The Statistical Sorcerer
Preface
If you actually grew up in Elanthia, you would be familiar with the "physics" of the lands. You would know your chances of hitting a creature with a sword, how fast your mana replenished itself, and how your low constitution affected you. The physics of Elanthia would be the stage, --- but you'd define your character. This guide is designed to provide that knowledge so that by understanding how things work, you'll have greater flexibility to roleplay a unique character.
The Statistical Sorcerer Guide version 3
by Lord Sylvendale Thriftfellow
One of the most unpleasant of all events in Gemstone III is the realization that you need to reroll your character. This usually isn't because you suddenly want to role-play a new character class or race, or a new persona, but simply because as you reach higher levels, you realize that your statistics are badly placed, or you have been training inappropriately. When this occurs, you are forced to lose all the time and money you invested in your first character so that you can enjoy later development.
This manual is meant to help you make design and training decisions that will improve your character's effectiveness, and help eliminate the need to start over. It is not meant to be the boilerplate for every sorcerer, and I will add that even my sorcerer is not designed following all these suggestions. Gemstone is a role-playing game, and each player should design the type of character he or she will enjoy. Perhaps you would like to be a clumsy sorcerer that likes Minor Spiritual Spells, or perhaps a halfling "Imbedder for Hire" at high levels. While some people's goal is to rise in level as quickly as possible, wiser players will design characters that take longer, but are more fun for them to play. Hopefully this guide will give you the tools to make design and training choices which balance your effectiveness with your role-playing goals.
Rolling Statistics
If you are reading guides before you create your first character, congratulations - you've avoided the first mistake most young players make. Most people are anxious to enter Elanthia and start playing, and doing their homework and spending more than a few minutes in the Character Generator may seem like a waste of time.
However, consider how long you will be playing this character. It takes a serious player about 500 hours to make Lord Level (20), so invest a couple hours in a good start. Once you've created your character, the only thing in Elanthia that can raise your statistics is attaining new experience levels. Few statistics rise every level - some may go up as slowly as once every 20 levels! In other words, when you become a Lord or Lady, a slow-growing statistic may barely be higher than before you slew your first giant rat! Statistics define the effectiveness of your character, and small stat bonuses can have major long-term effects. Be patient in the Generator.
When you begin with the Character Manager, use the "Full Character Generation" method rather than the "Quick-Gen." Quick-Gen determines all your statistics and skills automatically, and denies you the opportunity to reroll for a better start. The Generator will give you a set of numbers which you can place in the statistics you choose. These numbers will be:
3 numbers (50 to 90) 3 numbers (40 to 60) 3 numbers (20 to 50) 1 number (20 to 100)
Out of a possible 700 points, make sure you start with a stat total of over 620. A high total is not only important during game play, but the skill points you earn are based on your statistics. The diversity of sorcerers makes purchasing skills more expensive for us than for other classes. In fact, the sorcerer profession faces the highest prices for 21 of the 28 skills in the game, so a high aggregate total is crucial. Ideally, your first three numbers should all be above 80, the last number should be in the 90's, and no number should be below 30. Below, I calculated the % chance of rolling at least one set of numbers above a certain total (before Profession Bonus) in a given time at 3 sec/roll.
50% 75% 90% 620+ 11 minutes 24 minutes 39 minutes
630+ 37 minutes 74 minutes 124 minutes
640+ 2.4 hours 4.8 hours 8 hours
650+ 12 hours 24 hours 40 hours
660+ 3.5 days 7 days 12 days
670+ 43 days 87 days 145 days
680+ 3.4 years 6.7 years 11.2 years
690+ 550 years 1099 years 1826 years
700 101,560 years 203,119 years 337,374 years
Training Points
Your statistics determine the number of Training Points that your character receives each level. The formulae for these points, rounded down, are:
Mental Training Points = (DIS + AURA + LOG + CHR + WIS + INT) / 10
Physical Training Points = (DIS + AURA + STR + CON + RFLX + DEX) / 10
When you raise a level and CHECK IN at the Raging Thrak Inn, your statistics may increase, and you collect your training points. Training Points are used to purchase Skills. Physical Training Points may be converted into Mental Training Points at a two-to-one ratio, simply by purchasing a skill you don't have the MTP's to afford. Extra points are stored until you advance another level.
Profession Addition
As a sorcerer, you will automatically receive a +10 to your WISDOM and AURA statistic. Aside from gaining levels, this is the only time your actual statistic will be raised above your starting rolls. As mentioned previously, the highest a statistic can reach is 100, so placing a number above 90 in WISDOM or AURA wastes points - a high 80's number is much better.
ex. Leah wants to earn lots of training points right away, so she decides that the two most valuable stats to her are DISCIPLINE and AURA. Leah's top two rolls are 96 and 85. If she places the 96 in AURA, she starts with a 100 AURA and an 85 DISCIPLINE (185 total). If she places the 85 in AURA, she begins with a 95 AURA and a 96 DISCIPLINE (191 total). This gives both stats room to increase, and she reaches two "100" statistics much more quickly.
Stat Growth Rates
Your stats will increase as you age, earning you more training points. Wise characters that will be around for many years will include the growth rate of their statistics into their plans when they begin.
The statistics for every profession have growth rates that can be defined by their Growth Interval. The Growth Interval (GI) is simply the amount a stat must increase to reach the next growth rate. This interval remains constant all the way up to the maximum value a stat can reach, 100. For example, if your Charisma grows every two levels from 20-29, it will grow every three levels from 30-39, every four levels from 40-49. You can see the pattern. You'll have to go through TEN values before your rate increases. This is called a growth interval of 10.
Your STAT / GI = Growth Rate "Your STAT / GI" is truncated.
Example: Sam's Dark Elf's Logic is 58. The GI for a dark elf is 15. 58/15 = 3.87 --> 3. His Logic grows every three years. It begins to grow every four years at (15x4) = 60 LOG.
