Statistics

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This article will explain all the numbers and things that players are allowed to know about. For info on named flags, check the Flags Compendium

In this article, the term "character" means both PCs ("players") and NPCs ("mobiles").

Things on the Score Sheet

All of these are available to see in-game by typing the Score command.

Top Row

Name
A character's name is used by other characters to target it. Mobs and players work the same way, although mobs can have multiple separate names. Players will ideally have exactly one unique name, but occasionally a mob will share the name or part of it. When this happens, they can be disambiguated with a numerical prefix (EG 2.imp, 3.imp, etc).
Age
Player age has no bearing on anything in-game and can't even be checked for in an mprog. It is based directly on the total number of hours that a PC has been logged on (17 + [hours/20]).
  • Mobs don't have an age.

Second Row

Practices
Number of Practices a player has earned through levelling up. The number gained on a level-up depends on the character's effective primary stat when they level.
Primary Stat 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25+
Practices per Level 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 4 5
  • See 'Help Practice' in the MUD for more info.
Trains
Number of Trains a player has earned through levelling up. A player starts with one and gains one more every even level.
  • Training HP gives you 3 more maximum HP. Training Mana gives you 10 more maximum Mana. Training moves gives you 10 more max moves. Primary stats can be trained as well.
  • See 'Help Train' in the MUD for more info.
Items
If a player has too many items, they can't pick up any more, but money doesn't count against this. The number of items a player can carry is [Level] + (Dex x 2) + 22.
  • Immortals have a flat carry capacity of 1000 items.
Weight
If a player is overweight, they can't pick up any more items. Money counts against this number, but the 'mob reward' command ignores it (allowing players to go overweight in certain circumstances). The amount of weight a player can carry is (Str_App.carry x 6) + ([Level] x 20)
  • Str_App.carry ranges from 0 to 500, increasing slowly from 0 to 13 and then rapidly above that. See below for the full range.
  • Immortals have a flat carry weight of ten million.

Third Row

Race
A character's race determines their starting and maximum stats as well as giving them certain abilities. Mobs don't really care about stats.
Some racial affects are checked for solely on the basis of the character being that race (EG Reploids not eating, Lobsters' special attacks). The rest are applied once when the character is created (EG Espers' detecting magic, Moogles' haste). The distinction is mostly transparent to the player as they don't change race. Race can be checked for in mprogs.
A mob's race applies a set of part, form, and other flags to its template, which can be altered afterwards by the builder. When using a PC race for a mob, they'll have the same special abilities but most of them are irrelevant because mobs simply don't do a lot of things (EG Mobs don't eat or drink, their innate attack is predefined by their template, and things like Haste can be turned on or off in the template as well).
Sex
Character sex determines which set of pronouns are used to refer to the character. It can be checked for in mprogs and equipment can be flagged antimale, antifemale, or antineuter.
  • Sex affects the Charm spell.
Class
On creation, a player has a group of skills and spells added to their character. In stock ROM a character can have multiple groups, but in CoD there is generally only one per class. Wizards and Knights have extra groups, but the end result is the same. After character creation, Class also determines how much MP and HP a PC gains on level-up, and can be checked for in Mobprogs (EG to find out eligibility for a quest skill).
  • Class determines the amount of HP and MP a player gains when they level up.
  • Mobs don't have class.


Hit Points
When a character takes damage, their current hit points decrease. Certain spells can raise a character's HP, but not above their maximum level. When a character hits 0 HP or less, they are dead and turn into a corpse full of loot.
  • Hit points regenerate over time, but some affects cause it to decrease slowly instead (EG Poison).
  • Base HP regeneration is 1/40 your max HP per six seconds.
  • HP regen can be increased by sitting, resting, or sleeping on furniture or in certain rooms.
Magic Points AKA Mana
A player's mana is expended when spells are cast and regenerates over time. PCs without enough mana to cast a spell simply can't cast it. Mobs have mana too, but it can be manipulated only with Mobprogs, so the exact implementation is up to the builder.
  • When a player botches a spell, some mana is still used, but not as much as the spell would normally cost.
  • Mana regenerates over time on both PCs and NPCs, and can be drained or damaged with certain affects and spells.
  • Base mana regeneration is 1/40 your max Mana per six seconds.
  • Mana regen can be increased by sitting, resting, or sleeping on furniture or in certain rooms.
Movement Points

MV or Movement Points are consumed whenever you move between rooms. They recover at a rate of 20 every six seconds, plus your Dexterity if you're asleep. When you're completely out of MV, you won't be able to walk, fight, or much of anything else until it recovers. MV consumed from walking is usually 3-7 per step depending on the sector of both the current and destination rooms.

  • Being hasted makes you use a little less MV when travelling (one less per move). Being slowed makes you use a little more MV when travelling (one more per move).
  • Bumping into a non-exit or closed door wastes 2 MV.
  • Recalling halves the user's current MV.
  • Movement Points increase by two per level.
  • MV Regen can be increased by sitting on Vehicle items.
  • Many normal commands and some skills use MV as well, and won't function at all when you're out.

Primary Stats

All of these can be checked for in Mobprogs. Most effects derived from them are determined by a table and not a coherent formula.

