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Old 07-26-2002, 09:45 PM
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Post Documentation Part 2

Character Classes
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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
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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
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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
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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
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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!
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