Sorcerer Growth Intervals by Race and Stat
CON DEX DIS LOG INT STR RFLX CHR WIS AURA
Dark Elf 13 30 25 15 23 10 20 10 30 30
Elf 10 30 20 20 27 10 17 5 32 35
Sylvankind 13 30 20 15 25 5 20 15 30 33
Half Elf 15 27 23 15 25 12 17 12 30 30
Human 17 25 25 15 27 12 15 10 30 30
Halfling 20 30 20 13 25 5 20 13 30 30
Dwarf 20 20 30 15 25 15 10 8 33 30
Giant Man 20 23 25 15 25 15 13 10 30 30
With the formula and the preceding table, you can create a growth table for your sorcerer's race. For example, here is the table for Dark Elves:
DARK Each Every 2 Every 3 Every 4 Every 5 Every 6 Every 7 Every 8 yr
ELVES Year (2x GI) (3x GI) (4x GI) (5x GI) (6x GI) (7x GI) (8x GI)
CON 20-25 26-38 39-51 52-64 65-78 78-90 91-100
DEX 20-59 60-89 90-100
DIS 20-49 50-74 75-100
LOG 20-29 30-44 45-59 60-74 75-89 90-100
INT 20-45 46-68 69-91 92-100
STR --- 20-29 30-39 40-49 50-59 60-66 78-79 80-etc.
REF 20-39 40-59 60-79 80-100
CHR --- 20-29 30-39 40-49 50-59 60-66 78-79 80-etc.
WIS 30-59 60-89 90-100
AURA 30-59 60-89 90-100
The first number in these borders may grow faster than expected, because values always increase at the first training level that is evenly divisible by the current rate.
Example: You are a Dark Elf Sorcerer, and your Intelligence just became 67 on level 4. You look up INT in the table below, learn it is a "23," and check the chart. You can expect your INT to increase to 68 on level 6. It will then increase to 69 on level 8, 70 on level NINE, and 71 on level 12.
Assigning the Rolls to the Statistics
Before I begin, I want to point out that there are many different strategies that have proven successful for various high level characters. When choosing your stat order, try to balance your role-playing desires with your long-term effectiveness. Creating statistical advantages in the activities that your sorcerer will perform the most will lead to success, while errors can greatly decrease your satisfaction and growth rate.
Sorcerers develop slowly, and may be comparatively weaker than many other professions until they reach their thirties. Since most people who choose sorcery have the goal to create a Legend Level (50) character, the guide is written with this in mind. However, realistically, most characters will never reach Lord or Lady (20) status. Below, the Lord/Lady stat order maximizes points without the benefit of long-term stat growth over 50 levels. Both strategies balance mathematical effectiveness, maximum stat development rates and cumulative training points for the levels played, while still maintaining sufficient points for proper skill purchasing each level.
Legend: LOG DIS STR AURA CHR CON INT WIS RFLX DEX
Lord or Lady: DIS STR AURA WIS LOG CHR INT CON RFLX DEX
Stat Discussion
LOGIC LOGIC grows slowly, and a low number hinders your valuable Mental Training Points for a long time. LOGIC also affects how much Field Experience your mind can hold, and how quickly you convert it into real experience, which speeds your XP/hour growth rate.
DISCIPLINE: A high number in DISCIPLINE is crucial, because it is counted in both training point formulae. The only reason it isn't first is because it grows so quickly. DISCIPLINE affects the amount of Field Experience you can store, and high level sorcerers will like a good DIS bonus when the ability to summon demons is implemented.
STRENGTH Sorcery may be the slowest developing profession, and a good sword arm can help you through many difficult times. Your STRENGTH bonus helps determine your Attack Strength, whether you hit, and how much damage you do. STRENGTH also helps your base Defensive Strength, reduces your round times for physical actions, and increases your ability to carry lots of treasure. It may be one of the most useful statistics in the game, but a high number in this slow growing stat means putting mental statistics lower, gaining less Mental Training Points. Still, sorcerers who do not plan on passing Lord level may even consider placing it in the first position.
AURA: AURA may be your most important statistic. It earns both Mental and Physical Training Points. It is the source of your Mana Points for casting spells, and also determines the rate which you regain your mana. If that isn't enough, a high AURA bonus increases your chance to hit and damage targets with your Sorcerer Warding Spells. (see "Magic").
The only reasons AURA isn't placed higher are because it grows quickly, and sorcerers get a +10 addition to the stat because of their profession. It deserves a number in the 80's, but placing a number in the 90's here would only get raised to 100. See an example under "Profession Bonus."
CHARISMA Like LOGIC, this statistic is also slow to change, so a high number will help meet your long-term Mental Training Point needs. CHARISMA affects your dealings with merchants, helping generate needed funds. Higher level sorcerers will find it necessary when controlling demons is implemented. You may wish to move the useful STRENGTH statistic out of the top four and place it second for more Mental Training Points. Most importantly, CHARISMA is a wonderful for role-playing, and should be placed where you will enjoy it most.
CONSTITUTION helps determine your initial Health Points, and along with race, determines your Health Point maximum. It also enhances your poison and disease resistance rolls. The statistic grows slowly, but at least it only produces PTP's!
INTELLIGENCE An important statistic that grows quickly and helps produce valuable Mental Training Points is INTELLIGENCE. This statistic, like LOGIC, affects how fast you convert Field Experience to Experience Points, so a high INTELLIGENCE is important for a good XP/hour ratio.
WISDOM WISDOM affects your Casting Strength exactly like AURA, but is not as valuable since it's only single-counted toward Training Points and does not effect your total Mana. It also helps you detect traps. If you want to be a more effective spell-caster early, you may want to move it into the fourth spot, reducing LOGIC. However WISDOM grows very quickly, and we also receive a +10 profession addition to it. Also, as we age, the percent of our CS that comes from our WISDOM bonus shrinks, so the lower the CS you can tolerate to start with (every 4 lower means -1 CS), the lower you should place it for more Mental Training Points.
