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cashew ([info]cashew) wrote,
@ 2006-01-13 19:59:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Entry tags:fanfic series: psydai

PsyDai RPG Official Guide - Part I
Basic stats and races of the PsyDai RPG:

What are the stats and what do they mean?



Strength -
Str determines one's carrying weight capacity and affects damage during physical attacks.

Constitution -
Con determines how many hitpoints a character has, regeneration speed, and is partially responsible for the amount of stamina a character has.

Dexterity -
Dex determines one's carry number capacity, how likely a character gets hit during combat and is partially responsible for the amount of stamina a character has.

Wisdom -
Wis determines how quickly a character can learn a skill, the effectiveness at which they can use it, and is partially responsible for the amount of stamina a character has.

Intelligence -
Int determines how much magic can be accrued and affects damage dealt during magical and mental attacks.

Charisma -
Cha affects success of all social interactions in the game, such as buying, haggling, trading, questing, training, etc.

Damage Roll -
DR gives a bonus to damages of attacks, skills and spells alike.

Hit Roll -
HR gives a bonus to accuracy of attacks, skills and spells alike.

Armor Class -
AC determines how much damage you receive upon contact. The higher AC the greater the damage reduction.

Increasing stats:
Stats str, con, dex, wis, int, cha can be increased through training with a guild master and/or other npcs using a combination of qp and gold. The amount of qp and gold required is determined by charisma and relative level. No stat can be trained beyond 3 points off of base stat difference. In other words, a human with 10 for all stats can only increase con to 13 until all other stats have also been trained up. AC, DR and HR can be increased with skills, spells, and equipment bonuses.

Skills:
Skills can be practiced using a combination of xp and gold, similar to training stats. However, skills are much less costly and are guild dependent. While some skills are available for all classes, there are special skills which are restricted to only certain classes. As a character increases in level, newer, better skills become available for practice. The effectiveness of skills depends on the skill level, number of skill points practiced, and the character's stats. Use of any skill requires stamina.

Spells:
Spells are a special type of skill that require mana. While most spells require only practice spent on them, some have additional requirements, such as an item, specific time, weather conditions, etc. As with other skills, some spells are available for all classes, while others are guild specific. As a character increases in level, newer, better spells become available. The effectiveness of spells depend on a spell level, number of skill points practed, and the character's stats. Use of spells require mana and a negligible amount of stamina.

Hit points:
Hit points (HP) measures how much life force a character has. Once the HP reaches 0, the character is considered dead. When con is trained up, HP will increase proportionally.

Mana points:
Mana points (MN) measures how much magic a character has. When int is trained up, MN will increase proportionally. Once the MN has reached 0, the character will have no more magic left for spells, but can continue to use skills.

Stamina points:
Stamina points (ST) measures how much energy a character has. It is required for doing everything and anything in the game. Once ST has reached 0, the character will be forced to sleep and regenerate. When con, dex, and wis are trained up, ST will increase proportionally.

Experience points:
Experience points (xp) are given when killing a mobile successfully. The amount of xp gained is determined by relative levels between the mobile and the character and the wisdom of the character. Sometimes xp is given for completing quests or killing other players marked with PK or pk flags.

Quest points:
Quest points (qp) are given when succesfully completing a quest. The amount of qp gained is dependent on the difficulty of the quest. Other than training stats, qp can also be exchanged for xp, gold, or quest items with the Quest Master.

What are the races?


