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You’ll have 40 points to put into your stats to get your character started. Here is a very brief rundown of what stats do.

Strength: Pure physical power, makes you hit harder and is required for many skills.
Speed: How fast you can react and move, higher speed will give you more attacks.
Martial: Your knowledge of the world’s martial arts, the primary statistic for most physical skills.
General Magic: The most common form of magic, has access to general damage spells, curses.
Mental Magic: Though less potent than general magic, this spell group requires less of a magic endurance investment to fuel it. It has several social attacks and simple, though quite useful, utility spells. Casting mental spells is instantaneous, unlike general magic spells though the caster's mental timer must tick down prior to casting another mental spell. The attacks mental magic does get also occasionally trigger at the end of each combat round.
Aligned magic: After a character has invested a hundred combined points in general and mental magic, some classes are able to delve into aligned magic. Essentially, aligned magic contains spells that operate like both general and mental spells, but are split into holy and evil spells. By casting one or the other, your character aligns to that aspect and can no longer cast oppositely aligned spells until waiting for a time. Each additional cast causing the user's casting alignment to shift farther in that direction and the higher that character's aligned magic stat, the faster they return to neutral. Aligned spells are also more powerful while using the 'aspect' command.
Magic Endurance: This directly affects how many spell points(sometimes called mana) you have available to cast magic with. Each point of magic endurance is worth one hundred spell points.
Demon Offense: Gives access to elemental based attacks, slays, socials and abilities
Demon Buffs: Access to the alterations of a demon's body, including horns, claws, fangs, and other traditional demonic features.
Demon Mystics: Access to a variety of abilities that compliment a character, x-ray vision, visions of people in danger, and other mysterious demonic powers.
Researching: The number of points invested in researching determines how much information using the research on characters yields as well as the speed at which information on an event can be obtained. Every three education points also functions as an additional point of researching. At forty points, player histories can be read and after fifty, no new information is provided by researching characters. In addition, for every ten points of researching a character has past the initial ten, they may choose an additional language in which they are fluent.
Weapon Assembly: Allows you to mount additions on to firearms\crossbows that increase accuracy, damage, range, and add additional features.
Weapon Skill: Ability to use firearms\crossbows, grants access to specific aimed shots. This also increases static accuracy and damage with said ranged weapons.
Vitality: Directly responsible for the majority of your condition (also known as hit points), each point of vitality corresponds to a hundred points of condition. Vitality is arguably the most important statistic and an important aspect of every character.

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