REFLEX REFLEX increases your base Defensive Strength. However, our spells do a good job with that already, and as we age, the per cent of our DS that comes from REFLEX bonus becomes very small. It grows at a healthy rate for a physical statistic, so we want to give it room to build those Physical Training Points.
DEXTERITY If you intend for your character to wield wands, you may want to give this statistic a higher spot. However, if you prefer to concentrate on casting sorcerer spells, this should probably be near the bottom. DEXTERITY grows quickly, and since it doesn't add to your Mental Training Points, a low number will give it room to grow without cramping you for MTP's in the short run. It may help maneuver rolls and skinning, and may impact evasion and missile weapons when the new combat system is implemented.
Race Selection
Selecting a specific race will modify your Stat Bonuses. This is vital, since most actions in GS III are based on the Stat Bonus, not the actual statistic.
Stat Bonus = (Statistic - 50) / 2 + Racial Modifier (rounded toward 0 bonus)
ex. Leah now has a 95 in AURA which gives her a +22 to most AURA based formulae. If Leah decided to become a Dark Elf, she would add an additional +10 to the bonus, so she would still start out with 95 AURA, but would now add +32 to her AURA-based rolls.
Below is the table describing the racial modifiers.
CON DEX DIS LOG INT STR RFLX CHR WIS AURA SP HPF MAX HP
Dark Elf -5 +10 -10 - +5 - +5 -5 +5 +10 1/5 5 120
Elf - +5 -20 - - -5 +15 +15 - +5 1/5 5 130
Sylvankind - +5 -5 - - - +5 +5 - +5 1/4 5 130
Half Elf - +5 -5 - - - +10 +5 - - 1/2 5 135
Giantman +10 -5 - - -5 +15 -5 +5 - -5 1/2 7 200
Human - - - +5 +5 +5 - - - - 1/3 6 150
Dwarf +15 - +10 +5 - +10 -5 -10 - -10 2/3 6 140
Halfling +10 +15 -5 +5 +10 -20 +10 -15 - -5 5/6 4 100
Glancing through the bonuses demonstrates one reason why you see so many Dark Elf sorcerers. Warding Spells are the heart and soul of the sorcerer's arsenal. While wizard spells rely on a DEXTERITY bonus, your success with warding spells is determined by your stat bonuses from WISDOM and AURA. This formula is:
CS (sorc) = (Level x 3) + (AURA Bonus + WIS Bonus)/2 + # of Sorcerer Spells + # of MnE/2 + # of MnS/2
ex. Fizzlestick is a 7th level Sorcerer with 7 Sorcerer spells, 4 Minor Elemental spells, 6 Minor Spiritual spells. He is a Dark Elf with a 100 AURA (+35 Bonus) and a 97 WISDOM (+28 Bonus).
CS (sorc) = (7 x 3) + (35 + 28)/2 + 7 + (4/2) + (6/2) = 21 + 31.5 + 7 + 2 + 3 = 65
If Fizzlestick was created as a human his CS would be only 57, and as a dwarf, 52.
If you want your sorcerer to be able to hit hard with DEX-based bolt wands, Dark Elves have an attractive DEX bonus, and the other elf-type races also make good choices as well. One drawback to the Dark Elves is that they recover spirit points very slowly, one every five pulses. Another may be their low MAX HP, but because of their lack of armor, most sorcerers are killed by critical hits, so a high HP total may not be crucial.
The most important factor in selecting a race, however, is role-playing. Your race should be an important factor in how you play the character. Regardless of the numbers, choose the race that you will enjoy playing the most.
ex. John rolls his numbers, which are 85, 83, 82, 59, 58, 53, 43, 42, 35, and 97. He likes his total a lot (637) and wants to reach Legend, so he places the numbers in order for his Dark Elf. He decides though, that he wants to play a morbid sorcerer with a low CHARISMA. His totals:
LOG 97 DIS 85 STR 83 AURA 92 CON 59 INT 58 WIS 63 RFLX 43 DEX 42 CHR 35
PP's = (85 + 83 + 92 + 59 + 43 + 42)/10 = 40.4 MP's = (97 + 85 + 92 + 58 + 63 + 35)/10 = 43.0
Skills
Selecting the proper combination of skills is another vital part of developing an effective sorcerer. Because sorcery has the highest skill costs of all professions, and that only 5 of the 28 skills allow multiple trainings each year, this profession is perhaps the most restricted in variety.
Skills are purchased with Mental and Physical Training Points. Sorcerers can double, and even triple-train in the five magic-oriented skills at any level, however, every additional skill level costs double.
ex. One level of Spell Research costs 10 MP. Two levels cost 30 MP (10 + 20), and three, 70 MP.
When considering double-training, always think long-term. It's unwise to double-train if you won't train at all in the skill next level.
Another training option is to exchange your PP's for MP's. For every two PP's you'll recieve only one MP, but sorcerers will find MP's more useful in purchasing mental skills, so this may be a worthwhile tactic despite its expense.
Finally, skill training has a diminishing returns effect. For most number-based skills, each training will add +5 to your abilities for the first ten skill ranks, +4 for the next ten, +3 for the next, +2 for the next, and finally +1 for all remaining training. In parenthesis below, I've listed a recommended stopping point where each additional training becomes less cost-effective. "Zero skills" are optional and your character will do fine without any training in this skill.
Spell Research (max) Spell Research simply allows you to learn a new spell. Each (0 PP, 10 MP) level, sorcerers generally double-train (and may even triple train!) in this skill. In addition to the flexibility of having many spells to choose from, Spell Research increases your Casting Strength. (see Magic) Sorcerers may not cast spells greater than their character level, so studying ahead does not give you additional spell flexibility, but it will slightly improve your Casting Strength.
