There are 6 statistics on Aardwolf: Strength, Dexterity,
Intelligence, Wisdom, Constitution, and Luck.
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Only 5 stats - no Luck.
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Aardwolf is now a stats-based mud - everything that you
do will be affected by your statistics. All skills and spells (even potions)
have been converted.
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Most things depended
on level, skill %, HR and DR. Stats mattered mostly when levelling.
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Every stat now has a final maximum of 200, regardless of race.
However, it is almost impossible to max any stat, much less
hit 200 in every stat.
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Each stat had a max of about 18, depending on race, and most people maxxed
out stats by level 15.
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Your stats are capped at your current level -
a level 50 can only have 50 strength - to get
200 strength, you must be level 200+.![]() <Stat cap> = <your current level> or 25. (whichever is higher) |
The max at level 1 was the same as at level 200.
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Bonuses from equipment and spells go up to +50 (and possibly beyond).
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Eq and spells gave a max bonus of +12.
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It gets harder to improve a stat the higher it
goes: 2 trains before 70, 4 trains after that,
and so on.
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Fixed cost to train. (Note: 1 old train is the
worth the same as 2 new trains - see later.)
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Different races now find it easier(less number of trains)
or harder to train different stats. [Nice table!]
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Different races had different maximums.
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Significant things that will be covered elsewhere: How do stats affect skills? Masteries? What are they? What should I train? Races in Aard Ver. 2. Conversion process of existing pfiles. |
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Previously, stats only affected combat and spells indirectly. Combat was based
mostly on HR/DR (Strength), AC (Dexterity), and spells based only on Percentage Learned.
In practical terms, this didn't matter since the HR/DR bonus from strength was really low,
and AC quite useless. Now, stats will affect everything directly. (Eg. Dexterity affects your success of dodging, rather than affecting AC). And since the maximum in a stat is much greater, there is a much larger range of effects. What each stat does is above. Also, CON and WIS, which previously mattered only when levelling, now affect daily combat as well. Even spell effects from quaffing and spells cast on you depend on your stats! Eg. Sanctuary protection is based on your wisdom. |
Poohbear's recommendation: (1)Get stat-enhancing eq, rather than HR/DR/Saves eq. (2)Train stats rather than HP/Mana/Moves. |
Old stat | New stat needed |
Poohbear's recommendation: (1)Get all the stat eq you can find. - Because the old "+12" limit from stat and spells is much higher now. (2)Every class still needs a basic level of certain stats (eg Wis, Int, Con). (3)Note the various "key levels" of stats, then train up and stop at those key levels. - Eg. Number of pracs jumps at Wis 18 and 26, so stop here, not at 17 or 25. - Eg. Increases in skill improvement happen at Int 30 and 39. |
Help Newstats "There is also a maximum based on level - your maximum natural value in a stat and your maximum affected by eq/spells cannot be more than your level." "For example, at level 30 you cannot have more than 30 natural strength and 30 from eq/spells giving a total of 60. At level 1-25, the maximum is 25 rather then being based on level (which would leave a level 1 only being able to get 1 str)." |
"Capping" - another new concept. This will affect mostly lower level characters, especially the supernewbies. It simply means that lower level characters will never have higher stats than higher level ones, no matter how much they quest and get bonus trains. At higher levels, it will be quite hard to hit the stat cap, because you won't get enough trains to go around your stats. Even if you train only 1 stat, it will cost more trains as it gets better (see later), so the stat cap will overtake the number of trains you get when you level. |
Poohbear's recommendation: (1)Use "cap", not "max", to mean you've hit your level limit in a stat. (2)The "cap" isn't important once you go beyond level 50 or so. (3)It affects mostly supernewbies, who should save their trains for future levels once they hit the cap (instead of training HP). (4)If you plan to SN, a good time to move beyond level 25 is after you've capped all stats, and have about 20-40 trains spare. |
You would already have read a hint of this under HELP NEWSTAT file
in the "cap" section above. Instead of a fixed "+12" max from spells and equipment, the limit now depends on your level, same as that for training stats. I.e. <Maximum bonus from eq> = <your level> or +25, whichever is higher. Unlike the cap on training stats, hitting the cap on bounuses is unlikely at all levels. This is because eq itself has a limit on bonuses. (Eg. A lvl 1-10 item can only have +1 to a stat). With a minumum of +25 at all levels, you will be unlikely to hit the bonus cap unless the clans start producing stat eq. There have been rumours going around that the bonus max is +50, not +200. As you may have guessed, nobody so far has gotten enough eq to test that rumour out, so it doesn't matter, does it? |
Poohbear's recommendation: (1)Nothing new! Just keeping getting all that stat eq!! |
On the other hand, getting a "base" level in most stats becomes comparatively easier. Since it costs only 2 trains for any stat up to 70, you should be able to get a level of 30-40 in all stats quite easily by SH. On the other hand, some stats are less important (eg Strength for a Mage), so it would still be better to spend 4 trains on Int rather than 2 on Strength for a Mage.
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From Help Newstats Races have modifiers for each stat. For example, a giant has -2 strength cost and +2 int cost. This means that 2 will always be subtracted from the cost to train strength and 2 will be added to the cost to train int. A cost can never drop below 1. |
Race |
Str |
Int |
Wis |
Dex |
Con |
Luck |
Total |
Note: |
Centaur |
-2 |
2 |
0 |
|||||
Diva |
1 |
-2 |
1 |
1 |
1 |
|||
Drow |
1 |
1 |
-2 |
0 |
||||
Dwarf |
1 |
1 |
R Magic | |||||
Eldar |
2 |
-1 |
-2 |
-1 |
R Magic V Slash | |||
Elf |
1 |
-2 |
1 |
0 |
||||
Giant |
-2 |
2 |
1 |
-1 |
0 |
|||
Half-Griffon |
-1 |
-1 |
||||||
Halfling |
2 |
1 |
-1 |
-1 |
-1 |
0 |
||
Human |
0 |
|||||||
Lizard |
-2 |
2 |
-1 |
1 |
0 |
|||
Quickling |
2 |
-1 |
1 |
-2 |
-1 |
-1 |
V Magic | |
Ratling |
-1 |
1 |
1 |
-1 |
0 |
|||
Shadow |
2 |
-1 |
-1 |
2 |
2 |
|||
Sprite |
2 |
-1 |
-2 |
2 |
-2 |
-1 |
R Magic | |
Triton |
-1 |
2 |
2 |
-2 |
1 |
|||
Troll |
-1 |
2 |
1 |
-2 |
1 |
1 |
R Pierce | |
Vampire |
-1 |
1 |
-1 |
1 |
0 |
|||
Wolven |
2 |
-2 |
-1 |
-1 |
Hunt |
Poohbear's recommendation: 1)Don't worry too much about racial modifiers. 2)Train what you need to. 3)Good races for: Warriors: Giant, Wolfen, Vampire, Triton, Troll. Spell casters: Shadow, Eldar, Half-Griffon, Sprite, Elf. Balanced/Remorts: Half-Griffon, Vampire, Dwarf, Ratling. |
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