Difference between revisions of "Stats"

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Your character's basic '''stats''' are [[Strength]] (Str),  [[Intelligence]] (Int) and [[Dexterity]] (Dex). These are determined by your [[species]] and [[background]] and grow as you gain [[experience]], [[equipment]], [[intrinsic]] abilities, and [[mutations]]. They may be damaged by [[disease]] or monster abilities, and if one of them reaches 0, you will suffer some [[Stat zero|penalties]].
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Your character's basic '''stats''' are [[Strength]] (Str),  [[Intelligence]] (Int) and [[Dexterity]] (Dex). These are determined by your [[species]] and [[background]] and grow as you gain [[experience]], equipment, [[intrinsic]] abilities, and [[mutations]]. They may be damaged by [[sickness]] or certain monster abilities, and if one of them reaches 0, you will suffer some [[Stat zero|penalties]].
  
The three defensive stats are your [[Armour class]] (AC), your chance of blocking with a shield ([[SH]]) and your chance of dodging an attack ([[Evasion]] or EV).
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The three defensive stats are your [[armour class]] (AC), your [[evasion]] (EV), and your blocking ability ([[SH]]).  
  
Your character also has a limited reserve of [[Hit points|hit points]] (HP) and [[Magic points|mana]] (Magic or MP).
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Your character also has a limited reserve of [[hit points]] (HP) and [[magic points]] (Magic or MP).
  
 
==Starting Stats==
 
==Starting Stats==
Your '''starting stats''' are determined by two things: your [[species]] and your [[class]]. While they do not by any means define your character, it is generally easier to build your character in a way that is compatible with your stats.
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Your '''starting stats''' are determined by two things: your [[species]] and your [[class]]. While they do not by any means define your character, it is easier to build your character in a way that is compatible with your stats.
  
Each starting stat is equal to 2 + your species contribution + your class contribution.
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Each starting stat is equal to:
  
===Species contributions===
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{{crawlquote|'''2 + Species Contribution + Class Contribution'''}}
  
Note that not all races are created equal: Some have higher total stats than others, with [[High Elves]] and [[Demigod]]s having the highest, and [[Ghoul]]s having the lowest. The "gain" column describes how the race gains stats as they level up: a letter indicates the stat beginning with that letter can be chosen, and the number before the colon indicates the frequency of stat gains. So a Demigod, who would gain one Str, Int, or Dex every 2 levels, is represented by 2:SID
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===Species Contributions===
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Not all species are created equal; some have higher total stats than others, with [[High Elves]] and [[Demigod]]s having the highest, and [[Ghoul]]s having the lowest. The "gain" column describes how the race gains stats as they level up: a letter indicates the stat beginning with that letter can be chosen, and the number before the colon indicates the frequency of stat gains. So a Demigod, who would gain one Str, Int, or Dex every 2 levels, is represented by 2:SID. See "Gaining Attributes" below for further details.
  
 
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===Class contribution===
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===Class Contribution===
 
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Your class also contributes to your starting stats, although to a lesser degree than your species. Unlike with species, the sum of the starting stats is the same across all classes (12).
Your class also contributes to your starting stats, although to a lesser degree than your race. Unlike with race, the sum of the starting stats is the same across all classes: it always totals to 12.
 
  
 
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<nowiki>*</nowiki>A wanderer's starting stats are random, but will also total 12. However, if a stat is greater than 17, it is 50% less likely to be increased.
 
<nowiki>*</nowiki>A wanderer's starting stats are random, but will also total 12. However, if a stat is greater than 17, it is 50% less likely to be increased.
  
Your initial Strength, Intelligence and Dexterity cannot be less than 3. In the case where a class/race combo causes a value to be less than three, it is increased and another decreased until equal to 3.
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Your initial strength, intelligence and dexterity cannot be less than 3. In any case where a class/species combo causes a value to be less than three, it is increased and random other stat decreased until it reaches 3.
 
 
72 is the absolute maximum value for [[Strength]], [[Dexterity]], and [[Intelligence]]. Theses ability scores can never go above 72, regardless of racial bonuses, equipment, mutations, or any other bonuses.
 
  
==Gaining attributes==
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72 is the absolute maximum value for strength, dexterity, and intelligence. Theses ability scores can never go above 72, regardless of racial bonuses, equipment, mutations, or any other bonuses.
Characters get to increase an attribute of their choice every three levels; in addition, there is a level-based increase based on race.
 
