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Old 12-04-2001, 03:14 AM   #1
Merkin
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Join Date: August 29, 2001
Location: Santa Rosa, CA
Posts: 186
Primary attributes are pretty much a no-brainer, but what about some of the secondary attributes? How much does a priest need INT, for example, and why? Same question for Mage and PIE. and can anyone explain exactly how SPD is applied?
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Old 12-04-2001, 07:49 AM   #2
Morgalas Everhate
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Join Date: November 21, 2001
Location: Canada
Posts: 74
I believe if you right click the stats you get a description of what it actually does. Piety can affect Mages since it says it influences the number of spell points caster get. It is also tied to divine spell casters (priest,bishop,valks,lord)for higher level castings. Speed is handy for all characters since one aspect it influences is initiative. With a high speed you can whip up some good spells before enemy gets their turn.

Hope this helps.

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Old 12-04-2001, 10:07 AM   #3
John Doe
Elite Waterdeep Guard
 

Join Date: November 26, 2001
Location: Hamburg, Germany
Posts: 35
quote:
Originally posted by Morgalas Everhate:
I believe if you right click the stats you get a description of what it actually does.


As for me that's simply not specific enough. Most Skills are affected by more than one Attribute and many actions (say combat) are affected by more than one skill.
Take this example, fighting with two daggers: You need daggers, dual weapons and close combat. If you look into the attributes for these skills, I'm pretty sure that you end up with at least four different attributes. Which leaves you with question which attributes and skills are the most important to fight effectively with two daggers.
Well, in this case do I know the answer, as daggers is the dominating skill, then comes dual weapons, then close combat (I didn't find that out myself, somebody else did and posted it to another forum). So I'd punp up the attributes which determine daggers. But it's not allways that easy.

What I'm trying to say is that most actions are determined by more than one attribute, but are dominated by only one or two. It's very important to find out which the three or four attributes are, a class benifits the most from (also in regard of the expert skills).

I for example would LOVE to know, how much senses really affects combat and especially criticals. You know, what's more important, dexterity or senses?
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Old 12-04-2001, 12:00 PM   #4
Virgil
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Join Date: May 8, 2001
Location: Manchester, CT, USA
Posts: 80
This was posted over on the Official Wizardry 8 boards by KarlMarx9001. Lots of good information here...

================================================== ===================

Due to the Excite switchover, my webserver is no longer accessible to the public. For the general welfare, I'm posting this here.