Mana Sharing (24-30) A versatile skill that allows you to share mana, and better, allows (0 PP, 3 MP) another mana sharer to replenish yours! Training 24 times allows 100% transfer with other 100% sharers, more training will help those with less ability. The formula for Mana Sharing:
Mana Received = (Mana Sent x Sender's MS%) x Receiver's MS%
Note: The results are truncated after both multiplications
Scroll Reading (0-30) An amusing and inexpensive ability for sorcerers. This allows (0 PP, 2 MP) magic use from other circles, typically spells outside of combat.
Magic Item Use (0-30) While unnecessary for rubbed magic items, this skill allows you (0 PP, 3 MP) to activate magic items you wave, like wands. Purchase a lot of MIU only if you wish to use elemental wands (see Spell Aiming).
Spell Aiming (0-40) Warding Spells are the sorcerer's main arsenal, and do not (3 PP, 1 MP) require any spell aiming. Advocates like the chance to use wands, especially at higher levels. However, as an effective mode of attack, you may wish to double-train each level and stance dance, plus purchase Magic Item Use to activate a wand quickly enough. Wands might better be left to the wizards.
Edged/Blunt Weapons Weapon Training not only enhances physical attacks, but (10 PP, 1 MP) (40-max) more importantly increases your Defensive Strength. Pick one type of attack, here or below, and stick with it. Edged weapons may be preferable; they are very common, quick, and have some of the best Damage Factors and AvD's.
Other Weapons (0) Other weapon skills include Thrown, Ranged, Pole Arms, (20 PP, 3 MP) Two-Handed, and Brawling. The extra cost of these skills may be too expensive for most sorcerers. Thrown and Ranged will have more impact when the new combat system is implemented. Avoid two handed weapons. Although they can cause heavy damage, a sorcerer's power stems from his high DS, and a shield is needed to avoid being hit by weapons or bolt spells. Brawling is worth a look. It allows you to keep your AS and DS bonuses whenever one hand is free, and has other advantages as well.
Shield Use (40-max) With the spellcasting hindrance created by wearing (8 PP, 1 MP) armor, using a shield is your best way to avoid being hit. Shield Use magnifies the benefit of a magic shield (see Combat section). Shields also protect against bolt spells, and will be a factor when missile combat is implemented.
Armor Use (0-4) Sorcerers may wear up to Full Leather (AsG 6) without (15 PP, 1 MP) any spell hindrance (see the Armor Section). Heavier armor causes spell failure, which may be unacceptable with mana intensive sorcerer spells. However, heavier armor's protection might be justified at higher levels. If you go wear full leather, four levels of Armor Use will remove the one second round time delay of physical activities, and reduce its maneuver penalties.
Physical Training Sorcerers survive by not being hit, but accidents happen! (8 PP, 0 MP) (12 to max) Many older sorcerers stop training when they have about fifty health points, because it isn't health point loss that usually kills sorcerers, but critical hits. Training past your racial HP Max may soon increase HP regeneration rates
Climbing (15) Some areas of Elanthia require a certain skill level in (6 PP, 2 MP) Climbing to enter.
Swimming (15) As with Climbing, some areas require a certain skill level (3 PP, 1 MP) in Swimming to enter.
Perception (40-max) This skill has a number of uses, including helping you see (0 PP, 3 MP) hidden people, passageways, objects, traps, or treasure, or even someone's hand in your coin purse!
Pick Pockets (0) Dangerous, since picking a character's pocket is considered (3 PP, 3 MP) an invitation for player-vs.-player (PvP) combat!
First Aid (0-40) This skill allows you to stop bleeding by "Tending" others (3 PP, 2 MP) (or yourself!), and helps you skin pelts for more wealth.
Trading (0-20) Improves your success with merchants. Here's a possibility (0 PP, 3 MP) if you have the MP's, considering how often this is done.
Disarm Traps (0-10) Triggering trapped treasure chests is a leading cause of death (2 PP, 7 MP) for us, but Perception and magic makes this skill less necessary.
Find Trap = 1d100 +Disarm +WIS +TrapLore(404) +Perception -Difficulty Manual Disarm = 1d100 +Disarm +WIS +TrapLore(404) -Difficulty
Pick Locks (0) Another handy skill, but we have access to spells which (2 PP, 7 MP) perform this function for all but glyphs. Save those MP's!
Manual Pick = 1d100 + (Picking +WIS Bonus +LockLore) x Pick -Difficulty
Stalk & Hide (0-40) Allows you to hide and prepare for ambush or avoid dangerous (6 PP, 5 MP) attacks, particularly maneuver attacks at higher levels.
Ambush (0) When physically attacking from a hidden location, this skill (15 PP, 14 MP) allows you to do more severe critical hits. Expensive.
Multi-Opponent Combat When the new combat system is implemented, this skill (20 PP, 25 MP) (0) will reduce the risk of being overwhelmed when you face multiple opponents.
Two Weapons (0) Another expensive option. Intriguing, but sorcerers may (25 PP, 20 MP)need their shields to avoid being hit.
Combat Maneuvering Increases critical hit rank, and adds an additional +1 to your (22 PP, 15 MP) (0-max) AS for every ten points. More importantly, it helps older sorcerers avoid maneuver attacks. Expensive for the young.
My Shopping List:
0 PP 30 MP Spell Research (x2)
8 PP 1 MP Shield Use
10 PP 1 MP Edged Weapons
0 PP 3 MP Perception
0 PP 3 MP Mana Sharing
8 PP 0 MP Physical Training
26 PP 38 MP
The skills on the list above are generally considered mandatory training every level until Lordhood. The only exception may be Physical Training, where you may wish to reduce training once you reach your teens.