Overview
Race str con dex wis int cha Specialties
Human 10 10 10 10 10 10 Lower shop prices, language bonus
Halfling 7 7 16 10 10 10 Hide bonus, perma sneak
Giant 13 13 7 10 7 10 Physical attack bonus, improved hp regen
Dryad 5 5 10 14 14 12 Attack bonus against Human, Halfling, Giant, Ogre, Troll, Dwarf,Angel, Vampire, Demon, Drow, camoflauge bonus, osmosis, photosynthesis
Naiad 4 4 9 15 15 13 In water stat +2, waterbreathing, auto mesmerize opposite sex.
Sprite 3 3 15 10 15 14 Magical attack bonus, flee bonus, nimble
High Elf 8 8 11 10 12 11 Hyper (speed bonus) after quaffing coke
Wood Elf 12 12 12 7 7 10 Stamina bonus, no fail forage, tracking bonus
Drow 12 12 12 7 7 9 Improved spell casting, magic attack halved in light
Ogre 23 20 6 3 3 5 Lower xp cost for physical skills, charisma penalty
Troll 20 20 6 4 4 6 Physical attack damage reduction, eat anything organic
Dwarf 15 17 8 6 7 7 Armor/weapon forge and repair, charisma penalty with elves
Angel 12 12 11 11 11 11 Perma good align, xp bonus against evil, xp penalty against good, high skill point cost
Vampire 12 12 11 11 11 15 Charisma bonus, must sleep during day, food restrictions, no death penalty, constant flying
Demon 12 12 11 11 11 11 Perma evil align, xp bonus against good, xp penalty against evil, shop restriction, pestilence resistence


Descriptions

Humans -
Humans are the most widely spread race in the game. They are average at everything without obvious drawbacks or advantages. They often find better shop prices in shops too. Furthermore, because of their widespreadness and adaptive nature, they master languages easily. Because of their generalist tendencies, they are easy to play and do well in just about any guild, but excell in guilds requiring a wide range of abilities, such as the monk guild. Their language ability also gives them an edge as a scholar.

Halfling -
Halflings are half the size of humans. Their smaller size give them extra dexterity, but at the same time decrease their strength and constituation. Thus, they often take advantage of their naturally small stature and have a natural affinity to hiding skills. These beings often do well in rogue guilds and make passable magic users.

Giants -
Giants are twice the size of humans. Their larger size gives them a slight advantage in strength and constitution but lowers their dexterity due to their hulking size. However, despite rumors, giants are not dumb creatures and have average wisdom. They are, however, sometimes a little on the dense side, but not enough to hinder their everyday existence. They often do well in fighter guilds. In rogue guilds, what they lack in dexterity they make up with their strength.

Dryad -
Dryads are land nymphs and mostly frolick in woods. They are magical beings that often live in harmony with nature. Though they do not like water, they can manage. With the natural osmotic and photosynthetic abilities, they have little need for sustenance, though when traveling through harsh climates food and water may be of concern. Their peaceful nature makes them well liked by most creatures and therefore tend to have higher charisma. It is rare to find one of these creatures being of anything but neutral alignment. Being magically inclined, they succeed in magical guilds, although their gentle nature tend to lead them towards becoming clerics more than mages. As psionists, they are only paralleled in ability by their water counterparts.

Nyad -
Nyad are water nymphs, the water counterpart of Dryads. While they are not restricted to water, they do get a special stat bonus when in their element. However, when on land, these nyads dry out quickly and require more water than any other race to stay alive. They are the original "sirens" and, like their mythical incarnations, are highly seductive beings that can render the opposite sex witless, stunning them into complacence. Due to their mysterious and sometimes sadistic natures, they often excell in the psionic guild, although they do well in both mage and cleric guilds.

Sprite -
Sprites are air nymphs, often mistakenly called "faeries" or "faeys". These creatures are often very small, but strong for their size. Their size make them nearly impossible to hit, but if contacted, it doesn't take much to take them out. However, they have naturally high magical affinity and what they lack in brute force, they make up with magic. Thus they make very good magic users and exceed in both mage and cleric guilds. Their spastic nature, unfortunately, make them only passable as psionists.

High Elf -
High elves are the more mentally inclined elves. Unlike their woodland counterparts, high elves enjoy mental tasks over physical labor in the woods. Thus their physical constitution is less than average while their mental constitution is slightly above. However, when a high elf drinks the sugary caffinated concoction known as Coka-Cola, they become hyper active and gain a speed boost despite their usually low dexterity. This high intelligence and dexterity bonus make them very good mages, but they are passable as clerics.

