Author Topic: HP/MP/Stats on Level  (Read 3820 times)

ultimatecarl

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HP/MP/Stats on Level
« on: September 06, 2013, 06:12:41 PM »
Hello everyone!

I unfortunately wasn't one of the "old guard" and I'd never even heard of this game until about two years ago or so when I was on one of my annual old obscure RPG binges and stumbled upon it.  Became enamored with it for a while, and tried to get my friends to play (to little avail, most of them aren't into older games and didn't want to jump through flaming hoops to netplay with DOSBox), and I'm simultaneously amazed, impressed, and excited to see it's back!

I had a pretty basic question - how are HP and MP calculated when leveling?  At first I thought they were tied to your CON and MAG respectively, but this doesn't seem to be the case.  It's usually pretty close, but my Knight tends to have one under or one over the relevant stat of each, and while some of the classes start with an HP or MP exactly equal to their starting CON or MAG at creation, some have 1-3 points less for some reason.

I know for stats (for the Knight at least, I'm not sure on everyone else) you seem to get 18 points distributed semi-randomly between all of your skills every level.  It seems like no stat can get less than 2 (and I've never seen a single stat get more than 6 but it could be possible), and they at least appear to be weighted slightly (i.e., as a Knight I tend to get a 2 in MAG and STL more often, ant 4+ in STR and CON more often), but I'm not sure exactly how HP/MP gains work.

Really this is only important insofar as I'm a terrible, horrible min/maxer and tend to save scum my stats on level up, but I think I'm going to just start using a save editor to spare my sanity and I want to make sure that I end up with a "legit" total that would actually be theoretically possible to get.  On a similar note, base stats (before items) cap at 100, correct?

Not too important, but hey, it's just a game.  :D  Thanks in advance for any responses and happy adventuring!

LysleShields

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Re: HP/MP/Stats on Level
« Reply #1 on: September 07, 2013, 08:51:30 PM »
When a character goes up a level, 6 times a stat is semi-randomly incremented.  The distribution of the randomly chosen stat to increment is based on a weighted table.  Currently the odds of which stat goes up for a knight is as follows:

  Strength: 3
  Speed: 2
  Magic: 1
  Accuracy: 2
  Stealth: 1
  Constitution: 3

So, for each increment, a random number of 1-12 is chosen and the table consulted on which stat to use.  If you get lucky, all 6 times it can increment that one stat.  However, you can expect your stats to go up roughly at the table's rate (over many levels).

Each class has a different table.  All classes have a mix of 3's, 2's, and 1's that add up to 12.


ultimatecarl

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Re: HP/MP/Stats on Level
« Reply #2 on: September 07, 2013, 11:16:18 PM »
Awesome!  Glad to have confirmation on exactly how it works, thank you.  :D

Is there a similar calculation for how much HP/MP you gain every level?

LysleShields

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Re: HP/MP/Stats on Level
« Reply #3 on: September 08, 2013, 09:40:02 AM »
Health and Mana shown on the bottom is actually 100x of the real number behind the scenes.  So, if you have a max health of 25, it really is 2500.

Health starts out at 100 * (Constitution / 2)
Mana starts out at 100 * (Magic)

When you go up a level, the attributes are updated (as previously posted), and then the health and mana are increased.  Health is increased at the 10 * (Constitution + 10).  Mana is increased at (Magic + 10) * 10.

Max health and mana is 30000.

And while I'm at it ... your health and mana regeneration increases as your level goes up.  It's not much but it helps keep you from thinking regen and mana are totally useless.  Regen health is set to (Constitution * (Character level + 5))/8.  Regen mana is set to (Magic * (Level + 5))/4.  Magician and warlocks get a 50% bonus to mana regen (effectively 1.5x).  Priest and mage regen mana at 3x the rate (yes, 3x!).

Every six seconds, you regenerate your health and mana at the above calculated regeneration rate (at a percentage of your food and water).

ultimatecarl

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Re: HP/MP/Stats on Level
« Reply #4 on: September 08, 2013, 10:53:12 AM »
Hm.  Is starting health maybe (100*[Con/2])+1000?  If it were just 100*[Con/2] then everyone should have a lot lower starting HP, but if I add a base buffer of 1000 to it, everyone seems to add up.