  • Characters can train stats to their racial maximums, plus an additional 2 (3 if Human) points in their class's primary stat.
  • The absolute maximum value for any stat is double the character's racial maximum.
  • These tables only track to 25; stats can go higher than this but have less of an effect as they increase.
  • All mobiles have flat stats of 13 across the board, before equipment and affects.

Primary Stat

Score 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Practices at Level Up 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5
  • Practices gained caps at 5; there are no further increases for having your primary stat above 25.

Strength

Score 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Damroll -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 0 0 2 4 6 8 9 10 11 12 13 14 15 15
Carry 0 3 3 10 25 55 80 90 100 100 115 115 130 130 140 150 165 180 200 225 250 300 350 400 450 500
Wield 0 1 2 3 4 5 6 7 8 9 10 11 12 13 15 17 19 22 25 30 35 40 45 50 55 60
Score 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
Damroll 16 16 17 17 18 18 19 19 20 20 21 21 22 22 23 23 23 24 24 24 25 25 25 25 26
Carry 510 520 530 540 550 550 560 570 580 590 600 605 610 615 620 625 630 635 640 645 647 648 649 649 650
Wield 62 64 66 68 70 71 72 73 74 75 75 76 76 77 77 77 78 78 78 79 79 79 79 79 80
  • Wieldable weight is in whole pounds
  • Strength helps avoid the Disarm ability.
  • Strength improves the effectiveness of the Bash and Grapple abilities.

Wisdom

Score 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
MP Bonus Percent -13 -12 -10 -9 -8 -7 -6 -5 -4 -2 -1 0 0 1 2 4 5 6 7 8 9 11 12 13 14 15
Saves Modifier 7 6 6 5 5 4 4 3 3 2 2 1 1 0 -1 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6
Score 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
MP Bonus Percent 16 17 18 19 20 20 21 21 22 22 23 23 24 24 25 25 25 26 26 26 27 27 27 28 28
Saves Modifier -6 -6 -6 -6 -7 -7 -7 -7 -7 -7 -7 -7 -7 -7 -7 -8 -8 -8 -8 -8 -8 -8 -8 -8 -9
  • Wisdom helps reduce the chance of spell failure by 1 percent per 4 points of Wisdom.

Constitution

Score 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
HP Bonus Percent -26 -24 -21 -19 -17 -14 -12 -10 -7 -5 -2 0 0 2 5 7 10 12 14 17 19 22 24 26 29 31
Score 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
HP Bonus Percent 33 35 37 39 40 41 42 43 44 45 46 47 48 49 50 50 51 51 52 52 53 53 54 54 55
  • Each point of Constitution improves the success rate of the Pumpkin skill by one percent.
  • High Constitution will mitigate the negative effects of being drunk.

Intelligence

Score 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Learning 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 34 38 42 46 50 54 57 60 63 66
MP Bonus Percent -26 -24 -21 -19 -17 -14 -12 -10 -7 -5 -2 0 0 2 5 7 10 12 14 17 19 22 24 26 29 31
Score 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
Learning 69 72 74 76 78 80 81 82 83 84 85 87 88 89 90 90 91 91 92 92 93 93 94 94 95
MP Bonus Percent 33 35 37 39 40 41 42 43 44 45 46 47 48 49 50 50 51 51 52 52 53 53 54 54 55
  • When Practicing, the actual amount of skill gained is the Learning score divided by the difficulty rating of the skill being practiced. The Learning score also affects how fast a skill goes up with use.
  • Intelligence improves the effectiveness of the Hypnotize spell.

Dexterity

Score 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
AC Bonus 39 36 33 30 27 24 21 18 15 12 9 6 3 0 -3 -6 -9 -12 -15 -18 -21 -24 -27 -30 -33 -36
Hitroll -13 -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12
Xtra Attack Bonus -100 -100 -100 -100 -90 -80 -70 -60 -50 -40 -30 -20 -10 0 10 20 40 60 80 100 125 150 175 200 225 250
Score 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
AC Bonus -38 -40 -42 -44 -46 -48 -50 -51 -52 -53 -54 -55 -56 -57 -58 -59 -60 -61 -62 -63 -64 -65 -66 -67 -68
Hitroll 12 13 13 14 15 15 16 16 16 17 17 18 18 19 20 20 21 21 22 22 22 23 23 23 24
Xtra Attack Bonus 255 260 265 270 275 280 285 290 295 300 305 310 315 320 325 330 335 340 345 350 355 360 365 370 375
  • The Xtra Attack Bonus is subtracted from the weapon weight when determining the chance of 2x-cut and 3x-cut working. If unarmed, 2x-cut and 3x-cut have (skill-25)% and (skill-50)% chance of working, before other modifiers.
  • The AC bonus from Dexterity only applies when the character is standing up.
  • Dexterity helps avoid the Bash, Trip, Grapple, and Dirt Kick abilities. It also helps avoid damage from the Piledriver skill.
  • Dexterity improves the effectiveness of the Disarm, Kick, Trip, and Dirt Kick abilities.