Customize your character with your extra PP's. Four levels of Armor Use may be a good early training choice to allow the use of Full Leather without roundtime penalties. Before Lordhood, you'll want ten levels of Swimming and Climbing to have access almost anywhere. Additional training points could be to used to diversify your character with Scroll Reading, Magic Item Use, Spell Aiming, First Aid, Trading, Hiding, Combat Maneuvers, and always consider triple-training in Spell Research.
Also, make sure you understand the incremental benefit an additional training will give you. For example, your 41st training in Weapons still costs 8 PP and 1 MP, but you only get +1 to your skill. Triple-training in Spell Research rapidly becomes an even more attractive option at these higher levels. While all other classes suffer diminishing returns to their attack, learning an additional spell always raises our Casting Strength the same amount, and when added to the static +3 to our CS for just aging a year, it may make sorcerers the most powerful profession at Legend level.
Combat in Elanthia
Melee
With their low Casting Strength, Mana Reserves and Mana Recovery Rates, sorcerers must start out fighting mainly by hand. The high skill costs and demands for statistics in other areas makes them less effective at this than most other professions. Many sorcerers find it more effective to use weapons in addition to spells for a long time.
Combat is resolved by the following formula:
AS - DS + AvD + 1d100 = results The farther over 100 and the better your weapon's Damage Factor, the more damage you do. A rapier is a light weapon, so it would have a much weaker Damage Factor than a broadsword. Finally, a critical hit (extra damage) is determined by Ranking the damage (damage/5 rounded up), and determining what location is hit. A high Rank attack to, say, the throat, may kill something in one swing; a shot to the arm might need a higher rank to sever it. Some weapons have "weighting" that improves these chances.
Below are the tables and formulae that will help you determine your AS and DS.
AS = Stance x (STR Bonus + Weapon Training + Magic Metal + Enchantment + Combat Maneuver Ranks/2)
Total DS = Base DS + Right Hand DS + Left Hand DS
Base DS = RFLX Bonus + armor metal + enchantment + Combat Maneuvers/10
Right Hand DS = Stance x [STR Bonus + Weapon Training + Total Weapon Value]
Left Hand DS = Total Shield Value + [25% + (75% x Stance)] x [(Shield Training/100) x Total Shield Value]
Total Shield Value = 20 + Metal + Enchantment Total Weapon Value = Metal + Enchantment
Notes: Individual DS's are rounded to the nearest integer before combining for Total DS. A negative STR Bonus is not included in the Right Hand DS formula, so a DEF stance will never decrease your DS. The STR Bonus is in effect only if you hold a weapon or are barehanded. Right hand DS diminishes by 25% for every loss of over 25% to your Spirit Point or Hit Point total.
Stances AS DS Magic Metals
Offensive 100% 0%
Advance 80% 20% Mithril +5
Forward 60% 40% Ora +10
Neutral 40% 60% Imflass +12
Guarded 20% 80% Mein +15
Defensive 0% 100% Vultite +20
<><><><><>
Note: Magic metal only applies to armor and shields, not helmets. You may only use a metal if your level is at least half its bonus. For example: A character must be 3rd level or higher to use Mithril, 10th to use Vultite. Imflass is the lightest (lowest round times); next lightest is vultite. Ex. Aardwyn carries an imflass shield with no enchantment, and has 20 points of Shield Use. He has a RFLX Bonus of +8, STR of +10, normal leather armor, a mithril axe and 25 points of edged weapons skill.
Stance Defensive Stance Offensive AS = 0% x (10 +25 + 5) + 0 = 0 AS = 100% x (10 + 25 + 5) + 0 = 40
Base DS = 8 + 0 + 0 + 0 = 8 Base DS = 8 + 0 + 0 + 0 = 8 RH DS = 100% x (10 + 25 + 5) = 40 RH DS = 0% x (10 + 25 + 5) = 0
LH DS = 20 +12 +0 +[25% + 75%] [20/100 x 32] = 38.4 LH DS = 20 +12 +0 +(25% x 20/100 x 32) =33.6
Total DS = 8 + 40 + 38 = 86 Total DS = 8 + 0 + 34 = 42
You can attack a monster by using the ATTACK command. Notice that your weapon must be in your right hand, and your shield in the left to use them - if not, SWAP them. Round time is an interval between attacks when you cannot perform another action. Heavier weapons, encumbrance, and wearing armor for which you haven't trained, will increase your round time. A lower round time mean more chances to attack.
You can be totally unencumbered if you do not carry more than [15 + STR Bonus]% of your body weight. Racial stength bonuses are ignored here, except for dwarves, who gain +5% for being "solid" individuals. Encumbrance will increase roundtimes by one second for every 5% of your body weight that your load is over this amount.
Some creatures use attacks that are not based on your DS but on your maneuverability. Low encumbrance, aggressive stances or Combat Maneuvers skill helps you avoid them.
