Table of Contents

  1. Table of Contents
  2. Introduction
  3. Disclaimer
  4. Factors
  5. Notches
  6. Idiot Table
  7. Stats and Skills
  8. Stat Debrief
  9. Method
  10. Credits
  11. Legal

Introduction

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.

Disclaimer

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.

Factors

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
barbarian130100951308510095
drow90125110951509085
duergar150951001359010085
dwarf130951001309010085
gnome751201101001259080
halfelf9510510095105100105
halfling75110155909080110
halforc1151151001009090100
human100100100100100100100100
illithid60801108014017511050
moonelf8513011585150100110
ogre2107580150606050
orc100100100100100100100
troll13511595140657050
yuanti951251009512515090

Notches

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
5610 2(9) 2 0 0
6211 3(9) 2 0 1
6812 4(10) 3 -4 1
7413 5(10) 3 -8 2
8014 5(10) 4-13 3
8615 6(11) 4-20 4
9216 6(11) 5-30 4
10117 7(11) 5-38 5
11218 7(12) 6-45 5
12419 8 6-51 6
13620 9 7-56 6
1482110 7 ? 7
1602210 8 ? 7
1722311 ? ? ?
18424 ? ? ? ?
19625 ? 9 ? ?
20826 ?10 ? ?

Idiot Table

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
11111111111111111111111
2171514131211101099988877776655
3312624232120191817161515141313121212111098
443363431292726242322212019181817161615141311
555464340373533312928272524232222212019181614
667565248454240383634323130282726252423222016
779666157535047444240383635333231302927262319
891767065615754514846444240383735343331302622
9101857873686460575451494644434139383734332925
10111938680747066625956535149474543424037363227
111231039588827773696562595654525048464441403630
1213511310497908580757268656259575452504945443933
13147123114105989287827874706764625957555349484235
1415913312311410610094898480767370676462595753524638
15171143132123114107101959086827875726966646257564941
161831531411311221151081029792888480777471686661605344
17201168155144134126119112106101969288848178757267655848
1822318617216014914013212411811210710297939086838075726454
192472061901771651551461381301241181131081039995928983807159
202712262091941811701601511431361301241181131091051019791887865
2129524622721119718517416415614814113512912311811411010699968571
223192662462282132001881781681601521451391331281231191141071039276
233432862642452292152021911811721641561501431381321281231151119882
2436730628326324523021620419418417516716015314714213613212311910588
2539132630128026124523021820619618717817016315715114514013112711294
2641534632029727726024523121920819818918117316616015414913913411999

Stats and Skills

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]

Stat Debrief

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.

Method

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.

Credits

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.