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Game Basics Party Characters Races Classes Items Monsters




Game basics - Characters

Each character has it's individual race, class, abilities, items and so on. You may equip any character with weapons, shields, armors, boots, helms and gloves or rings. The quality and features of these items will improve the characters' abilities - like in all other role playing games. Furthermore there will be character levels. The maximum character level will be about 30, approximately.

All characters have the following basic attributes:

  • strength
  • dexterity
  • talent
  • speed
  • vitality
  • wisdom
  • intelligence and
  • charisma.
These attributes may have a range of values from 0 to about 30.

Strength affects the damage a character can do (and take) and is important for using heavy weapons or armor. Dexterity affects chance to hit and chance to block, while armor class e.g. is calculated only from the armor the character wears. Talent is important to learn the handling of special weapons, speed affects the speed of characters movements (e.g. walking or time to finish an attack). Much vitality increases the life energy a character gets at level ups, while wisdom and intelligence affect the amount of mana. Intelligence also increases the chance for critical hit.

Some of the basic values may be raised at level ups. These are: strength, dexterity, speed, vitality, and wisdom. The amount of raise depends on level, class and race of the character. Talent, intelligence and charisma can never be changed.

The effect of attribute values are precalculated, yet, and will get into this page soon, namely in form of tables.

Furthermore there will be the attributes:

  • life energy (life)
  • magic energy (mana)
  • damage
  • chance to hit armor class 0
  • chance for critical hit (which doubles the damage)
  • armor class and
  • chance to block a hit.

These attributes are calculated from the basic attributes and the character level as follows:

maximum life energy =(str + vit)/2 + level * (str + vit)/16
maximum mana =(int + wis)/2 + level * (int + wis)/16
minimum damage =str/8 + min. weapon damage
maximum damage =str/3 + max. weapon damage
chance to hit ac 0 =(dex + level) * 3
chance for critical hit =(dex + int) / 3 + special class bonus
chance to block =dex + shield bonus
armor class =sum of armor boni

Skill and level system

Characters gain experience when fighting and casting spells. When a certain amount of exp is reached, the character levels up. This is thought to happen in a moderate way, let's say up to a maximum of level 20. When leveling up, some character's attributes like hit points and mana increase a little. Basic attributes like strength or intelligence might be increased very little, too, but not more than a few points up to level 20.

Additionally, there are fighting and magic skills. Every weapon class and every spell represents a skill. When using the weapon or spell, the skill value 'used' increases. Depending on how often a character has used a weapon or spell, he receives a skill bonus. At the moment, the relation between 'used' and 'bonus' is logarithmic. This means:
2# used -> skill 1
7# used -> skill 2
20# used -> skill 3
54# used -> skill 4
and so on. This is thought to simulate real life. When starting to use something new, quick progresses are made. Later on the progress allways scales down until reaching the ultimate value.

In this system a character which has used his axe for a long time will not gain any skill in using swords, e.g. So if a new sword of great power is found during the game, it may anyway be better to continue using the axe because of the high axe skill level.

All this of cause if just thought as a proposal. Please post your ideas how to improve this system in the forum!

next: races

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