On TorilMud, a mud I play, there are a number of races that a player can play. Play is affected by ten attributes, eight visible, two hidden, that every character has to differing extents. Each race brings different things to the table in terms of which attributes excel at versus the other races.
Since these races have different profiles, they likely excel at different things. I've produced this document which distills what I know about the attributes and their affects on gameplay.
All this information is without warrenty of any kind. I have derived this information while playing the mud. None of it comes from seeing the code or being told how things work by those in a position to know.
The table below indexes the factors of observable statistics by race. I assumed human factors were all 100 [and am pretty sure that is the case as my tests worked out well]. I also have only listed those factors for other races that I have tested. Orcs have gaps as I think they are a human clone and have not fully tested them. Power has gaps as there is not enough power/maxpower gear in game to do meaningful testing.
Race | Str | Agi | Dex | Con | Pow | Int | Wis | Cha |
barbarian | 130 | 100 | 95 | 130 | 85 | 100 | 95 | |
drow | 90 | 125 | 110 | 95 | 150 | 90 | 85 | |
duergar | 150 | 95 | 100 | 135 | 90 | 100 | 85 | |
dwarf | 130 | 95 | 100 | 130 | 90 | 100 | 85 | |
gnome | 75 | 120 | 110 | 100 | 125 | 90 | 80 | |
halfelf | 95 | 105 | 100 | 95 | 105 | 100 | 105 | |
halfling | 75 | 110 | 155 | 90 | 90 | 80 | 110 | |
halforc | 115 | 115 | 100 | 100 | 90 | 90 | 100 | |
human | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
illithid | 60 | 80 | 110 | 80 | 140 | 175 | 110 | 50 |
moonelf | 85 | 130 | 115 | 85 | 150 | 100 | 110 | |
ogre | 210 | 75 | 80 | 150 | 60 | 60 | 50 | |
orc | 100 | 100 | 100 | 100 | 100 | 100 | 100 | |
troll | 135 | 115 | 95 | 140 | 65 | 70 | 50 | |
yuanti | 95 | 125 | 100 | 95 | 125 | 150 | 90 |
Notches for all statistics occur at the same values for humans. All other races need to convert their statistic back to a human equivalent to determine their notch. Currently, I don't have complete data on what each of these notches gives in terms of benefits. See the idiot table for where each of these notches occurs.
As far as I can tell all stats notch on the same schedule in terms of "human stat". Not all notches give observable effects in all stats. There may be invisible notches that affect less obvious aspects of gameplay that I've skipped in the table below.
To calculate your human equivalent statistic. Take your true statistic [not neccesarily what is shown on attributes], multiply by the appropriate factor, divide by 100, and round to the nearest integer [but round .45 up]. Or just use the idiot table to figure out where your race notches.
I'd love to have help filling out the question marks on this table, and extending it out past the human 208 notch. I'd love to borrow or buy max str [extending this table basically requires working on ogre str] or max con eq [check if 172 notch gives hp, ogre 115. Don't think the 196 notch, 131, is reachable]. If you're an elf or drow and have tons of max int I'd love to run tests also. [I've tested out to 139, next notch _might_ be at 147]
MinValue | StatIndex | Hit(Inv) | Dam | AC Adjust | HP notches |
1 | 1 | -5 | -3 | +30 | ? |
9 | 2 | -4 | -2 | +20 | ? |
16 | 3 | -3 | -2 | +13 | ? |
22 | 4 | -3 | -1 | +8 | ? |
28 | 5 | -2 | -1 | +4 | ? |
34 | 6 | -1 | 0 | 0 | -1 |
40 | 7 | 0(8) | 0 | 0 | 0 |
46 | 8 | 1(8) | 1 | 0 | 0 |
51 | 9 | 1(9) | 1 | 0 | 0 |
56 | 10 | 2(9) | 2 | 0 | 0 |
62 | 11 | 3(9) | 2 | 0 | 1 |
68 | 12 | 4(10) | 3 | -4 | 1 |
74 | 13 | 5(10) | 3 | -8 | 2 |
80 | 14 | 5(10) | 4 | -13 | 3 |
86 | 15 | 6(11) | 4 | -20 | 4 |
92 | 16 | 6(11) | 5 | -30 | 4 |
101 | 17 | 7(11) | 5 | -38 | 5 |
112 | 18 | 7(12) | 6 | -45 | 5 |
124 | 19 | 8 | 6 | -51 | 6 |
136 | 20 | 9 | 7 | -56 | 6 |
148 | 21 | 10 | 7 | ? | 7 |
160 | 22 | 10 | 8 | ? | 7 |
172 | 23 | 11 | ? | ? | ? |
184 | 24 | ? | ? | ? | ? |
196 | 25 | ? | 9 | ? | ? |
208 | 26 | ? | 10 | ? | ? |
The Idiot Table exists to show where stats notch without requiring math. If you want to see how this table was calculated, check the Method section. To read the table, find the factor for the stat in question. Then look at that column and compare to the 100 column.
