Class stat discussion
Posted: Wed Apr 16, 2014 2:02 pm
Stolen from Tharius' (Lareawan's) post at http://gaming.stackexchange.com/questio ... each-class
Each new character's stats add to a total of 95 between the 9 statistics and range between 9-18 base.
The prevailing opinion is there are certain stats that every class will want to max out, namely strength, dexterity and luck. Strength affects how much you can carry and dexterity affects things like quaffing potions. Luck is vague but it's affects things like container scrapping versus breath attacks, saving throws in general, disarm, charm and many other things, according to the SMAUG 1.8 source code.
Here are some suggestions with the notation that stats are easy to get if you play devout and harder when you switch to evil.
Class Suggestion based on mid range avatar gear
Augurer 16 str, 15 WIS, 16 dex, 16 LCK
Barbarian 18 STR, 18 dex, 16 CON
Bladesinger 18 STR, 18 DEX, 15 lck
Cleric 14 str, 14 WIS, 14 INT, 16 dex
Druid 14 str, 14 int, 18 WIS, 13 dex, 18 CON
Fathomer 16 str, 18 DEX, 16 INT
Mage 13 str, 17 INT, 17 WIS, 13 dex
Nephandi 14 str, 18 INT, 18 DEX
Paladin 18 STR, 16 WIS, 15 dex (can only be good aligned, lower strs are ok)
Ranger 18 STR, 15 dex, 16 WIS
Thief 18 str, 18 DEX, 15 lck
Vampire 18 str, 18 DEX, 16 INT (if neutral)
16 str, 18 DEX, 18 INT (if evil)
Warrior 18 STR, 16 DEX, 15 con
This is based on some experience with rerolling and some assumptions. It's hard to guess what's ideal in every situation in a game so open ended, someone may use a cleric in a very different way than I would and may need different gear to make a different build work.
Additionally I wouldn't want to hand roll any of these combinations, a script is highly advised. Some of these combos are exceptionally hard for certain races. In general a "hard" combination is something that when running 8 scripted characters all rerolling takes longer than 1-2 days to roll.