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LucasC83
05-30-2006, 05:32 PM
Hi folks,

I was a Gemstone III player several years ago when it was free on AOL...I've recently rediscovered Gemstone and was thinking about stepping back into the game but I've run into a problem as I've pondered the type of character I would be creating.

I wanted to tentavely map out my character so I was examining the stats on the official gemstone page to decide which ones I would place more emphasis on. Unfortunately, most of the explanation on that page are vague and lack any real mathematical data as to how a stat would affect my character. Example: I thought dexterity might be something I could sluff off on, since I don't plan to use a bow. But elsewhere I read that dexterity (along with agility) effect the time between weapon swings and whatnot.

So what I'm looking for is: Is there anywhere that has a detailed explanation as to what each stat does and how it effects the various skills/mechanics/etc.? (I found a couple pages with some of this information relating to gemstone III, but some of the stats no longer exist and I don't even know if the same info applies any longer). If no page exists - could an experienced player give a tentative rundown of the stat effects?

Drew
05-30-2006, 05:39 PM
There's really not definitive page because the information would take 100 pages if you wanted to put down everything for all situations but nilandia.com is good place to start.

Asha
05-30-2006, 05:42 PM
Constitution (Co): Your physical toughness. This along with Strength determines your starting hit points. I believe Co, along with strength and your race, figures into how much of a load you can carry. Co also determines your bonus hit points above racial maxes, and a high value in Co gives you a bonus for warding against disease and poison.

Dexterity (De): A measure of your hand-eye coordination and agility. Helps you dodge certain types of non-aimed attacks such as webs, acid attacks, boil earth, etc.

Discipline (Di): Will power and determination. Helps determine mental and physical training points.

Logic (Lo) and Intelligence (In): Together these two stats determine how much field experience you can hold and how fast you process it real experience. When your mind state has reached Must Rest you have gained as much field experience as your mind can hold, and will need to clear up your mind by resting. So you'll want these to be fairly high at least, so you can advance quickly.

Strength (St): Helps determine how much you can carry and your starting hit points. The bonus/penalty is added to your weapon skill, along with other factors such as spells, etc., to determine your AS.

A higher strength will help greatly throughout the life of your character.

Reflex (Re): Your physical quickness. The bonus for this stat will be used to help determine your Defensive Strength, and as such is also very important.

Influence (Inf): Physical attractiveness and strength of personality. The only major game effect I have seen for this stat so far for rangers, is that it effects how well you barter with town shopkeepers.

Wisdom (Wi): A catch-all stat of intangibles, such as luck, intuition and divine favor. (Wi-70)/10 x level = mana points, so this is also very important. If you choose to learn how to pick locks, a high wisdom bonus will help.

Aura (Au): A Zen sort of stat that determines how well you are in touch with your surroundings, both natural and supernatural. Au/10 = spirit points. High spirit point total will be helpful in case you tangle with undead, which often can drain you of them. If you ever reach 0 spirit points, you will die and decay.

Not my words, but I've tried to clear it up to reflect the current as much as I have time for.
Anyone here will point out discrepancies.

Asha
05-30-2006, 05:43 PM
Also, it would really help if you knew which class you'd like to be.
There's no FIXED and definite way to roll these stats but there are definately routes that are recommended. Also it would be much easier to tell you what you need to know.

Celephais
05-30-2006, 05:55 PM
You'll be happy to find out that in GS4 they give you a 30 day grace period in which you can adjust your stats. So go ahead and start a character... probably best letting it auto-place the stats to start, play for a while, find what you like, and adjust the stats, post them here with a plan on what you want your character to do and be, and we'll give you constructive critisizm (with maybe a little deconstructive critisizm, to take you down a peg or two).

Drakam
05-30-2006, 08:09 PM
Dexterity also affects the strength of ranged weapons. it also influences lockpicking skills I think

Bobmuhthol
05-30-2006, 08:11 PM
On the subject of ranged weapons, strength reduces ranged roundtime.

Asha
05-30-2006, 08:15 PM
Every +10 to strength bonus reduces RT by 1

LucasC83
05-30-2006, 11:11 PM
Thanks for all of the replies thus far.

For my character, I had in mind an Elf Paladin. I want him to be rather unconventional, so I planned on training in two-weapon combat/dodging as opposed to regular sword & board.

I can't create an account quite yet, so here's my tentative stat placement:

Strength: 70ish (including Paladin bonus; it will increase fairly frequently)
Constitution: 80ish (need high HP and such)
Dexterity: 70ish (for reducing RT and i heard it helps in some combat maneuvers)
Agility: 70ish (for defense)
Discipline: 90ish (since it has a high penalty for elves; want to resist mental attacks)
Aura: 60ish (don't really know how much it helps beyond MTP)
Intuition: 40ish (don't know how this stat helps me at all)
Logic: 60ish (for more experience between resting, don't really plan on using scrolls or magic items)
Wisdom: 80ish (including Paladin bonus; my mana stat)
Influence: 40ish (again, don't really know how it will help)

So am I going to severely gimp myself as a Paladin in any area? I understand I will be hard-pressed for mental training points, but I think I've come to a reasonable plan for my skills.

Any input is much welcome.

Bobmuhthol
05-31-2006, 05:57 AM
Two-handed paladins are more conventional than they are unconventional, though mine is one-handed.

Fallen
05-31-2006, 07:59 AM
Quick copy and paste from the officials.

stats · on 5/30/2006 5:41:27 AM

Ok, I couldn't find a topic specifically for stats, so I figured this would be the best place to post this.