statIndex | 50 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 | 105 | 110 | 115 | 120 | 125 | 130 | 135 | 140 | 150 | 155 | 175 | 210 |
1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
2 | 17 | 15 | 14 | 13 | 12 | 11 | 10 | 10 | 9 | 9 | 9 | 8 | 8 | 8 | 7 | 7 | 7 | 7 | 6 | 6 | 5 | 5 |
3 | 31 | 26 | 24 | 23 | 21 | 20 | 19 | 18 | 17 | 16 | 15 | 15 | 14 | 13 | 13 | 12 | 12 | 12 | 11 | 10 | 9 | 8 |
4 | 43 | 36 | 34 | 31 | 29 | 27 | 26 | 24 | 23 | 22 | 21 | 20 | 19 | 18 | 18 | 17 | 16 | 16 | 15 | 14 | 13 | 11 |
5 | 55 | 46 | 43 | 40 | 37 | 35 | 33 | 31 | 29 | 28 | 27 | 25 | 24 | 23 | 22 | 22 | 21 | 20 | 19 | 18 | 16 | 14 |
6 | 67 | 56 | 52 | 48 | 45 | 42 | 40 | 38 | 36 | 34 | 32 | 31 | 30 | 28 | 27 | 26 | 25 | 24 | 23 | 22 | 20 | 16 |
7 | 79 | 66 | 61 | 57 | 53 | 50 | 47 | 44 | 42 | 40 | 38 | 36 | 35 | 33 | 32 | 31 | 30 | 29 | 27 | 26 | 23 | 19 |
8 | 91 | 76 | 70 | 65 | 61 | 57 | 54 | 51 | 48 | 46 | 44 | 42 | 40 | 38 | 37 | 35 | 34 | 33 | 31 | 30 | 26 | 22 |
9 | 101 | 85 | 78 | 73 | 68 | 64 | 60 | 57 | 54 | 51 | 49 | 46 | 44 | 43 | 41 | 39 | 38 | 37 | 34 | 33 | 29 | 25 |
10 | 111 | 93 | 86 | 80 | 74 | 70 | 66 | 62 | 59 | 56 | 53 | 51 | 49 | 47 | 45 | 43 | 42 | 40 | 37 | 36 | 32 | 27 |
11 | 123 | 103 | 95 | 88 | 82 | 77 | 73 | 69 | 65 | 62 | 59 | 56 | 54 | 52 | 50 | 48 | 46 | 44 | 41 | 40 | 36 | 30 |
12 | 135 | 113 | 104 | 97 | 90 | 85 | 80 | 75 | 72 | 68 | 65 | 62 | 59 | 57 | 54 | 52 | 50 | 49 | 45 | 44 | 39 | 33 |
13 | 147 | 123 | 114 | 105 | 98 | 92 | 87 | 82 | 78 | 74 | 70 | 67 | 64 | 62 | 59 | 57 | 55 | 53 | 49 | 48 | 42 | 35 |
14 | 159 | 133 | 123 | 114 | 106 | 100 | 94 | 89 | 84 | 80 | 76 | 73 | 70 | 67 | 64 | 62 | 59 | 57 | 53 | 52 | 46 | 38 |
15 | 171 | 143 | 132 | 123 | 114 | 107 | 101 | 95 | 90 | 86 | 82 | 78 | 75 | 72 | 69 | 66 | 64 | 62 | 57 | 56 | 49 | 41 |
16 | 183 | 153 | 141 | 131 | 122 | 115 | 108 | 102 | 97 | 92 | 88 | 84 | 80 | 77 | 74 | 71 | 68 | 66 | 61 | 60 | 53 | 44 |
17 | 201 | 168 | 155 | 144 | 134 | 126 | 119 | 112 | 106 | 101 | 96 | 92 | 88 | 84 | 81 | 78 | 75 | 72 | 67 | 65 | 58 | 48 |
18 | 223 | 186 | 172 | 160 | 149 | 140 | 132 | 124 | 118 | 112 | 107 | 102 | 97 | 93 | 90 | 86 | 83 | 80 | 75 | 72 | 64 | 54 |
19 | 247 | 206 | 190 | 177 | 165 | 155 | 146 | 138 | 130 | 124 | 118 | 113 | 108 | 103 | 99 | 95 | 92 | 89 | 83 | 80 | 71 | 59 |
20 | 271 | 226 | 209 | 194 | 181 | 170 | 160 | 151 | 143 | 136 | 130 | 124 | 118 | 113 | 109 | 105 | 101 | 97 | 91 | 88 | 78 | 65 |
21 | 295 | 246 | 227 | 211 | 197 | 185 | 174 | 164 | 156 | 148 | 141 | 135 | 129 | 123 | 118 | 114 | 110 | 106 | 99 | 96 | 85 | 71 |
