A character is a collection of a whole bunch of information. All of which will at least be touched upon here.
| BIRTH FIELDS | |||
|---|---|---|---|
| Field | Format | Default | Description |
| name | text string (12) | n/a | personalized identifier. serves no game purpose, aside from indicating the name of the related save file. |
| race | race enum | n/a | race of character (see race page for possibilities). Determined at "birth", impacts just about everything from ability scores, to experience points needed to gain levels, to starting equipment. |
| gender | gender enum | n/a | character gender. Current plans are for gender to have no game relevance whatsoever (just a degree of personalization). The enum consists of GENDER_MALE and GENDER_FEMALE. |
| class | class enum | n/a | class or occupation of the character (see class page for possibilities). Determined at "birth", impacts just about everything. |
| ACCUMULATED FIELDS | |||
| experience | integer (?) | 0 | measure of character's skill and progress in his chosen class. Increased by completing quests, defeating monsters, using skills, learning new things |
| wealth | integer (?) | 0 | measure of character's financial capabilities. Used buy goods and services, accumulated by discovering/recovering treasure, completing quests, and selling items. |
| base strength | integer (9-18) | 11 | measure of character's physical might. determines carrying capacity. provides a bonus to damage using melee weapons and select missile weapons and can effect a character's ability to hit with melee weapons. Strongly influences the speed at which a character is capable of digging. Influences the number of attacks per round a character gets. |
| base dexterity | integer (9-18) | 11 | measure of character's physical speed and skill. Strongly influences a character's ability to evade attacks and some spells. Influences a character's ability to hit with missile weapons as well as some melee weapons. Influences the number of attacks per round a character gets. Influences the chance of thieves stealing objects or money from the character. |
| base consitution | integer (9-18) | 11 | measure of character's physical health and toughness. Strongly influences a character's resistance to the debilitating effects of poison and other physical effects. Strongly inlfuences a character's hit point total. Influences the rate at which hit points are recovered. |
| base intelligence | integer (9-18) | 11 | measure of character's intellectual knowledge, skill, and cleverness. strongly influences character's ability to locate and disarm traps, locks, and secret doors. influences a character's ability to use magical devices. influences the rate at which a character obtains information about items and monsters. Sorcerers spellcasting is based on their Intelligence. Rogues and Hunters have half of their spellcasting based on their intelligence. |
| base wisdom | integer (9-18) | 11 | measure of character's piety, resolve, and mental toughness. strongly influences a character's ability to resist mental effects and many spells. Influences the ability to use magical devices. Clerics spellcasting is based on their Wisdom. Paladins and Hunters have half of their spellcasting bassed on their wisdom. |
| base personality | integer (9-18) | 11 | measure of character's strength of personality. strongly influences the chance of sucess and degree of using magical devices. Bards spellcasting is based on their personality. Rogues and Paladins have half of their spellcasting based on their personality. |
| CUSTOMIZABLE FIELDS | |||
| mastery list | list of MASTERY_FLAGS | empty | masteries represent areas of expertise and specialization for a character. Characters will obtain the ability to obtain masteries as they gain levels. Masteries must be obtained through specialized training with a trainer. Humans (and not *Humans*) start the game with a bonus Mastery. |
| equipment | list of equipable items | varies | a character's equipment will change many times as he finds and purchases more and better pieces of equipment. Equipment provides a character with attributes as well as magical abilities. The available equipment slots for a character are detailed on the Equipment page. Each character starts with equipment based on their race and class. |
| inventory | list of items | varies | a character's inventory is where they have their acceessable items. One's inventory will change rapidly throughout the game. Spare pieces of equipment as well as books, scrolls, potions, and magical devices make most of the items commonly kept in one's inventory. A character's starting inventory depends on their race and class. |
| CALCULATED FIELDS | |||
| level | integer (1-50) | 1 | the measure of skill a character has obtained in his chosen class. Level is determined based on the character's race, class and current experience total. Nearly every facet of the game, particulary a character's hit points and spell points, are strongly influenced by their character level. Many items, functions, and abilities have a minimum required level - when possible these level-based requirements are indicated by enclosing the required level in angle braces: <>. Thus an "Ebony Wand of Death <35> (4 charges)" indicates that a character must be 35th level in order to actually use the wand. |
| maximum hit points | integer* | varies | measure of the amount of physical punishment a character can sustain before dying. A character's maximum hit points are based on their race, class, level and constitution score. Hit points are an abstraction of a hero's ability to fight through pain, twist and turn to avoid the brunt of a blow, cosmic luck, and divine intervention. Similarly, damage dealt is an abstraction of the magnitude of damage as well as it's ability to penetrate through these factors. The import thing to note is that when a character (or monster) reaches 0 current hit points (when damage taken equals maximum hit points) - that character (or monster) dies. |
| maximum spell points | integer* | varies | measure of a character's personal magical energy. A character's maximum spell points are determined by their race, class, level and their ability score in their spellcasting ability (or abilities). More powerful spells require more spell points to cast. When a casting a spell would result in having exhausted more spell points than one's maximum spell points, then the spell has a greater chance of failing, and could result in serious damage or injury to the spellcaster. |
| evasion | integer | ability to avoid attacks | |
| evasion | integer | ability to avoid attacks | |
| damage resistance | integer | ability to withstand attacks | |
| number of attacks | integer | average number of blows in a turn. When dealing with multiple attacks, the actual attacks are generally broken into two groups that occur roughly twice as frequently as normal turns. | |
| base melee combat | integer | general skill with melee weapons, purely a function of class and level | |
| base missile combat | integer | general skill with missile weapons, purely a function of class and level | |
| damage | integer | how much damage a single, normal blow from the current weapon does | |