 0 | 0 | 15 |
| 16 | 170 | 0 | 0 | 16 |
| 17 | 190 | 0 | 0 | 18 |
| 18/00 | 210 | 1 | 2 | 20 |
| 18/10 | 213 | 1 | 3 | 22 |
| 18/20 | 216 | 1 | 3 | 22 |
| 18/30 | 219 | 1 | 3 | 22 |
| 18/40 | 222 | 1 | 3 | 22 |
| 18/50 | 225 | 1 | 3 | 22 |
| 18/60 | 225 | 2 | 3 | 24 |
| 18/70 | 237 | 2 | 3 | 24 |
| 18/80 | 248 | 2 | 4 | 26 |
| 18/90 | 265 | 2 | 4 | 28 |
| 18/100 | 355 | 3 | 6 | 30 |
| Modified Intelligence | learn |
|---|---|
| 0 | 0 |
| 1 | 1 |
| 2 | 2 |
| 3 | 3 |
| 4 | 4 |
| 5 | 5 |
| 6 | 6 |
| 7 | 8 |
| 8 | 10 |
| 9 | 12 |
| 10 | 14 |
| 11 | 16 |
| 12 | 18 |
| 13 | 20 |
| 14 | 22 |
| 15 | 25 |
| 16 | 28 |
| 17 | 32 |
| 18 | 35 |
| 19 | 40 |
| 20 | 45 |
| 21 | 50 |
| 22 | 60 |
| 23 | 70 |
| 24 | 80 |
| 25 | 99 |
For every 3 full points of modified INT (above zero), your max mana rises by 3 points.
For every Practice used on a skill at a GuildMaster, "learn" determines the number of points (towards a max of 95 or 95%) gained in the skill (using base INT, not modified INT, unfortunately).
For every practice used on a skill at the Loremaster, or Ninja RIDE (anyone), HUNT (anyone), DISARM (W only), DOORBASH (W only), RETREAT (T only), SWITCH_OPP (W only), SPY (T only), DISGUISE (T only), CLIMB (T only), or Sailor (SWIM), or Hunter or Monk Master, "learn" determines the number of points gained in the skill (using modified INT, fortunately).
The COMMAND spell always works on victims with a maximum level of less than 6 and a modified INT less than 13.
| Modified Wisdom | bonus |
|---|---|
| 0-2 | 0 |
| 3-7 | 1 |
| 8-14 | 2 |
| 15 | 3 |
| 16 | 3 |
| 17 | 4 |
| 18-20 | 5 |
| 20-24 | 6 |
| 25 | 8 |
When you GAIN, "bonus" (based on base Wisdom) determines how many extra Practices you get.
Based on in-game experience, your max mana seems to be dramatically affected by your modified WIS.
When you are regaining lost manapoints, "bonus" (based on modified Wisdom) determines the base rate at which you regain them.
The "spellfail" number that you're working against to successfully cast a spell (which is determined by many factors, including how drunk you are and the difficulty of the spell, and whether you have 4 or fewer attackers, and any SPELLFAIL modifiers) is reduced or increased by 6 points for every point by which the bonus differs from 3. Thus, modified Wisdom below 15 means more failures, and modified Wisdom above 16 means fewer failures.
| Modified Dexterity | Reaction | miss_att | defensive |
|---|---|---|---|
| 0 | -7 | -7 | 60 |
| 1 | -6 | -6 | 50 |
| 2 | -4 | -4 | 50 |
| 3 | -3 | -3 | 40 |
| 4 | -2 | -2 | 30 |
| 5 | -1 | -1 | 20 |
| 6 | 0 | 0 | 10 |
| 7-14 | 0 | 0 | 0 |
| 15 | 0 | 0 | -10 |
| 16 | 1 | 1 | -20 |
| 17 | 2 | 2 | -30 |
| 18 | 2 | 2 | -40 |
Thief-only skills are slightly affected by modified DEX. (For DEX 13-16, the effect is zero (0). Any DEX below or above that range reduces or increases the skills.)
Chance of triggering a trap is reduced by 5% for every point of "reaction", using modified DEX.
Chance of successfully BASH/DISARMing a victim is increased by 10% for every postitive point of "reaction", using attacker's modified DEX.
Chance of successfully BASH/DISARMing a victim is reduced by 10% for every postitive point of "reaction", using victim's modified DEX.
When a character does DOORBASH successfully, computer rolls a number from 1 to 20; if that number is greater than the character's modified DEX, the character flies through the bashed door into the next room; thus, a higher DEX is better.
if a character attempts to QUAFF a potion while fighting, then, the
computer rolls a number from 1 to 20;
if the character has HELD the potion, then,
if that number is greater than the character's base DEX, the character drops & breaks the potion (instead of drinking it).
if the character has has NOT HELD the potion, then,
if that number is greater than the character's base DEX minus 4, the character drops & breaks the potion (instead of drinking it).
According to Belgarath, DEX affects a character's HAC0 value (chance to hit in combat).
This may mean that either the
Reaction or
miss_att
value
is used in the "roll to hit" formula (apparently altered since 1998).