22 | 319 | 266 | 246 | 228 | 213 | 200 | 188 | 178 | 168 | 160 | 152 | 145 | 139 | 133 | 128 | 123 | 119 | 114 | 107 | 103 | 92 | 76 |
23 | 343 | 286 | 264 | 245 | 229 | 215 | 202 | 191 | 181 | 172 | 164 | 156 | 150 | 143 | 138 | 132 | 128 | 123 | 115 | 111 | 98 | 82 |
24 | 367 | 306 | 283 | 263 | 245 | 230 | 216 | 204 | 194 | 184 | 175 | 167 | 160 | 153 | 147 | 142 | 136 | 132 | 123 | 119 | 105 | 88 |
25 | 391 | 326 | 301 | 280 | 261 | 245 | 230 | 218 | 206 | 196 | 187 | 178 | 170 | 163 | 157 | 151 | 145 | 140 | 131 | 127 | 112 | 94 |
26 | 415 | 346 | 320 | 297 | 277 | 260 | 245 | 231 | 219 | 208 | 198 | 189 | 181 | 173 | 166 | 160 | 154 | 149 | 139 | 134 | 119 | 99 |
I have run detailed testing on how clerical vit hp changes as int/wis change [vary both together] and the average vit hit points did not change even though I added 3 int and 2 wis notches. [spellcasts are int, specialize is wis, neither appeared to any effect]. From my testing of AC versus Agility, it appears that clerical dodge rates are not affected by agility [2 notch variance in testing]. Clerical skills that maxxed at 99, 90, and 50 showed no variance as I changed the underlying statistic. I have adopted the position that stats do not affect skills for the most part in any uniform way. There are rumors that some statistics may impact some skills, but it's on an individual skill basis. [this is actually good news for races that are not tops in statistics, otherwise the niches would be even more secure for certain race/class combinations]
Here I provide quick descriptions of all the effects that stats have. The data behind these items ranges from unsubstantiated rumor to what I would consider proved fact. I clarify what the case is for each.
I have heard rumors that critical attacks notch in frequency and/or power from various sources. Status: Unconfirmed.
Damroll notches what appears to be every other Strength notch.
Carry capacity is based on Strength, and I think weight. When weight is not a factor it is (human_str^2)/26.
Agility affects Armor Class by providing an adjustment to your AC after eq and spells are calculated. As near as I can tell. This impact of Agility works just like wearing Armor Class eq.
It appears that for every 10 ac, mobs miss either 0% or 5% more depending on if you have exhausted their hitroll or not. [Hitroll after a certain point doesn't matter once you reach 95% hits, and ac doesn't matter until you reach a certain point]. I have not done testing on armor class to determine how it notches or even if it notches or is gradual.