  
*[[Centaur]]s gain Dex or Str every 4 levels.
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==Gaining Attributes==
*[[Deep Dwarf|Deep Dwarves]] gain Str or Int randomly every 4 levels.
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All characters get to increase an attribute of their choice every three levels; in addition, there is a level-based increase based on species.
*[[Deep Elf|Deep Elves]] gain Int every 4 levels.
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*[[Centaur]]s - Str or Dex every 4 levels.
*[[Demigod]]s gain a random stat every 2 levels.
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*[[Deep Dwarves]] - Str or Int every 4 levels.
*[[Demonspawn]]s gain a random stat every 4 levels.
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*[[Deep Elves]] - Int every 4 levels.
*[[Draconian]]s gain a random stat every 4 levels.
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*[[Demigod]]s - A random stat every 2 levels.
*[[Ghoul]]s gain Str every 5 levels.
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*[[Demonspawn]] - A random stat every 4 levels.
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*[[Draconian]]s - A random stat every 4 levels.
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*[[Ghoul]]s - Str every 5 levels.
 
*[[Felid]]s gain Dex or Int every 5 levels.
 
*[[Felid]]s gain Dex or Int every 5 levels.
*[[Gargoyle]]s gain Str or Int randomly every 4 levels.
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*[[Gargoyle]]s - Str or Int every 4 levels.
*[[Halfling]]s gain Dex every 5 levels.
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*[[Halfling]]s - Dex every 5 levels.
*[[High Elf|High Elves]] gain either Int or Dex randomly every 3 levels.
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*[[High Elves]] - Int or Dex every 3 levels.
*[[Hill Orc]]s gain Str every 5 levels.
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*[[Hill Orc]]s - Str every 5 levels.
*[[Human]]s gain a randomly chosen stat every 4 levels.
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*[[Human]]s - A random stat every 4 levels.
*[[Kobold]]s gain Dex or Str every 5 levels.
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*[[Kobold]]s - Str or Dex every 5 levels.
*[[Merfolk]] gain a random stat every 5 levels.
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*[[Merfolk]] - A random stat every 5 levels.
*[[Minotaur]]s gain Dex or Str every 4 levels.
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*[[Minotaur]]s - Str or Dex every 4 levels.
*[[Mummy|Mummies]] do not gain any extra stats.
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*[[Mummy|Mummies]] - No extra stats.
*[[Naga]]s gain a random stat every 4 levels.
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*[[Naga]]s - A random stat every 4 levels.
*[[Ogre]]s gain Str every 3 levels.
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*[[Ogre]]s - Str every 3 levels.
*[[Octopode]]s gain a randomly chosen stat every 5 levels.
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*[[Octopode]]s - A random stat every 5 levels.
*[[Spriggan]]s gain Int or Dex every 5 levels.
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*[[Spriggan]]s - Dex or Int every 5 levels.
*[[Tengu]] gain a random stat every 4 levels.
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*[[Tengu]] - A random stat every 4 levels.
*[[Troll]]s gain Str every 3 levels starting at level 3.
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*[[Troll]]s - Str every 3 levels.
*[[Vampire]]s do not gain any extra stats.
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*[[Vampire]]s - No extra stats.
  
 
==History==
 
==History==
The extra 2 that all characters get to all their stats is a holdover from when stats were randomized: previously there were eight stat points that would be allocated randomly, with a slight tendency to raise lower stats in preference to higher ones; the remaining two were added to the class stat points, which used to total 10 instead of 12.
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The extra 2 that all characters get to all their stats is a holdover from when stats were randomized: previously there were eight stat points that would be allocated randomly, with a slight tendency to raise lower stats in preference to higher ones; the remaining two were added to the class stat points, which used to total 10 instead of 12.
  
Additionally, Wanderers' stats used to total only 6, making the class considerably more difficult. Artificers' totaled 9, although that difference was not too significant. As for races, numerous small changes have been made over the years, but one of the more significant ones is to Mummies: they have gone from having some of the worst starting stats (7/3/3, or 13 total) to being among the higher-stat races.
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Additionally, Wanderers' stats used to total only 6, making the class considerably more difficult. Artificers' totaled 9, although that difference was less significant. As for species, numerous small changes have been made over the years, but one of the more significant ones is to Mummies: they have gone from having some of the worst starting stats (7/3/3, or 13 total) to being among the higher-stat races (though still extremely difficult to play).
  
[[Category:Stats]] [[Category:Characters]]
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[[Category:Stats]]
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[[Category:Characters]]

Revision as of 18:38, 27 March 2014

Version 0.13: This article may not be up to date for the latest stable release of Crawl.