This is all really cool stuff, thank you again!

LysleShields

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Re: HP/MP/Stats on Level
« Reply #5 on: September 08, 2013, 11:44:23 AM »
Yes, you are correct.  I dropped a +10 before the x100, so, yes, +1000.

Shakkara

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Re: HP/MP/Stats on Level
« Reply #6 on: September 10, 2013, 02:42:56 AM »
And while I'm at it ... your health and mana regeneration increases as your level goes up.  It's not much but it helps keep you from thinking regen and mana are totally useless.  Regen health is set to (Constitution * (Character level + 5))/8.  Regen mana is set to (Magic * (Level + 5))/4.  Magician and warlocks get a 50% bonus to mana regen (effectively 1.5x).  Priest and mage regen mana at 3x the rate (yes, 3x!).

Wow nice, the game design does have more depth than I thought originally. I always thought the mage and priest were kinda useless compared to warlock and paladin, but mana regen is not displayed anywhere. So they do have a serious advantage to make up for their crappy armor after all!

Just wondering, is there a hidden advantage for martial classes with low armor?

And how does regen from magic items get calculated into this? Is it subject to the class regeneratin bonus as well? Because I think the effects of those items isn't really very big (on my warlock).
« Last Edit: September 10, 2013, 05:10:37 AM by Shakkara »

LysleShields

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Re: HP/MP/Stats on Level
« Reply #7 on: September 10, 2013, 10:42:54 AM »
Here is a summary of the class based rules:

Priest
  Weapons: no daggers, no axes, no shortswords, no crossbows, no plate
  Magic type: Cleric
  Mana regen: +200%

Mage
  Weapons: no axes, no shortswords, no maces, no crossbows
  Armor: no plate, no chain
  Magic type: Mage
  Mana regen: +200%

Rogue
  Weapons: no axes, no longswords
  Armor: no plate, no chain
  Magic type: Arcane
  Thieving abilities (pick locks, steal from creatures)
  Jump power: +50%
  Speed: +25%

Mercenary
  Weapons: no maces
  Magic type: Arcane
  Thieving abilities (pick locks, steal from creatures)
  -50% steal chance (penalty)
  Melee damage: +25%

Magician
  Weapons: no axes, no longswords, no maces, no crossbows
  Armor: no plate, no chain
  Magic type: Mage
  Thieving abilities (pick locks, steal from creatures)
  -50% steal chance (penalty)
  Mana regen: +50%

Warlock
  Weapons: no crossbows
  Armor: no plate
  Magic type: Mage
  +50% mana regen

Paladin:
  Weapons: no crossbows
  Magic type: Cleric

Archer:
  Armor: no plate
  Magic type: Arcane

Sailor:
  Armor: no plate
  Magic type: Arcane
  Melee damage: +25%
  Speed: +12.5%

Knight:
  Armor: All
  Weapon: All
  Magic type: Arcane
  Melee damage: +50%

Looks like the Archer needs the most love, like a missile weapon bonus.

LysleShields

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Re: HP/MP/Stats on Level
« Reply #8 on: September 10, 2013, 10:48:45 AM »
Oh, but archers get to start with an accuracy of 35, one of the highest stats in the game.  Accuracy is used in determining critical damage.

Shakkara

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Re: HP/MP/Stats on Level
« Reply #9 on: September 22, 2013, 03:00:28 AM »
Oh, but archers get to start with an accuracy of 35, one of the highest stats in the game.  Accuracy is used in determining critical damage.

Yes but as a result they probably have lower stats elsewhere. Unless they have more total stats, they could really need a boost, just compare them to knight or sailor...

Bonus to range damage and/or a speed boost (to run away faster) would be great.

Thanks for the list though, it really made me rethink what would be the optimal class for me to play. I like mana regen but currently play warlock/paladin. Probably start up a priest! Medium armor and 200 mana regen, yummmmm.