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Old 01-07-2002, 08:56 AM   #1
Dyntheos
Elite Waterdeep Guard
 

Join Date: January 7, 2002
Location: Australia
Posts: 42
Are there any community resources that list hard data on what each stat point actually does when you place it in a skill?

The manual states that "Intelligence is used for close combat skills" yet I see nothing that can show me the difference that any points into inteligence will make on combat skills, no graphs or tables that I can stare at endlessly to wiegh up my choices.

Restarters Anonymous seems to have a membership of about every Joe that purchased this game, mainly Iam surmising, due to this lack of hard data, which I expected in the manual, instead of the VERY general description they give to stats and skills there. Things like "The Valkyrie can cheat death" whilst sounding very sexy means nothing as there is not even a popup ingame for this skill that you can read as to what the hell it does.

Alot of RPG'ers are just hardcore number crunchers aiming for that "perfect" setup, and the lack of any of these numbers that I had hoped to see tells me that my membership to RA will be a long lived one without them....
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Old 01-07-2002, 09:52 AM   #2
Merkin
Manshoon
 

Join Date: August 29, 2001
Location: Santa Rosa, CA
Posts: 186
This isn't quite what you're looking for, but check-out the info that Jandrall has collected on his website here:Jandrall's Wiz 8 site it's kind of a "best of the forums" site, with some really good breakdowns of different classes/races/strategies.

There IS a post someone made breaking down the numbers on the different attributes. I thought I had it bookmarked, but don't I've posted a request for help on vnboards, I'll see if anyone else marked this one.

Will let you know if I find it. This game definitely calls for a stats junkie with an editor and a spreadsheet to break it down.
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Old 01-07-2002, 11:34 AM   #3
Merkin
Manshoon
 

Join Date: August 29, 2001
Location: Santa Rosa, CA
Posts: 186
Here's the post I was looking for, from another board.
quote:
I wrote this up after getting tired of restarting the game to try different
character types. All testing was done with level one characters. I'm still
looking for information on how leveling up changes your attacks and swings,
and whether it differs between character classes. All the statistics are
on a per-point basis; that is, the .04 AC that each point of speed gives
you means that a character with 100 dexterity will have 100 * .04 = 4 more
points of AC than a character with 0 dexterity. For the character class
comparisions, I only added up the statistics the class actually uses, listed
in the suggested order for increasing at level up.

General note: the character statistics listed when you right-click on a skill
(Intelligence for Wizardry, as an example) appear to govern how often the skill
increases with use. If there's two statistics listed, the first seems to have
a much greater effect than the second. This is the only way statistics appear
to influence skills.
--------------------------------------------------------------------------------
Gaining Levels: Other than points for statistics and skills, you get extra
swings, extra attacks, spell points, and a little attack rating.
No idea how it all works, exactly.
--------------------------------------------------------------------------------
Strength 2.5 lbs carry weight, .7 stamina
Melee: .1 to Hit, .1 Attack Rating, 2%/1% damage above/below 50
Ranged: 1%/.5% damage above/below 50
Intelligence ? spell points
Piety .7 stamina, ? spell points
Vitality 1.25 lbs carry weight, .7 stamina, .125 HP/Level
Dexterity Ranged: .1 to Hit, .125 Attack Rating
Melee: .1 to Hit, .083 Attack Rating
Adds extra attacks as you level up, although slower than speed
Speed .04 AC, .2 Initiative
Adds extra attacks and swings as you level up
Senses .2 Initiative
Melee: .05 to Hit, .05 Attack Rating
Ranged: .05 to Hit, .05 Attack Rating
--------------------------------------------------------------------------------
Power Strike Melee: .05 to Hit, .05 Attack Rating
Iron Will .2 all magic resistances
Iron Skin .25 damage resistance
Reflection .06 AC
Snake Speed .1 Initiative
Eagle Eye Ranged: .0625 to Hit, .0625 Attack Rating
--------------------------------------------------------------------------------
Close Combat Melee: .05 Attack Rating, .01 # of attacks
Ranged Combat Ranged: .05 Attack Rating; maxing this gives you an extra swing
Dual Weapons .005 of weapon skill Attack Rating bonus for primary weapon
.0025 of weapon skill Attack Rating bonus for secondary weapon
note: percentage-wise enables all the extra attacks, swings,
and attack rating you'd receive from weapon skills
note: 0 skill gives 1/2 weapon skill bonuses for primary
1/4 weapon skill bonuses for secondary
note: strength damage bonus for second weapon starts off 1/4
--------------------------------------------------------------------------------
Sword .1 Attack Rating, .01 # of swings
Axe .1 Attack Rating, .01 # of swings
Polearm .1 Attack Rating, .01 # of swings
Mace .1 Attack Rating, .01 # of swings
Dagger .1 Attack Rating, .01 # of swings
Staff .1 Attack Rating, .01 # of swings
Shield .01 * shield AC, capped at 4 AC
Modern Weapon .1 Attack Rating, no extra swings, no strength damage bonus
Bow .1 Attack Rating; maxing this gives you an extra attack
Throwing/Sling .1 Attack Rating
Martial Arts .1 Attack Rating, .085 damage
Stealth .1 AC

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Old 01-07-2002, 11:46 AM   #4
Merkin
Manshoon
 

Join Date: August 29, 2001
Location: Santa Rosa, CA
Posts: 186
And here's some magic stats, straight from one of the game designers.

quote:
I don't think this is exactly a spoiler, but if you'd rather not know, then stop reading, NOW! I'm not out to give away all the secrets, just trying to ease the confusion about this.

To become eligible to learn new higher level spells for your class, you have to meet 2 requirements: 1) minimum level in *THAT* class (not overall), and 2) minimum skill, for *THAT* spell's spellbook & realm.

1) Minimum Level requirement:

Pure Caster Classes: Mage, Priest, Psionic, Alchemist, Bishop
Hybrid Caster Classes: Monk, Ninja, Ranger, Samurai, Lord, Valkyrie

Spell Level .... Min. Class Level
................. PURE .. HYBRID
1 ................ 1 ....... 5
2 ................ 3 ....... 7
3 ................ 5 ....... 9
4 ................ 8 ...... 12
5 ............... 11 ...... 15
6 ............... 14 ...... 18
7 ............... 18 ...... 22


2) Minimum Skill Requirement

To calculate your effective skill level for a given spell:
* Take your highest spellbook skill (Wizardry, Divinity, Psionics, Alchemy) that the spell in question appears in. Important for bishops or class-changed characters, since many spells appear in multiple books.
* Add 10% of your *natural* skill in that spell's realm. This doesn't include temporary skill bonuses such as those from iems.

Spell Level ..... Min. Effective Skill Level
1 .................. 0
2 .................. 15
3 .................. 30
4 .................. 45
5 .................. 60
6 .................. 75
7 .................. 90

It's not as complicated as it sounds. Example: A mage, a pure caster, must be level 5 AND have an effective skill of 30 to learn Fireball, a third level Fire realm Mage spell. If he has 30+ skill in Wizardry, he's all set. He could also qualify if he has, say 28 in Wizardry and 20+ in Fire skill (10% rule).

Hope this helps...

-----signature-----

Alex Meduna
Wizardry 8 Lead Gameplay Programmer/Designer

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Old 01-07-2002, 12:08 PM   #5
Osu Uma
Elite Waterdeep Guard
 

Join Date: January 6, 2002
Location: above and beyond
Posts: 24
Wow!
Response from someone who was involved in developing the game.
Who could beat that?
Even tho I wasn't exactly looking for this kind of info when I came here today this will be of much help. Thanx man!
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