A max of 200 worn/spell Armor Class counts, and then the Agility adjustment is applied.
There are rumors that Agility affects Critical Hit Avoidance, however I have not noticed them in casual testing. They might be based on base agility or race, rather than current agility, which would explain my not noticing them. The OUCH! messages occur based on % of your current hp that the attack did, not if you were subject to a critical attack. Untested: Does mob damage vary when the attack succeeds easily [really bad ac]
Certain races get extra attacks for high dex. This appears to go up as Dexterity goes up [no formula atm]. The code is racist as I have leveled other races with equivalent Dexterity and not received the attack. Drow, Gnomes, Grey Elves, and Halflings are the ones favored by the code.
Dexterity increases the chances to hit a mob by increasing Hitroll. Past a certain point Hitroll stops mattering as it's a linear improvement in chances, and so you hit the hit% cap at some point. Untested: Does attack damage increase if the attack succeeds easily?
Dexterity has been rumored to affect everything from frequency to efficacy about Critical attacks. No data.
I've always thought that Dexterity likely affects something about tanking. This is the rumor that seems most plausible to me. I have done absolutely no testing however.
Constitution affects the most desired secondary statistic, Hit Points. For non warrior types, Constitution past human 74 does not affect hit points.
The table below summarizes the average Hit Points that a human with 100 constitution will have. The table contains adjustments due to age [assumes optimal, which starts at two times the racial starting age and provides +13 hp over starting age]
Class | Ave Base HP |
Warrior | 337 |
Ranger | 337 |
Dire | 337 |
Anti | 337 |
Paladin | 337 |
Cleric | 258 |
Druid | 258 |
Shaman | 165 |
Rogue | 319 |
Bard | ?? |
Battlechanter | ?? |
Illus | 165 |
Ele | 165 |
Necro | 165 |
Lich | 165 |
Enchanter | 114 |
Invoker | 114 |
Psi | ?? |
Some races have a racial adjustment to hit points.
Race | Adjustment |
Drow | -1 |
Grey Elf | -1 |
Illithid | -1 |
All Others | 0 |
Barbarian | +1 |
Duergar | +1 |
Dwarf | +1 |
Ogre | +2 |
Troll | +2 |
To calculate a race/class average hp at level 50, take Con Adjustment [from the Notches table] and multiply by 50 [2 is the max effective Con Adjustment for non warriors]. Add in the average base hp for the class in question. Also add in 50 times any Racial Adjustment, with the caveat that -1 only counts as -25 for Enchanters and Invokers as it does not impact Hit Points for levels 26 through 50.
Constitution is rumored to affect Resurrection Success Rates. Based on the data that my cleric, Sservis, has seen, it's not a big enough effect to care about. There is an effect as ogres and warriors res much more successfully in generaly than illithids. However, even illithids res fairly well.
The current illithid statistics are 161 success, 13 fails [all stats are without known res fx resses]. This rate means that for each ressurection, the average illithid loses 1.49% xp due to occasional fails. Non illithid non warriors have ressed as 1109 success, 48 fails. This rate equates to an average loss of 0.83%. Warriors are 435 successes, 8 fails, or 0.36% lost per res. If 1% xp takes say 6 minutes [10%/hr is achieveable as all classes that I have tested without resorting to plvl] then the average cost to being illithid on res per death is 9 minutes, 5 minutes for non illithid non warriors, and 2 minutes for warriors. This pales in comparison to the 5% xp loss due to death and the time that res fx takes. [36 to 42 minutes depending on bard availablilty]. Note: none of this takes into account the fact that illithids just might die more.
I have not analyzed my data to check if the res check is base stat, current stat, or racially based, since the achieveable edge is so small.
I know next to nothing about Power.
There are 4 heartbeats per second in the mud. All memorization/prayer is timed in terms of how many heartbeats it takes. There are level specific constants for each circle [circle n is roughly circle 1 * sqrt(n), I haven't determined the per level formula as of yet, nor do I care as I've figured out the how mem/pray times vary with stat at level 50]. The number of heartbeats to memorize a spell is the level/circle constant divided by the int/wis notch achieved and then rounded down. Circles 8, 9, and 10 have an 8 heartbeat addition for being "high circle" [or something, not sure why, just know it's there]. Hunger/Thirst are factored in before the division by int/wis notch.
