Difference between revisions of "User:GaidinBDJ/GuildStats"

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Latest revision as of 05:24, 9 December 2018

This will be a page for guild stat information.

Adventurer

Android

Angels

Bard

Bladesinger

Breed

Stats do stuff. It's all hush-hush.

Changeling

Cleric

Cyborg

Elemental

Wisdom and dexterity are important. Wisdom determines damage and dexterity determines defence. However, mentals also have to raise charisma and strength for wisdom and dexterity to be effective. Charisma always has to be higher than half your wisdom and strength always has to be higher than half your dexterity. Strength and charisma boost can help you achieve that balance, but it's best not to rely on them (however, wis and dex boosts won't hurt you).

A general rule of thumb is to keep wisdom and dexterity high and about the same. Make sure constitution stays high enough that you can survive multiple hits since rebuild will only fire once per round.

Mentals have cutoffs for guild defenses at dexterity 175, 200, and 225. Points from 176-199 (and so on) won't contribute to guild defenses but will still contribute to MUD-side defense.

Fighter

Fremen

Gentech

Jedi

Juggernaut

Knight

Mage

Monk

Necromancer

Priest

Sii

Sorcerer