Help System
CHARACTER ATTRIBUTES
NAME
attributes - describe various character attributes
DESCRIPTION
The values describing your character's strength, sanity,
stamina, knowledge, wisdom, agility, personality, courage,
luck, and vitality are commonly known as STATISTICS (stats)
or ATTRIBUTES. Each attribute will affect your character in
a different way.
Depending on the race you chose for your character, some
attributes may have the ability to be trained higher or
lower than others.
Each class has a "prime" attribute, one that the class needs
most of all in order to learn the skills of that class. You
can find a list of each classes' prime attributes by viewing
the helpfile for each individual class. Gaining points in your
prime attribute can also increase the number of skills that
you can automatically increase as you progress through levels
of experience.
STRENGTH
This is a measure of the brute force one can bring to bear
in any given endeavor. It affects how much you can carry,
and will allow stronger characters to wield heavier
armor and weaponry.
KNOWLEDGE
This is a measure of the intelligence of your character.
The higher the knowledge of a character, the less effort
he or she will need to expend in spell casting, and learning
new skills.
WISDOM
This is a measure of the "common sense" of a character. It
allows for self-improvement, and in some cases, helps a
character resist certain works of deceit. Having greater wisdom
also increases the amount of practice sessions you gain as you
progress through levels of experience.
AGILITY
This is a measure of the speed and precision of a character.
It affects many things, but its affects are most obvious
in a combat role, as agile characters are more likely to hit
a target, and conversely, cause an opponent to miss them.
PERSONALITY
This is a measure of a character's charm. It is not just a
measure of how likable a character is, but helps to measure
his or her ability to lead, negotiate, or otherwise interact
with other characters.
VITALITY
This is a measure of a character's general health and well-
being. More robust characters are able to take more hits
in combat, travel farther distances, and tend to need less
sleep than is normal. Vitality helps in the regeneration
of hit points and stamina as well as increases the amount of
hit points and stamina you gain as you progress through
levels of experience.
LUCK
This is a measure of how lucky a character is. This attribute
is used quite often with just about everything.
COURAGE
This is a measure of a character's ability to conquer his
or her fear. Some monsters generate a magical fear which
instills a completely irrational terror in players and mobiles
surrounding it. Courage can, for instance, help a character
override this fear and act normally for a period of time.
SANITY
This is a measure of a character's ability to resist insanity,
and his or her ability to control magical forces. Characters
with a high sanity characteristically recover from their
spellcasting efforts in less time, and can sometimes force a
spell to finish regardless of the absence of material
components through sheer will power.
SEE ALSO
Score, Train, Practice, Object Attributes
attributes - describe various character attributes
DESCRIPTION
The values describing your character's strength, sanity,
stamina, knowledge, wisdom, agility, personality, courage,
luck, and vitality are commonly known as STATISTICS (stats)
or ATTRIBUTES. Each attribute will affect your character in
a different way.
Depending on the race you chose for your character, some
attributes may have the ability to be trained higher or
lower than others.
Each class has a "prime" attribute, one that the class needs
most of all in order to learn the skills of that class. You
can find a list of each classes' prime attributes by viewing
the helpfile for each individual class. Gaining points in your
prime attribute can also increase the number of skills that
you can automatically increase as you progress through levels
of experience.
STRENGTH
This is a measure of the brute force one can bring to bear
in any given endeavor. It affects how much you can carry,
and will allow stronger characters to wield heavier
armor and weaponry.
KNOWLEDGE
This is a measure of the intelligence of your character.
The higher the knowledge of a character, the less effort
he or she will need to expend in spell casting, and learning
new skills.
WISDOM
This is a measure of the "common sense" of a character. It
allows for self-improvement, and in some cases, helps a
character resist certain works of deceit. Having greater wisdom
also increases the amount of practice sessions you gain as you
progress through levels of experience.
AGILITY
This is a measure of the speed and precision of a character.
It affects many things, but its affects are most obvious
in a combat role, as agile characters are more likely to hit
a target, and conversely, cause an opponent to miss them.
PERSONALITY
This is a measure of a character's charm. It is not just a
measure of how likable a character is, but helps to measure
his or her ability to lead, negotiate, or otherwise interact
with other characters.
VITALITY
This is a measure of a character's general health and well-
being. More robust characters are able to take more hits
in combat, travel farther distances, and tend to need less
sleep than is normal. Vitality helps in the regeneration
of hit points and stamina as well as increases the amount of
hit points and stamina you gain as you progress through
levels of experience.
LUCK
This is a measure of how lucky a character is. This attribute
is used quite often with just about everything.
COURAGE
This is a measure of a character's ability to conquer his
or her fear. Some monsters generate a magical fear which
instills a completely irrational terror in players and mobiles
surrounding it. Courage can, for instance, help a character
override this fear and act normally for a period of time.
SANITY
This is a measure of a character's ability to resist insanity,
and his or her ability to control magical forces. Characters
with a high sanity characteristically recover from their
spellcasting efforts in less time, and can sometimes force a
spell to finish regardless of the absence of material
components through sheer will power.
SEE ALSO
Score, Train, Practice, Object Attributes
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