% CM Bonus = Ranks in Combat Maneuvers x CM Stance Modifier % (rounded up)
CM Stance Modifier: OFF= 0.125 ADV= 0.200 FOR= 0.275 NEU= 0.350 GUA=0.425 DEF= 0.500
Ex. Celowyn has two trainings in CM and is in Stance GUA. She avoids 0.85% more maneuver attacks
Armor
sorc spirit elem action RT
AsG hinder% hinder% hinder% penalty Adder CvA AvD 1 0% 0% 0% 0% 0 25 36
Normal Clothes None, Robes, Jerkin
5 0% 0% 0% 0% 0 20 36
Leather Light Leather
6 0% 0% 0% 0% 1 19 35
Leather, A Full Leather
7 1% 0% 2% -5% 2 18 34
Leather, A and L Reinforced Leather
8 2% 0% 4% -8% 2 17 33
Leather, H, A and L Double Leather
9 5% 4% 5% -5% 2 11 36
Scale Leather Breastplate
10 6% 5% 7% -7% 4 10 34
Scale, A Cuirbouilli Leather
11 7% 6% 8% -10% 6 9 32
Scale, A and L Studded Leather
12 9% 8% 10% -13% 6 8 30
Scale, H, A and L Brigandine Armor
13 10% 8% 12% -10% 3 1 37
Chain Chain Mail
14 12% 10% 14% -12% 6 0 33
Chain, A Double Chain
15 13% 11% 15% -15% 9 -1 29
Chain, A and L Augmented Chain
16 18% 15% 20% -18% 9 -2 25
Chain, H, A and L Chain Hauberk
17 15% 15% 15% -20% 4 -10 36
Plate Metal Breastplate
18 20% 20% 20% -25% 8 -11 30
Plate, A Aug. Breastplate
19 22% 22% 22% -30% 12 -12 24
Plate, A and L Half plate armor
20 27% 27% 27% -35% 12 -13 18
Plate, H, A, and L Full plate armor
(A = Arm Protection, L = Leg Protection, H = Head Protection) (AvD is for a Broadsword)
Armor is arranged into Armor Sub-Groups. Heavier armor reduces the AvD (Attack vs. Defense) and Damage Factor of the attacker's weapon, diminishing its chance to hit and amount of damage. For example, a character with a rapier attacking a creature in full plate may suffer a large negative to their attack roll, since the rapier is unlikely to penetrate or cause much damage. The same creature might not be so lucky if the character then cast a lightning bolt at it!
Certain armor also protects specific parts of your body. All armor (except AsG 1) provides torso protection, and others may protect additional areas of your body. You may attach certain items to these locations to decrease the rank of damage you sustain from attacks there, but this will not change your AsG, as most believe. Be aware that attaching items to locations not already covered by your armor will increase your rate of spell failure equivalent to the same AsG that has that type of protection.
Ex. Pfoofel wears light leather armor, AsG 5, which provides protection to her torso. She decides to add leg greaves to reduce damage she sustains from injuries to her legs. Her AsG remains 5, but she now has a 1% spell hindrance for sorcerer spells. Adding arm greaves wouldn't increase hindrance.
You will notice that heavier armor greatly increases the chances of spell failure. Many sorcerers will not accept any chance of spell failure, and will only wear up to AsG 6. If the sorcerer wishes to wear full leather - the heaviest armor without any spell hindrance, training in Armor Use four times will remove the one second roundtime associated with some physical activities.
Magic
Mana
Your sorcerer has a maximum amount of mana based on the following formula.
Mana = [Character Level / 10] x [(AURA STAT - 40)/2]
Note: The expression, [(AURA STAT - 40)/2] rounds down
Casting spells will generally cost 1 mana point/spell level. Casting a spell that requires more Mana than you currently have will put you into shock!
Mana regenerates over time at the following rate:
Mana Regeneration Rate = 1/10 Total Mana every two minutes, rounded down
ex. Sorcerers with 19 Mana regenerate 1 point/2 minutes. 20 Mana regenerate 2 points/2 minutes
Mana and Spirit Regeneration Rates double at Mana Foci or Nodes, like the Town Square.
Scrolls and Wands
To use a scroll of wand, a sorcerer must first activate it. Scrolls must be INVOKED, wands WAVED, and an activation roll over 100 must be obtained.
Scroll Activation Roll = 1d100 + Scroll Reading Training + Know Spell? - Spell Level
Wand Activation Roll = 1d100 + Magic Item Use Training + AURA Bonus + Know Spell? - Spell Level
Note: Know Spell? (Yes = 30, Not Yet = 10, Can't Ever = -20 )
A failed roll does not remove a charge. After an item is activated, resolution is determined just as if you were casting the corresponding warding or bolt type spell.
Sorcerer Spell Lists
701 Blood Burst 101 Spirit Protection I 401 Elemental Defense I
702 Mana Disruption 102 Spirit Barrier 402 Presence
703 Forget 103 Spirit Defense 403 Picking Enhancement
704 Phase 104 Disease Resist 404 Disarm Enhancement
705 Break Limb 105 Poison Resist 405 Elemental Detection
706 Mind Jolt 106 Spirit Fog 406 Elemental Defense II
707 Eye Spy 107 Spirit Protection II 407 Unlock
708 Pain Infliction 108 Stun Relief 408 Disarm
709 Quake 109 Dispel Invisibility 409 Elemental Blast
710 Energy Maelstrom 110 Unbalance 410 Elemental Wave
711 Limb Disruption 111 Fire Spirit 411 Elemental Weapon
712 Throes of Pain 112 Water Walking 412 Weapon Deflection
713 Nightmare 113 Undisease 413 Elemental Saturation
714 Life Burst* 114 Unpoison 414 Elemental Defense III
715 Curse 115 Spirit Burst 415 Elemental Strike
716 Disease 116 Locate Person 416 Piercing Gaze
717 Evil Eye 117 Spirit Strike 417 Elemental Dispel
718 Torment 118 Web 418 Mana Focus
719 Dark Catalyst 119 Herb Production 419 Mass Elemental Defense
720 Implosion 120 Lesser Shroud 420 Magic Item Creation
725 Demonic Summoning* 125 Call Lightening 425 Elemental Targeting
130 Spirit Guide 430 Elemental Barrier 150 Wall of Force
* unimplemented at this time (6/97)
Casting Spells
Magic spells can be cast from your own Mana, or by activating an item such as a scroll, wand, or other magical item. You must first PREPARE (spell number) (or activate from magical items, wands and scrolls), before you can CAST AT . Spells have a prep time, based on your level and the spell level. If you do not specify a target, the spell will be cast on you, so BE CAREFUL! Casting a spell without enough mana is also dangerous, so keep an eye on your Mana with the EXP or POW commands.