I'm currently working on compiling a list of everything each stat effects. Unfortunatly, it's rather difficult to think of everything that might be influanced by stats and to track down accurate info that tells what stats effect certian things.

So, in an effort to avoid having to read every single post still readable on these boards, I'm going to post what I've found so far here. If anyone has any corrections or additions for me please feel free to either email them to my play.net or post them here.

My findings so far (the "(bonus)" notation denotes that the stat bonus is what counts for that particular mechanic):

Strength- AS, encumberance, Mstrike fatigue (bonus), Block attempt, Shield DS (bonus), Parry attempt, Parry DS (bonus), defending against 912 (bonus), PTP, max stamina, stamina regeneration, Voln Fu MB (bonus), crossbow cocking RT (bonus), firing bows RT (bonus), dragging

Constitution- max HP, crits, encumberance, maneuver checks (some), Mstrike fatigue (bonus), PTP, max stamina, disease resistance, poision resistance,

Dexterity- ambush RT, Block attempt, Shield DS (bonus), Parry attempt, Parry DS (bonus), Armor RT adder (bonus), disarming traps (bonus), picking locks (bonus), 403 bonus for maneul lockpicking (bonus), 404 bonus for maneul disarming (bonus), defending against 912 (bonus), PTP, some warrior tricks, pickpocketing (bonus), Voln Fu MB (bonus), ranged AS (bonus),

Agility- DS, ambush RT, Evade attempt, Dodge DS (bonus), PTP, max stamina, some warrior tricks, Voln Fu MB (bonus),

Discipline- unabsorbed EXP, Mental TD, number of maelstroms possible, 930 success, 614 (bonus), 640 (bonus), PTP, MTP, max stamina, 740 intrarealm success, Illusions success, pickpocketing (bonus), aiming ranged attacks

Aura- Bard Mana, Rogue Mana, Sorcerer Mana, Warrior Mana, Wizard Mana, Spirit Points, 403 bonus for 407 (bonus), 404 bonus for magical disarming (bonus), 407 success (bonus), 408 success (bonus), 925 success, unlocking scrolls (bonus), 620 (bonus), 1025 AS (bonus), PTP, MTP, 740 intrarealm success, elemental CS, sorcerer CS, Illusion success, elemental TD,

Logic- unabsorbed EXP, EXP absorbtion, magic item/scroll activation, 416 trap detection, 925 success, spellsong renewal cost, MTP,

Intuition- Evade attempt, Dodge DS (bonus), detecting traps(bonus), 404 bonus for trap detection (bonus), 416 trap detection, 925 success, 614 (bonus), MTP, Illusions success, catching pickpockets (bonus),

Wisdom- Cleric Mana, Empath Mana, Ranger Mana, Rogue Mana, Sorcerer Mana, Warrior Mana, Paladin Mana, unlocking scrolls (bonus), 620 (bonus), MTP, 740 intrarealm success, spirit CS, sorcerer CS, Illusions success, catching pockpockets (bonus), alcohol tolerance

Influence- Bard Mana, Empath Mana, Mental CS, spellsong renewal cost, 1025 AS (bonus), MTP,

I've gleened these results from the official documention, krakiipedia, and a few other random player sites I have bookmarked.

Puppetmaster of several River Rats
http://www.hesha.net
http://games.groups.yahoo.com/group/riversrest/

May your days be bright and your contact with stupidity limited.

PS thanks in advance!

LORDCARANORN
Re: stats · on 5/30/2006 7:49:03 AM

Bor both dexterity and agility that should be melee rt (bonus). This does not just affect ambush and it's bonus based.

For constitution you should add character weight as the weight formula is based on constitution (possibly also strength but it's been ages).

Marc aka Caran... ministerialis

Stanley Burrell
05-31-2006, 08:05 AM
Dexterity - Offsetting physical armor encumbrance.

Influence - Money. Warcies.

Fallen
05-31-2006, 08:43 AM
Neither confirming nor denying other pieces of your research, but you should include Bolt AS under Dexterity. I would clarify that Strength is for "Melee AS" so as not to confuse it with Bolt AS or Ranged AS.

Cheers,
GM Bernt

Fallen
05-31-2006, 08:45 AM
Ah yes, and other stats besides Logic influence MIU, depending on circle. I can double-check when I get home, but I'm pretty sure it's various combinations of Influence, Wisdom, and Aura based on the circle's sphere(s).

-Anathemus' player


Usually I read things carefully before I post the first time, and now I know why. >_<

Stamina regeneration appears to be directly related to max stamina. Therefore, listing stamina regeneration and max stamina under strength is redundant.

"Bonus" should be appended under Con to max HP, crit padding, stamina, and probably the resistances.

-Anathemus' player

Latrinsorm
05-31-2006, 09:25 PM
Two-handed paladins are more conventional than they are unconventional, though mine is one-handed.Two weapon, not two-handed.

Dex and Int play a part in aiming.

LucasC83
06-01-2006, 05:18 PM
Much thanks, Fallen, this is a big help

AestheticDeath
06-03-2006, 11:54 PM
Discipline was listed as affecting the success or use of several spells, and I was wondering if this was based on the stat, or the bonus from the stat?

Drew
06-04-2006, 01:26 AM
Most every skill is based on bonus, not stat.

AestheticDeath
06-04-2006, 03:04 AM
hmph, k

StrayRogue
06-04-2006, 06:01 AM
Yes, bonus is the important thing when it comes to both skills and stats (though not always), hence why stat enhancers that only buff the base stat and not the bonus are considered a bit pointless.