From The Mana World
Revision as of 10:04, 10 June 2006 by Bjørn (talk | contribs) (Added also a column for TMW)

Attributes

Below a list of attributes encountered in today's role playing games. The idea is that we'll pick a subset of these that gives enough flexibility and allows for a nice combat system, but is also easy to understand.

Name General effect 1 2 3 4
Strength Increases damage and max inventory weight X X X X
Agility Increases chance to hit and walking speed X X
Dexterity Increases chance of evasion and missile accuracy X X X
Vitality / Endurance / Constitution / Fortitude Increases health and stamina regeneration rate X X X X
Energy / Intelligence / Magic / Mentality Increases mana and mana regeneration rate X X X X
Wisdom Increases how much you can remember (spells) X
Spirit / Willpower / Awareness Increases magic defence X X
Personality / Charisma Related to bartering, getting information, getting into fights, diplomacy skills X X X
Luck Increases luck in many areas X
Speed Determines how fast you can do things X
  1. Diablo (attributes)
  2. The Elder Scrolls (attributes in Arena, Daggerfall and Oblivion)
  3. Angband (attributes)
  4. The Mana World (proposal)

At the moment, ElvenProgrammer and Bjørn agreed to have the following 7 attributes:

Strength, Agility, Dexterity, Vitality, Intelligence, Willpower and Charisma.

Derived attributes

Derived attributes are the ones that are visible to the player, representing certain necessary concepts. These include:

  • Your maximum health, mana (or magicka) and stamina (or fatigue)
  • Damage dealt on hit (usually comes with min and max)
  • Chance to hit when attacking
  • The amount you can carry (encumbrance)

Skills

Interesting notes about possible skill systems were made at skill system, stat system 2 and at the master skill list.

I think that the master skill list is still a nice proposal, but I think we should leave out the "Stat skills". --Bjørn 11:53, 10 June 2006 (CEST)