Spell is 6 + levels below your level 0 second prep time
Spell is 3-5 levels below your level 5 second prep time
Spell is 0-2 levels below your level 10 second prep time
Warding Spells
The bulk of the sorcerer's abilities come from warding spells, which affect the target without aiming.
CS - TD + CvA + 1d100 = results
CvA is the Cast vs. Armor factor, and TD is target defense. CvA's do not alter whether you cast a MnE, MnS, or Sorcerer spell (see armor table for specific values)
CS (Sorc Spell) = (Level x 3) + (AURA + WIS)/2 + # of Sorcerer Spells + (# of MnE)/2 + (# of MnS)/2
CS (MnE Spell) = (Level x 3) + (AURA) + # of Minor Elemental Spells + (# of Sorcerer Spells) / 2
CS (MnS Spell) = (Level x 3) + (WIS) + # of Minor Spiritual Spells + (# of Sorcerer Spells) / 2
Note: MnE/2 and MnS/2 in CS (Sorc) round up independently
Ex. Arenia is a 12th level Sorcerer with 12 Sorcerer spells, 12 Minor Elemental spells, 3 Minor Spiritual Spells. She is a Dark Elf with a 98 AURA (+34 Bonus) and a 87 WISDOM (+23 Bonus).
CS (Sorc) = (12 x 3) + (34 +23)/2 + 12 + (12/2) + (3/2) = 36 + 29 + 12 + 6 + 2 = 85
CS (MnE) = (12 x 3) + 34 + 12 + (12/2) = 36 + 34 + 12 + 6 = 88
CS (MnS) = (12 x 3) + 23 + 3 + (12 /2) = 36 + 23 + 3 + 6 = 68
Target Defense = (Level x 3) + Stat Bonus ( + any spells in effect, of course)
Note: For MnE Spells, Stat = AURA. For MnS, Stat = WIS. For Sorcerer spells, Stat = (AURA + WIS)/2
Casting a CS spell at yourself give you a -50 TD
By examining the CS formula, you can learn a lot. First, warding spells are not dependent on stance. This is a big advantage to the sorcerer, who can maintain a guarded stance while casting these spells. Second, Warding Spells do not require a healthy DEX Bonus - so you may decide to concentrate your points toward more effective warding. Finally, notice that CS is not based on a skill. Therefore, at very high levels, sorcerers do not suffer the diminishing returns effect that other classes do by purchasing skills. While a warrior's 41st weapon's training may only be worth +1 to his AS, at that level we still get a free, +3 just for advancing a level, plus we add to our CS by whatever spell training we do.
Bolt Spells
Bolt Spells are the basis for most wizard spells. Bolt spells are aimed, and combat resolution is calculated much like melee combat.
AS - DS + AvD + 1d100 = results
Bolt Spell AS = Stance x (Spell Aiming + DEX Bonus)
Bolt Spell DS = Base DS + Total Shield Value + (Total Shield Value x Stance) + [25% + (75% x Stance)] [(Shield Training/100) x Total Shield Value]
It should be pointed out that very few spells a sorcerer can learn are bolt attacks, and most of the bolt attacks a sorcerer will make will be by using magical items such as wands. Most sorcerers tend to avoid this area to save many things, like a nice high statistic when starting, skill points that would have to go toward spell aiming every year, and never needing to rely on "stance dancing." Others like flexibility, especially at higher levels, so this decision is more a matter of characterization than of necessity.
Combat Results, Damage, & Experience
Successful attacks cause damage, and enough damage will kill a monster (or your character!). Your character can withstand only as many points of damage as his or her Basic Health Point Total (BHPT). Additional damage accrues when a heavy blow causes a critical strike, which can cause stunning, bleeding, losing a limb, or even instant death. You may monitor your condition by typing HEALTH.
If you lose all your Health Points or Spirit Points, you will die. Your totals are:
Health Points = (STR STAT + CON STAT) / 10 + (Physical Trainings x Racial Modifer)
Spirit Points = AURA STAT / 10
Killing a monster will give you treasure and experience. SKINning a creature gets you no experience, but most pelts can be sold for profit. After skinning, SEARCH the creature, and GET your treasure.
Field Experience = 100 + 10 x (Monster Level - Your Level)
Characters gain levels by collecting sufficient experience points. Sorcerers earn Field Experience by killing monsters, disarming and opening chests, imbedding, as well as performing quests. Your mind can only hold a certain amount of field experience:
Total Field Experience Capacity = 800 + DISCIPLINE STAT + LOGIC STAT
As you collect more Field Experience, your capacity will fill. When you reach your limit, additional field experience you obtain over your capacity will simply be lost. You may monitor the percent of your capacity that is filled by typing EXP.
0% Clear as a Bell
0 - 25% Fresh and Clear
25-50% Clear
50-62% Muddled
62-75% Becoming Numb
75-90% Numb
90-100% Must Rest
Field experience is gradually processed into experience points at a rate determined by your LOGIC Bonus, INTELLIGENCE Bonus, and whether your character is at a node. GM's occasionally give Role Playing awards for outstanding characterization, and these magnify the processing rate as well.
Don't miss the opportunity to team up with other adventurers in Elanthia! Characters may hunt as a group, and if they do their fair share of damage, they all receive full experience. JOINing others will make hunting easier in groups.
Final Thoughts
There is a lot in this manual, but I left a lot out too. It is up to your character to solve the mysteries of Elanthia. Questions like, "Why are 'Deeds' so important?" "Where should a level 8 sorcerer hunt?" or "What does a twisted wand do?" should be uncovered in the lands by talking with the inhabitants. These types of questions are at the heart of Elanthia, and I encourage you to enjoy the richness of the world and it's people.
This guide will always be a work in progress. Please eMail any comments, corrections, or contributions to Sylvendale@aol.com or look for Lord Sylvendale in the lands.