----------------------------------------------------------------------Changes:
Senses affects initiative: Eugene Hung, eyhung@ucsee.eecs.berkeley.edu
Speed adds extra attacks and swings: Zzled, Ign.com Wizardry 8 board
----------------------------------------------------------------------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 speed will have 100 * .04 = 4 more
points of AC than a character with 0 speed. 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
----------------------------------------------------------------------General note: you need just enough vitality to keep from getting killed, unless you're planning on putting points into Iron Skin. In that case, you should build max out vitality as quickly as possible.
----------------------------------------------------------------------Fighter
Dual-wielding appears to increase your damage between 25% and 50%, so I'd recommend it over the small boost in AC a shield will give.
Suggested order for maxing statistics at level up:
Strength, speed, dexterity, senses, vitality
Dracon 295, +10 magic resist, breathes acid
Dwarf 280, +12 magic resist, +7 damage resist
Elf 265, +30 magic resist
Faerie 270, +60 magic resist, +2 ac, 2/3rds carrying capacity
Felpurr 295, +15 magic resist
Human 285
Gnome 275, +20 magic resist
Hobbit 300, +10 magic resist
Lizardman 310, +15 magic resist
Mook 285, +40 magic resist
Rawulf 275, +30 magic resist
----------------------------------------------------------------------Lord
The fighter is better as a duel-wielder (the extra 25 points in dual wield doesn't do squat), so only use this class if you want the magic. The health regeneration isn't fast enough to notice in combat, which is the only time it would matter.
Suggested order for increasing statistics at level up:
Strength, speed, dexterity, senses, piety, vitality
Dracon 325, +10 magic resist, breathes acid
Dwarf 305, +12 magic resist, +7 damage resist
Elf 315, +30 magic resist
Faerie 290, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Felpurr 325, +15 magic resist
Gnome 315, +20 magic resist
Hobbit 330, +10 magic resist
Human 330
Lizardman 335, +15 magic resist, slower mana regeneration
Mook 300, +40 magic resist
Rawulf 335, +30 magic resist
----------------------------------------------------------------------Valkyrie
Like the lord, only use if you want the magic. She's almost as good as a non-lizard fighter at polearms, though.
Suggested order for increasing statistics at level up:
Strength, speed, dexterity, senses, piety, vitality
Dracon 325, +10 magic resist, breathes acid
Dwarf 330, +12 magic resist, +7 damage resist
Elf 315, +30 magic resist
Faerie 295, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Felpurr 325, +15 magic resist
Gnome 315, +20 magic resist
Hobbit 330, +10 magic resist
Human 330
Lizardman 335, +15 magic resist, slower mana regeneration
Mook 305, +40 magic resist
Rawulf 335, +30 magic resist
----------------------------------------------------------------------Ranger
Only useful as a bow specialist, or possibly for the auto-scouting, depending on your play style. Items appear to be in obvious locations so far.
Suggested order for increasing statistics at level up:
Senses, speed, dexterity, strength, piety, vitality
Dracon 310, +10 magic resist, breathes acid
Dwarf 310, +12 magic resist, +7 damage resist
Elf 315, +30 magic resist
Faerie 305, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Felpurr 315, +15 magic resist
Gnome 315, +20 magic resist
Hobbit 320, +10 magic resist
Human 325
Lizardman 307, +15 magic resist, slower mana regeneration
Mook 310, +40 magic resist
Rawulf 315, +30 magic resist
----------------------------------------------------------------------Samurai
Fighters with critical strike, a bonus to swords, and mage spells. Dual wield looks good, as the increased number of attacks should give more criticals.
Suggested order for increasing statistics at level up:
Strength, speed, dexterity, senses, piety, intelligence, vitality
Dracon 360, +10 magic resist, breathes acid
Dwarf 355, +12 magic resist, +7 damage resist
Elf 365, +30 magic resist
Faerie 360, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Felpurr 365, +15 magic resist
Gnome 365, +20 magic resist
Hobbit 370, +10 magic resist
Human 375
Lizardman 360, +15 magic resist, slower mana regeneration
Mook 360, +40 magic resist
Rawulf 360, +30 magic resist
----------------------------------------------------------------------Gadgeteer
Stick with your gun. Anyone know the maximum engineering you need for gadgets?
Suggested order for increasing statistics at level up:
Senses, speed, dexterity, vitality, strength
Dracon 275, +10 magic resist, breathes acid
Dwarf 249, +12 magic resist, +7 damage resist
Elf 260, +30 magic resist
Faerie 270, +60 magic resist, +2 ac, 2/3rds carrying capacity
Felpurr 280, +15 magic resist
Gnome 270, +20 magic resist
Hobbit 285, +10 magic resist
Human 275
Lizardman 270, +15 magic resist
Mook 280, +40 magic resist
Rawulf 255, +30 magic resist
----------------------------------------------------------------------Ninja
Best used as a thrown weapons specialist for the thrown criticals and
penetration bonuses. If you want martial arts, go with a monk.
Faeries apparently can use all ninja armor and weapons; can anyone confirm?
Suggested order for increasing statistics at level up:
Senses, speed, dexterity, strength, piety, vitality
Dracon 310, +10 magic resist, breathes acid
Dwarf 299, +12 magic resist, +7 damage resist
Elf 315, +30 magic resist
Faerie 305, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Felpurr 315, +15 magic resist
Gnome 315, +20 magic resist
Hobbit 320, +10 magic resist
Human 325
Lizardman 307, +15 magic resist, slower mana regeneration
Mook 310, +40 magic resist
Rawulf 315, +30 magic resist
----------------------------------------------------------------------Monk
The martial arts specialist; regular weapons with this one is a waste. Max your stealth, critical strike, martial arts, and close combat. Stealth is absolutely necessary to stay alive; you need that AC.