Your character's basic stats are Strength (Str), Intelligence (Int) and Dexterity (Dex). These are determined by your species and background and grow as you gain experience, equipment, intrinsic abilities, and mutations. They may be damaged by sickness or certain monster abilities, and if one of them reaches 0, you will suffer some penalties.

The three defensive stats are your armour class (AC), your evasion (EV), and your blocking ability (SH).

Your character also has a limited reserve of hit points (HP) and magic points (Magic or MP).

Starting Stats

Your starting stats are determined by two things: your species and your class. While they do not by any means define your character, it is easier to build your character in a way that is compatible with your stats.

Each starting stat is equal to:

2 + Species Contribution + Class Contribution

Species Contributions

Not all species are created equal; some have higher total stats than others, with High Elves and Demigods having the highest, and Ghouls having the lowest. The "gain" column describes how the race gains stats as they level up: a letter indicates the stat beginning with that letter can be chosen, and the number before the colon indicates the frequency of stat gains. So a Demigod, who would gain one Str, Int, or Dex every 2 levels, is represented by 2:SID. See "Gaining Attributes" below for further details.

Species Strength Intelligence Dexterity Sum Gain
!aCentaur 8 5 2 15 4:SD
!aDeep Dwarf 9 6 6 21 4:SI
!aDeep Elf 3 10 8 21 4:I
!aDemigod 9 10 9 28 2:SID
!aDemonspawn 6 7 6 19 4:SID
!aDraconian 8 6 4 18 4:SID
!aFelid 2 7 9 18 4:ID
!aGargoyle 9 6 3 18 4:SI
!aGhoul 9 1 2 12 5:S
!aHalfling 3 6 9 18 5:D
!aHigh Elf 5 9 8 22 3:ID
!aHill Orc 9 3 4 16 5:S
!aHuman 6 6 6 18 4:SID
!aKobold 5 4 8 17 5:SD
!aMerfolk 6 5 7 18 5:SID
!aMinotaur 10 3 3 16 4:SD
!aMummy 9 5 5 19 none
!aNaga 8 6 4 18 4:SID
!aOctopode 5 8 5 18 5:SID
!aOgre 10 5 3 18 3:S
!aSpriggan 2 7 9 18 5:ID
!aTengu 6 6 7 19 4:SID
!aTroll 13 2 3 18 3:S
!aVampire 5 8 7 20 none

Class Contribution

Your class also contributes to your starting stats, although to a lesser degree than your species. Unlike with species, the sum of the starting stats is the same across all classes (12).

Class Strength Intelligence Dexterity
!aAbyssal Knight 4 4 4
!aAir Elementalist 0 7 5
!aArcane Marksman 3 5 4
!aArtificer 3 4 5
!aAssassin 3 3 6
!aBerserker 9 -1 4
!aChaos Knight 4 4 4
!aConjurer 0 7 5
!aDeath Knight 5 3 4
!aEarth Elementalist 0 7 5
!aEnchanter 0 7 5
!aFighter 8 0 4
!aFire Elementalist 0 7 5
!aGladiator 7 0 5
!aHealer 4 4 4
!aHunter 4 3 5
!aIce Elementalist 0 7 5
!aMonk 3 2 7
!aNecromancer 0 7 5
!aSkald 4 4 4
!aSummoner 0 7 5
!aTransmuter 2 5 5
!aVenom Mage 0 7 5
!aWanderer * * *
!aWarper 3 5 4
!aWizard -1 10 3

*A wanderer's starting stats are random, but will also total 12. However, if a stat is greater than 17, it is 50% less likely to be increased.

Your initial strength, intelligence and dexterity cannot be less than 3. In any case where a class/species combo causes a value to be less than three, it is increased and random other stat decreased until it reaches 3.

72 is the absolute maximum value for strength, dexterity, and intelligence. Theses ability scores can never go above 72, regardless of racial bonuses, equipment, mutations, or any other bonuses.

Gaining Attributes

All characters get to increase an attribute of their choice every three levels; in addition, there is a level-based increase based on species.

History

The extra 2 that all characters get to all their stats is a holdover from when stats were randomized: previously there were eight stat points that would be allocated randomly, with a slight tendency to raise lower stats in preference to higher ones; the remaining two were added to the class stat points, which used to total 10 instead of 12.

Additionally, Wanderers' stats used to total only 6, making the class considerably more difficult. Artificers' totaled 9, although that difference was less significant. As for species, numerous small changes have been made over the years, but one of the more significant ones is to Mummies: they have gone from having some of the worst starting stats (7/3/3, or 13 total) to being among the higher-stat races (though still extremely difficult to play).