Wood Elf -
Wood elves are creatures that live in the woodland. As a result, they have above average physical stats. Due to the fairly simple way of living, their mental abilities are slightly lower than average. However, they are a fairly self-sufficient race, having spent so much time in the wild, giving them a natural advantage when it comes to wilderness skills. For this reaosn they make exceedingly good rangers, although they do well as physical fighters too.

Drow -
Drow are nightly counterparts of woodelves. They live mostly underground, hiding away from light of all kinds and are active mostly at night. Although they do not have astounding intelligence or wisdom, the drow has mastered the art of spell casting, giving them a bonus to the magical guilds. However, their natural inclination away from light cause them to become less effective during the day and decreases their magical abilities. Thus, while drow are good magic users at night, they are better physical fighters by day. Although they make naturally good monks, few are inclined to join the guild.

Ogre -
Ogre are considered one of the most barbaric creatures. They are the epitomy of brawn over brains. While their strength and constitution are unparalleled, they have little by way of other stats. Furthermore, their ugly exterior tends to decrease their charm, what little of it they have. However, it is not unheard of some ogres trying to rid themselves of this image and becoming successful in other more mentally challenging trades, although such occurences are rare and far between. Since they already excell at crushing things, they require less xp for physical skills. Most ogres go the route of becoming a physical fighter.

Troll -
Trolls are only slightly smarther than ogres. They can live in any environment short of submerging under water and eat just about anything. Like ogres, they value brawn over brains and usually concentrate on hitting things, although they hit with slightly higher accuracy. While they are no more dexterious, they do have extra damage reduction, allowing them to take more hits from their opponents. Their hairy hide give them a "furry" look, causing some to be more inclined to forgive them for tresspasses that they won't tolerate from the bald ogre. Trolls also generally do better in the fighter guild.

Dwarf -
Dwarves are short, stout creatures that mine in mountains. Their mining way of life have shaped them to be extremely strong for a creature that is slightly smaller than a Halfling. Due to a series of miscommunication, there had been a long lasting blood fued between the dwarves and elves, causing dwarves to become rather unwelcomed by all those in the elven race. This gives them a slight penalty when dealing with elven shop keepers and smiths. Thankfully, their years in the mines have taught them the basics of forging and smithing. Although lacking slightly in mental capabilities, they are not without hope at casting simple spells. They do well as fighters and are passable as a monk.

Angel -
Angels are easily identified by a pair of wings. They are superior beings and thus have a base stat advantage compared to other races. They are above average in all stats. Because they are heavenly creatures, they have a perament good alignment and are given extra xp for defeating evil foes. However, if they should attack good creatures, they will be penalized by having xp deducted. Further more, due to having naturally superior stats, they require more xp per skill point. Because of their base stat advantage, they do well in almost all guilds.

Demon -
Demons are the antithesis of angles and are identified by two demonic horns and a sharp, pointy tail. They have the same base stats as an angel. They are of permanent evil alignment and gain extra xp for defeating good foes. However, they are penalized for attacking fellow evil creatures through xp deduction. They have a natural resistence to the delibitating pestilence, but only a few select shops are willing to do business with them. Like angels, they do well in almost all guilds.

Vampires -
Vampires are undead creatures who have extremely high charisma in addition to their superior base stats. They are hard to identify at night, as they look exactly like humans, only slightly paler in complexion and only newly fledged vampires speak with a lisp. Since they are not technically alive, they do not have death penalties. However, with the advantages comes also downsides. Vampires cannot wake during day time and can only drink blood for sustenance. Blood can be obtained through buying at the blood bank, special fountains or springs, or hunting mobiles. However, mobiles killed for blood are not counted for xp gains. New players are discouraged from playing this race.

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