Circle | Time |
1 | 189 |
2 | 268 |
3 | 328 |
4 | 379 |
5 | 424 |
6 | 464 |
7 | 501 |
8 | 536 |
9 | 569 |
10 | 599 |
Quick Example. An ogre sha at 100 wisdom is notch 10 [see notches and factors]. This means that ogre sha 10th circle spells will mem in 59 [599/10] + 8 [for being 8th, 9th or 10th] or 67 heartbeats. 67 will be the number shown for the 4th 10th circle spell when a level 50 ogre sha is hungry/thirsty.
Note on Meditate. Odd mem/pray times are equivalent to an even mem/pray time that is one less due to the way the code rounds with respect to meditate. [time/2 to the meditate check, and time/2 post meditate check]
I think half casters [dire/ranger/anti/pal] have double mem times, but not sure. If someone wants to volunteer to do the testing, send me a message.
Intelligence is rumored to affect searching, no test data.
Skill Notching is rumored to be affected by wisdom, but no good data [hard to gather].
Bard Mana appears to be based on base Charisma and not post eq stats.
Charisma affects prices, but for a wide range of notches there is no effect [human 28 through 73 charisma are the same price as I recall]. Race has a much bigger impact on prices than Charisma. Shopkeepers are tend to be racist and prefer their own kind. Basically to maximize price you want to match on race and pump cha high. But since for most nonbard/shopbots the cha will fall in the 28 to 73 range, it really doesn't matter much.
I know next to nothing about Luck.
I know next to nothing about Karma.
The formula that displays statistics on attributes has "rounding bugs". I reverse engineered this formula during the testing of yuan-ti intelligence [and other stats clarified it some]. Then I collected data by changing players statistics and watching how attributes rounded that statistic. I then took these datapoints and checked for consistant factors, narrowing it down until only one was left. Occasionally I have guessed at a factor when the difference was between illithid Power of 140 or 141 as all other factors that I could determine exactly landed on a multiple of 5.
The "rounding bugs" are what cause statistics to not always move by the amount that an item identifies as. For instance with yuan-ti int, both 127 and 128 report as 128, but the 127 variety does not notch int, but the 128 version does.
To translate a statistic s with factor f to the human equivalent h, you take (s*f+55)/100 and round down [same as s*f/100 and round, with xx.45 rounding up]. To translate a human equivalent h with factor f to what is shown on attributes you calculate h*100/f and round up.
I'm not sure why it's not a different formula [I can construct a version that has the minimal number of "rounding bugs"] or why it doesn't check the pre "convert to human" number, but that's the way I've observed it to work. Because of this, what is reported on attributes may not be the true statistic. Attributes reports the true statistic or one more than the true statistic. If the underlying stat is changed by an even and an odd number you generally can figure out the true statistic. For instance, all elf int reports as an even number, regardless of what it really is. Change it by an odd amount and you can figure out which of the two possibilities you have.
I believe that this rounding effect is what is responsible for statistics changing between what is seen in the roller and what is seen in game as a level 1. I'm not sure why they sometimes decrease however.
Figuring out the Hit Point data took logging hp as I leveled up a number of alts, and asking around and making some guesses. There likely are some minor errors.
Figuring out the mem/pray times took putting an alt at 1 wisdom [actually 2 due to the way stats round, but same notch] and just attempting to mem/pray and seeing what the times were. After that I tried a couple of notches and the formula was obvious.
I'd like to thank the following characters in no particular order for helping in one way or another.
Acedizaken, Buppinoble, Daxnar, Dwiblio, Elasa, Gogk, Ilmena, Imixxazer, Inama, Kelzen, Klandan, Lilithelle, Muxxissinix, Obibble, Pava, Pepple, Pidibeple, Ruxur, Sotana, Suzalize, Toraza, Totogimup, Vikaz, Zotus,
If your name or one of your alts is not listed and it should be, let me know. Apologies for the omission.
This document is Copyright ©2004 by Daniel Rosenberry. All rights reserved. No Warrenty of any time on the contents is provided. Use at your own risk.