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Documentation Part 2
Character Classes
----------------------- Graal2002 has adopted the idea of character "class." Each class is meant to be a template of a particular "style" of play; therefore each choice of class has additional modifiers to the starting values on the primary stats. Important note: Character class is chosen at the time a character is created and can't be changed later on. Below is a list of the bonuses and penalties that apply to the individual classes.. Class ; STR ; DEX ; CON ; INT ; WIS ; POW ; CHA ; Net +/- Alchemist ; -3 ; 0 ; -1 ; +3 ; 0 ; +1 ; 0 ; 0 Barbarian ; +3 ; +2 ; +3 ; -6 ; -1 ; -1 ; -2 ; 0 Priest ; -2 ; -2 ; -1 ; 0 ; +3 ; +2 ; +2 ; 0 Sorcerer ; -3 ; +2 ; -3 ; +3 ; -2 ; +3 ; -1 ; 0 Thief ; 0 ; +3 ; -2 ; +1 ; -1 ; -1 ; -3 ; 0 Warrior ; +2 ; +1 ; +1 ; -2 ; -1 ; -1 ; 0 ; 0 Attack system ------------------ Every time you make an attack, your attack is classified with one or more "attacktypes.". For example, an attack made with a ordinary sword results in the attack being made with the attack type of "physical." For another example, if a Mage attacks with a fireball spell the attack is made with the "magic" and "fire" attacktypes. In similar fashion, a defender may be protected, vulnerable, or immune to any attacktype. Here is a summary of the attack system; in fact, its a bit more complicated. Hitting an opponent ------------------------- Several quantities are involved in determining whether an attack will hit its target. The attacker will hit if his Wc is less than or equal to the defender's Ac + 1D20 (Note: 1D20 is a random number between 1 and 20) or if the D20 gives a 20 (remember, both Wc and Ac improve as their value drops lower). Damaging a hit opponent -------------------------------- Damages are randomly generated, with the magnitude of the random number being based on the attacker's Dam stat. If defender is immune to an attacktype in the attack, he receives no damage, if he's protected he receives half damage, if he's vulnerable to this kind of attacktype, he receives double damage. For physical attacks, the percent of your Arm (armour) value is subtracted from incoming damage. Some magic weapons can "slay" various races of creatures. If the weapon slays the defender, the attack damage is tripled. Experience -------------- Accumulation of experience will result in increasing the level of the player's character. In the Graal2002 skills-based game, several kinds of experience exist. The score represents the "overall" proficiency of the player and is the sum of all the differing kinds of experience possessed. The player accumulates experience into various "experience categories" according to their actions. Another way of putting this is that you become better at what you do most often and most successfully. For example, a player who kills monsters with incantations gains experience in casting incantations. A player who steals from creatures often will get better at stealing, and so on. Each experience category will have a level assigned to it based on the amount of experience accumulated in it (using the same schedule shown in the table above.) Use the skills command to investigate which skills your character has and to see the level of ability you have in each experience category. As an aside tip, monsters also are assigned a level of proficiency and may gain experience. The main way which monsters gain experience is by killing players! Beware going after a monster that has killed several players, it will be much more difficult to challenge! |
thats understandable...hmm.....i might start playing g2k2 alot more now
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Say a monster A has killed 25 players and monster B has only killed 10.
Would we get more experiance killing monster A? If not that should be added. |
EXP
does exp get lower or higher for the higher level u have?
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The more experiance you have the higer your level.
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i meant when u have a higher level do u get less exp from monsters when u kill them
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or is it always different having its highs and lows like when i kill battle potatos my high was 40 and low was like 10 and do u have any tips on how to kill monsters because im having troubles even with a diamond blade
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k thanks i was just curious about that
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i just discovered this that showed the exp theory i have was correct but wrong because i was up at the montain place killing ice bomies and the first one gave 100 then it lessend to like 46 then kept getting lower the more i killed and now its like stuck on 25
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hmm maybe its different for everyone
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u probobly get high the first time from every monster but after u kill one it goes down and if u kill a different type it goes down sorta like getting bored of it and youve killed it so much u get barely any exp from it anymore
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i really think thats what happens, because i've killed a rabbit and received 60+ exp and killed another one right after it and received a lowly 5 exp :) |
Re: Documentation Part 2
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Barbarian: -10 stats, +8 stats = -2 Priest: -5 stats, +7 stats = 2 Sorcerer: -9 stats, +8 stats = -1 Thief: -7 stats, +4 stats = -3 Warrior: -4 stats, +4 stats = 0 Alchemist and Warrior are equal, all the others are not. Why is this? Shouldn't each class have equal amounts of negative and positive stats? It seems Thieves start out with -3 less in stats then everyone else. None of them have a Charisma change.. I would imagine a Priest would at least have +1 wouldn't you think? :confused: |
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