Strength
Most important to knights, assassins, and any other
character regularly participating in hand-to-hand fighting
during combat. |
- How much damage is done by each hit of a short range weapon
in combat.
- If a character paralyzes a monster with a physical attack, how
long the paralysis lasts. (Dexterity is also considered.)
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Vision
Most important to the character in the third party slot;
also important to the character in the second party slot;
useful for the character in the first party slot and any
wielder of a long range weapon. |
- How much damage is done by a hit of a long range weapon in
combat.
- How well a monster's physical attack can be dodged.
(Agility is also considered.)
- Except for the first character in the party, how good one is at
landing hits on a monster in a physical attack. Dexterity is
the other major factor that determines this skill. The further
back in the party one is, the more important vision is and
the less important dexterity is by comparison. Use of long
range weapons also makes vision count more heavily and
dexterity count slightly less heavily.
- How readily monsters encountered in combat are identified.
(Wisdom and the current light range are also considered.)
- The effectiveness of a magic spell that targets just one
specific monster (as opposed to a whole group, or all of them).
(IQ or Wisdom, depending on the spell, is also considered.)
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Agility
Important, sometimes essential, to all characters
regularly active in combat. |
- How early in a round of combat the character moves.
- How well a monster's physical attack can be dodged.
(Vision is also considered.)
- Whether or not monsters can be escaped from by running away.
- Whether or not an attempt to ambush monsters will succeed.
(See a similar effect of wisdom.)
- Whether or not the effects of certain types of traps can be
avoided.
- How quickly speed is gained. (Dexterity is also considered.)
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Dexterity
Most important to rogues, knights, assassins. |
- How good one is at landing hits on a monster in a physical
attack. Except for the first character in a party, vision
is also considered. The further back in the party one is,
the more important vision is and the less important dexterity
is by comparison. Use of long range weapons also makes
vision count more heavily and dexterity count slightly less
heavily.
- Whether or not a rogue can identify the trap in a chest without
setting it off in the process.
- How skillfully a rogue can disarm a booby-trapped chest.
- If a character paralyzes a monster with a physical attack, how
long the paralysis lasts. (Strength is also considered.)
- How quickly speed is gained. (Agility is also considered.)
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Vitality
Most important to characters in the first three
spots in the party (i.e., those exposed to direct physical
attacks from monsters). |
- How many hit points tend to be gained each level.
- How good a character is at diving into pools to retrieve objects.
- How often paralysis may be avoided by attacks from certain
monsters.
- How often a critical hit from certain kinds of traps may be
avoided.
- For dead characters, how often a spell of resurrection will be
successful.
- Special Note: About 50% of the time, a character who is resurrected
with a resurrection spell will lose a point of vitality. This
does not happen when characters are resurrected in clinics.
|
IQ
Most important to sorcerers, druids, and
rogues. |
- How effective sorcerer spells are. (In the case of spells that
target a single monster only, vision is also considered.)
- For a sorcerer, how many spell points tend to be gained each level.
For a druid, IQ and wisdom are both considered to determine
this.
- How good a rogue is at correctly identifying traps in chests.
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Wisdom
Most important to wizards and druids. |
- How effective wizard spells are. (In the case of spells that
target a single monster only, vision is also considered.)
- For a wizard, how many spell points tend to be gained each level.
For a druid, IQ and wisdom are both considered to determine
this.
- How readily monsters encountered in combat are identified.
(Vision and the current light range are also considered.)
- Whether or not a monster ambush may be escaped.
(See a similar effect of agility.)
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Charisma |
- How low the prices will be in inns and clinics. (Shop prices
are not affected by charisma.)
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Speed
Only important to wielders of short-range
weapons. |
- How many times a character will hit a monster in combat.
- How many monsters a character can attack in a single round of
combat. (Note: a character may not strike more than one
monster in a single combat round until that character's speed
reaches at least 5.)
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