Let me begin this post by thanking all those who undertook the tedious task of gathering data for the experience experiment. Much of what follows would not have been possible without your help.
Please also note that this post is intended for those with little knowledge of experience absorption and may reiterate a great deal of common knowledge. The intent is to educate even the novice to the subject and I apologize to anybody who is bored by my pedagogy, but I assure you that this post is worth taking the time to read.
That being said, I would like to announce a major breakthrough in Elanthian science. After hours and hours of research, number crunching, frustration, and elation, I feel confident in stating that one of the most vexing questions in all the lands has been answered. We have derived the formulae for experience absorption.
As most people know, when a monster is killed, an adventurer gains an amount of field experience that is stored in his or her brain and is absorbed over time. There is, however, a maximum amount of experience that a character may store at one time. The experience storage capacity of a character is a constant value:
Capacity = 800 + LO statistic + DI statistic.
Although it has been postulated that one can never reach this state of "super-fried" and can only gradually approach it, this is not true. This maximum is simply a ceiling. What this means is that if you have a 75 Logic and a 95 Discipline, you will be able to store up to 970 field experience points at a time. If you currently have 935 experience points in your experience "bucket" and kill a creature that would have netted you 150 experience points, you will only gain 35 points and have refilled your bucket; 115 points will have been lost in the ether.
The experience you have stored is then absorbed in discrete packets once every minute (or so) at what have become known as experience pulses. Although a person cannot discern the exact amount of experience yet unabsorbed in his or her mind, by taking an experience reading, one can get a general, non-quantitative description of ones state of mind. The names of these "classifications" and what they signify are as follows:
Classification Percentage of total capacity
Must Rest 90-100%
Numb 75-90%
Becoming Numb 62-75%
Muddled 50-62%
Clear 25-50%
Fresh and Clear 0-25%
Clear as a Bell Zilch
(Note: These numbers are Sylvendales and I have not checked them. If they are off, which is unlikely, yell at him.)
Although one can still absorb field experience in the Must Rest state of mind, the amount absorbed, barring intervention from the gods, cannot exceed your maximum.
Now comes the complicated part. The rate at which your experience will be converted from stored field experience to earned "true" experience is based upon a number of things. The most significant distinction for most people is whether she or he is on an area where experience absorption is accelerated, also know as an experience node. On a node, the amount of experience a person will absorb is:
INT(Amount in Bucket/(50-INT(Level/6))) + 12.
where the function "INT" means to round down to the nearest integer.
To determine your own rate, begin by finding your divisor, which is 50-INT(Level/6). This means that your divisor will be 50 for levels 0-5, 49 for levels 6-11, 48 for levels 12-17, etc. You then divide this number into the current amount in your bucket and chop off the decimal.
For example, a 26th level Dark Elf Wizard with a Logic of 71, an Intelligence of 65, and a Discipline of 100 will have a storage capacity of 971. His divisor will be 46, so if he is "super-fried" on a node, he will absorb INT(971/46) + 12 = 33 experience points on his first pulse. His next pulse will be INT(931/46) + 12 = 32 experience points.
Off of a node, the amount that a person will absorb is:
INT(Noded value * (50 + Intelligence Bonus + Logic Bonus) / 100).
You find your own rate by first determining your modifier, which is (50 + Intelligence Bonus + Logic Bonus) / 100. This modifier cannot be greater than one, meaning that even a Halfling Wizard with a 100 in both the Intelligence and Logic statistic will not absorb more off of a node than on. You then multiply this modifier by the amount you would have absorbed if you were on a node (see the above formula) and round down to the nearest decimal.
Taking our Dark Elf Wizard from above, if he were to move from the node to a non-node after two pulses (if, say, he were pushed off the ledge in Shadow Valley by a Dark Elf Sorcerer), he would need to compute his modifier, which is: (50 + IN bonus + LO bonus) / 100 = (50 + 12 + 10) / 100 = .72. Now, he would compute the amount he would have absorbed if he were still safely on a node (and not at the bottom of the abyss, being eaten by night hounds), which is INT(899/46) + 12 = 31. Multiply this 31 by the .72 factor and round down to get 22, the amount he will absorb.
This discovery has a great number of implications for stat placement in the future. For example, despite a recent statement in the Wizard folder that Logic is a largely useless statistic, Logic is actually very important. It is the biggest statistical factor in determining experience absorption since it helps determine both the maximum amount of field experience one can store and the rate at which that experience can be absorbed. Future generations may choose to give more attention to the Logic statistic than we have in the past.
However, the single greatest factor for experience absorption is level. Level, it seems, determines the maximum rate at which a character can absorb experience on a node, which in turn determines the non-noded rate. Taken to its logical conclusion, a 275th level character with a steady supply of creatures to kill will actually reach the next level faster than a second level character, even though she will need 5 times the experience to progress, because she will be able to absorb 200 experience points per pulse whereas the 2nd level character, even with maximum Discipline and Logic, will only absorb 32 per pulse. This also means that Banthis statement that Gemstone is a 400 level game is incorrect; it is a 300 level game.
This is all presuming that this can be taken to its logical conclusion, and that remains to be seen. The equations you see above have been tested rigorously for characters in the 0-35 range and have held true without exception. It may be, however, that these equations do not hold true for higher levels.
Before I end this post, I would like to make a special request. No doubt, there will be a great number of you who will see this formula and will immediately want to test it upon yourself, and this is certainly to be encouraged, especially for those elders who would like to verify the "level" portion of the equation. However, I would ask that if you find that your results deviate from those predicted by the formulae above rather than post a message about that experience, please attempt to contact myself or Sylvendale first. If there is a deviation, either the data is wrong or the formula is wrong. Please give us a chance to eliminate the first possibility before we are forced to consider the second.
Once again, let me thank those of you who sent in your data. Your assistance was indispensable in making this discovery possible.
Shytok OfGhul