Faeries apparently can use all monk armor; can anyone confirm?
Suggested order for increasing statistics at level up:
Strength, speed, dexterity, senses, piety, vitality
Dracon 298, +10 magic resist, breathes acid
Dwarf 299, +12 magic resist, +7 damage resist
Elf 265, +30 magic resist
Faerie 305, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Felpurr 315, +15 magic resist
Gnome 315, +20 magic resist
Hobbit 320, +10 magic resist
Human 325
Lizardman 287, +15 magic resist, slower mana regeneration
Mook 310, +40 magic resist
Rawulf 315, +30 magic resist
----------------------------------------------------------------------Rogue
Dual-wielding two daggers looks like the way to go. Then again, if you can backstab with other weapons (can you?), using swords would be a lot better.
Suggested order for maxing statistics at level up:
Strength, speed, dexterity, senses, vitality
Dracon 295, +10 magic resist, breathes acid
Dwarf 280, +12 magic resist, +7 damage resist
Elf 265, +30 magic resist
Faerie 270, +60 magic resist, +2 ac, 2/3rds carrying capacity
Felpurr 295, +15 magic resist
Gnome 275, +20 magic resist
Hobbit 300, +10 magic resist
Human 285
Lizardman 310, +15 magic resist
(Yes, this isn't a misprint. Intelligence isn't used for
anything but the secondary statistic for lockpicking.)
Mook 285, +40 magic resist
Rawulf 280, +30 magic resist
----------------------------------------------------------------------Bard
A versatile class, as you can go ranged, dual wield, or sword and shield with equal effectiveness.
Suggested order for maxing statistics at level up:
Strength, speed, dexterity, senses, vitality, int
Dracon 330, +10 magic resist, breathes acid
Dwarf 310, +12 magic resist, +7 damage resist
Elf 315, +30 magic resist
Faerie 325, +60 magic resist, +2 ac, 2/3rds carrying capacity
Felpurr 335, +15 magic resist
Gnome 325, +20 magic resist
Hobbit 340, +10 magic resist
Human 330
Lizardman 330, +15 magic resist
Mook 335, +40 magic resist
Rawulf 310, +30 magic resist
----------------------------------------------------------------------Priest
Depending on whether you want to emphasis fighting or power-casting, add points to vitality or intelligence.
Suggested order for increasing statistics at level up:
Piety, intelligence, speed, dexterity, senses, strength, vitality
Dracon 360, +10 magic resist, breathes acid
Dwarf 360, +12 magic resist, +7 damage resist
Elf 365, +30 magic resist
Faerie 360, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Felpurr 365, +15 magic resist
Gnome 365, +20 magic resist
Hobbit 370, +10 magic resist
Human 375
Lizardman 360, +15 magic resist, slower mana regeneration
Mook 360, +40 magic resist
Rawulf 365, +30 magic resist
----------------------------------------------------------------------Alchemist
Stock up on those sling bullets.
Suggested order for increasing statistics at level up:
Intelligence, piety, speed, dexterity, senses, vitality
Dracon 305, +10 magic resist, breathes acid
Dwarf 305, +12 magic resist, +7 damage resist
Elf 330, +30 magic resist
Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Felpurr 325, +15 magic resist
Gnome 330, +20 magic resist
Hobbit 330, +10 magic resist
Human 330
Lizardman 300, +15 magic resist, slower mana regeneration
Mook 310, +40 magic resist
Rawulf 325, +30 magic resist
----------------------------------------------------------------------Bishop
I'd almost not bother with weapons at all for this one.
Suggested order for increasing statistics at level up:
Piety, intelligence, speed, dexterity, senses, vitality
Dracon 290, +10 magic resist, breathes acid
Dwarf 295, +12 magic resist, +7 damage resist
Elf 330, +30 magic resist
Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Felpurr 325, +15 magic resist
Gnome 330, +20 magic resist
Hobbit 330, +10 magic resist
Human 330
Lizardman 260, +15 magic resist, slower mana regeneration
Mook 310, +40 magic resist
Rawulf 325, +30 magic resist
----------------------------------------------------------------------Psionic
Slings once more.
Suggested order for increasing statistics at level up:
Senses, piety, speed, intelligence, dexterity, vitality
Dracon 305, +10 magic resist, breathes acid
Dwarf 305, +12 magic resist, +7 damage resist
Elf 330, +30 magic resist
Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Felpurr 325, +15 magic resist
Gnome 330, +20 magic resist
Hobbit 330, +10 magic resist
Human 330
Lizardman 300, +15 magic resist, slower mana regeneration
Mook 310, +40 magic resist
Rawulf 325, +30 magic resist
----------------------------------------------------------------------Mage
Slings, as if you have a choice.
Suggested order for increasing statistics at level up:
Intelligence, piety, speed, dexterity, senses, vitality
Dracon 305, +10 magic resist, breathes acid
Dwarf 305, +12 magic resist, +7 damage resist
Elf 330, +30 magic resist
Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Felpurr 325, +15 magic resist
Gnome 330, +20 magic resist
Hobbit 330, +10 magic resist
Human 330
Lizardman 330, +15 magic resist, slower mana regeneration
Mook 310, +40 magic resist
Rawulf 325, +30 magic resist
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Old 12-04-2001, 02:25 PM   #5
Merkin
Manshoon
 

Join Date: August 29, 2001
Location: Santa Rosa, CA
Posts: 186
Thanks, Virgil...that's exactly the type of info I was looking for. This game feeds both my inner child, and my inner spreadsheet wonk!
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Old 12-04-2001, 02:32 PM   #6
John Doe
Elite Waterdeep Guard
 

Join Date: November 26, 2001
Location: Hamburg, Germany
Posts: 35
BINGO,

I knew this one existed, but couldn't connect to his page. Now I know why.

And now you reposted it, man that's great!!
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Old 12-04-2001, 02:49 PM   #7
MagiK
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Great Info but I think some of the info is biased and may not be too accurate. He dissed the Ranger as a usefull melee guy but I can tell you my ranger Melee's with the Diamond Rapier just fine.
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