Armor

The Armor display on the Score sheet displays the actual effect of armor and not just its score.

The calculation for armor varies with character level, such that higher-level characters need more and more armor points to improve their damage reduction the same amount. Poor armor scores relative to their level will cause a character to receive MORE damage from attacks.

The bonus or penalty from armor class is capped respectively at 50% and 200%.


Armor Class (AC) to Damage % Calculation

The AC to damage uses level in a few places, one of which is the step size required to improve or degrade damage from the base level. This ranges from 3 to 6.

AC adjusts by 5% for each step it goes in either direction, with lower AC being better until you hit the 50% floor and higher being worse until the ceiling of 200%.

Base damage(100%) AC= (100-3xLevel)

Assuming step of 6: (most extreme case)

  • Min damage (50%) AC <= 60-3x Level
  • Max damage (200%) AC >= 220-3x Level

Assuming step size of 3: (least extreme)

  • Min damage (50%) AC <= 70-3xLevel
  • Max damage (200%) AC >= 160-3xLevel
Examples (stepsize 6)
Level AC for 50% damage AC for 100% damage AC for 200% damage
10 30 AC (60-(thrice 10=30)) 70 AC (100-30) 190 AC (220-30)
50 -90 AC (60-(thrice 50=150)) -50 AC (100-150) 70 AC (220-150)
100 -240 AC (60-(thrice 100=300)) -200 AC (100-300) -80 AC (220-300)

Misc. Stats

Hunger, Thirst, and Fullness
The actual hunger, thirst, and fullness values are hidden from the player but range from 0 to 48.
If either hunger or thirst is at 0, then regeneration rates are halved (quartered if both).
Hunger and thirst count down by one each regeneration cycle for most races. Kirbies and Saiyans hunger twice as fast, and Matangui thirst twice as fast. Giganto have a 1/3 chance every tick to not become thirstier.
Fullness counts down by two per regeneration cycle.
Drunkenness
The actual drunkenness value is hidden from the player but ranges from 0 and 50. It increases when alcoholic beverages are consumed and decreases by one per tick.
A character's speech becomes slurred when they are drunk, the amount depending on how drunk they are.
Hitroll
Affects accuracy; each point of hitroll improves accuracy by about 2%.
The base chance to hit with a normal attack is 50 + (weapon skill%)/2 + (hitroll)x2, capped at 5% and 95%.
Damroll
Each normal attack has (weapon skill)% of your damroll added to its damage.
Magroll
Most damaging magic spells, and weapons with the Mystic flag, are affected by the caster's Magroll as a percentage.
Saves
The base chance to resist a spell is 50% + (victim's level - attacker's level)x2 - (victim's Saves)x2
Position
Resting Sitting etc
Alignment
Affects some abilities and equipment. It ranges from -1000 to 1000 although mobs can bust out of this range, causing wacky effects. Alignment change is computed in the XP gain step.
  • Good and evil can be detected with the detect_good and detect_evil flags.
  • Characters with negative alignment have a Dark Aura instead of a White Aura when affect by Nayru's Love.
  • The Protective Aura, Ray, Smite, Frenzy, and Heavens Strike spells have slightly different effects if the caster is good or evil.
    • Protective Aura and Crusader Saber do nothing for neutral casters.
Innate
  • See the main article at Innate
Innate Resistance Weakness Notes
0 None None None
1 Water Cold Energy
2 Moon Energy Earth Used to be called Electricity
3 Wood Wood Fire
4 None Holy Dark This innate is present in the code but you can't pick it anymore
5 Wind Wind Wood
6 Earth Earth Wind
7 Fire Fire Cold

Things Not on the Score Sheet

Size
Size has some strange effects in the MUD. Moogles, Matango, Nu, Kirbies, and Kokiri are all Small-size. The only Large-size race is the Giganto, but Saiyans become large temporarily while transformed into oozaru. There is a 'Tiny' size category but no player races are this size. There are also 'Huge' and 'Giant' sizes but no player races fall under these categories either.

Small characters have a bonus, and large characters have a penalty to:

  • (Nothing!)

Small characters are less vulnerable, and large characters are more vulnerable to:

  • Trip
  • Suplex
  • Magic Rocket

Large characters have a bonus, and small characters have a penalty to:

  • Grapple
  • Piledriver
  • Pry
  • Handspring

Large characters are less vulnerable, and small characters are more vulnerable to:

  • Bash
  • Grapple
  • Piledriver
  • Handspring
  • Pry
  • Inhale
  • Maneater
  • Corpses of large mobs give more chunks of meat when butchered.
  • The Abomination, Resurrect, and Skeleton Crew spells' results depend on the size of the corpses used.
  • Currently, the only way to learn a character or mob's size is the 'sizeup' skill (which works on yourself!).

Immortal Stats

Players won't see these but you might be curious anyway.

Security
Determines which areas a builder is allowed to edit. A builder cannot edit an area with a security level above their own unless that area is specifically assigned to them.
Incognito
Incognito level can be set so that the immortal can't be seen on the Who list by people below a certain level.
Holylight
Immortals can see everything; invis, hidden, in the dark, whatever. This is an on/off toggle.