12-04-2001, 03:14 AM | #1 |
Manshoon
Join Date: August 29, 2001
Location: Santa Rosa, CA
Posts: 186
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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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12-04-2001, 07:49 AM | #2 |
Dungeon Master
Join Date: November 21, 2001
Location: Canada
Posts: 74
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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. [img]graemlins/goodmorning.gif[/img]
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12-04-2001, 10:07 AM | #3 |
Elite Waterdeep Guard
Join Date: November 26, 2001
Location: Hamburg, Germany
Posts: 35
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quote: 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? |
12-04-2001, 12:00 PM | #4 |
Dungeon Master
Join Date: May 8, 2001
Location: Manchester, CT, USA
Posts: 80
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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 |
12-04-2001, 02:25 PM | #5 |
Manshoon
Join Date: August 29, 2001
Location: Santa Rosa, CA
Posts: 186
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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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12-04-2001, 02:32 PM | #6 |
Elite Waterdeep Guard
Join Date: November 26, 2001
Location: Hamburg, Germany
Posts: 35
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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!! |
12-04-2001, 02:49 PM | #7 |
Guest
Posts: n/a
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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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