The Iron Pentacle
Base Game Mechanics

Stat DescriptionRange(minimum stats modified by race)
Primary Character Stats
Strength 25-100(modifies damage and limits use of high-pull bows etc)
Dexterity 25-100(modifies to-hit)
Intelligence25-100(modifies magic)
Speed 25-100(modifies initiative only)
Secondary Character Stats
Vitality 100-1000
Magic Power 100-1000

Skill DescriptionRange
Melee 0-150(modifies to-hit)
Ranged 0-150(modifies to-hit)
Ingenuity0-150(modifies critical chance)
Scouting 0-150(modifies terrain modifiers)

Magic DescriptionRange
Spirit 0-150
Air 0-150
Earth 0-150
Water 0-150
Fire 0-150

Items
  • Weapons
  • Weapon Stat DescriptionRange
    Speed 0-100(modifies to-hit)
    Recovery 0-100(reload time for ranged or recovery from swing for melee
    Damage 0-100
    Defense 0-100(modify to-hit; should be similar to speed for swords)
    Critical 0-100

  • Armor
  • Armor Stat DescriptionRange
    Defense 0-100
    Speed Penalty 0-100

    Calculations


  • BaseInitiative = Round(100-(.60*Speed) - (.15*WeaponRecovery))
    Result is initiative 100-25 (where higher is slower)
  • CurrentInitiative = BaseInitiative - Round((ArmorPenalty)/20) + Round((rand()*10)-5)
    Result is (1-5) for armor 01
    +/- (0-5) for randomness

  • MeleeAttackChance= 75% * filters
  • MeleeToHit = (3*MeleeSkill + Dexterity)/4
    Skill is three times as important as the Dexterity statistics
  • SkillFilter: (2*Att.MeleeToHit) / (Att.MeleeToHit + Def.MeleeToHit)
    result from 0-200% (biggest effect) avg 100%
  • ArmorFilter: 100 + ((Def.ArmorPenalty - Att.ArmorPenalty)/4)
    result from 75-125%
  • SpellFilter: {left for later}
  • TerrainFilter: 100 + (((Att.Terrain*3)+Att.Scouting)/4) - (((Att.Terrain*3)+Att.Scouting)/4)
    result from 50-150% (scouting has a +-25% modifier to the terrain bonus)
  • WeaponFilter: 100 + ((Att.WeaponSpeed - Def.WeaponDefense)/2)
    result from 50-150%

  • RangedAttackChance= 50% * filters
  • RangedToHit = (2*RangedSkill + Dexterity)/3
    Skill is two times as important as the Dexterity statistics
  • SkillFilter: 2 * (Att.RangedToHit / (Att.RangedToHit + (0.5 * Def.Speed)))
    range: from 0-200% (depends on skill) avg 150% ( 75 skill 50 spd )
  • ArmorFilter: 100 + ((Def.ArmorPenalty - Att.ArmorPenalty)/4)
    Range: from 75%-125%
  • SpellFilter: {left for later}
  • TerrainFilter: 100 + (((Att.Terrain*3)+Att.Scouting)/4) - (((Att.Terrain*3)+Att.Scouting)/4)
    result from 50-150% (scouting has a +-25% modifier to the terrain bonus)

  • MeleeDamage = ((Att.WeaponDamage + Att.Strength)/2) - Def.ArmorDefense) * CritMultiplier * Filters
  • RangedDamage = (Att.WeaponDamage - Def.ArmorDefense) * CritMultiplier * Filters
  • SpellFilter: {left for later}

  • CritMultiplier: (1+(rndup(CritStr/5))) * ItemFilter
    Range 1-5 times the damage
  • CritHit filter:

  • CritStr = (CritChance + ItemFilter) - Rand(0-100)
    result is -100-20
  • CritChance = (WeaponCritical/30 + AttackSkill/60 +Ingenuity/45)/5
    result is 0-20% critical chance
    if
    CritStr <= 0 then CritHit = 0
    else CritHit = 1
  • ItemFilter: {bane weapons etc}

  • HTML Coding for this page initially by David W. Lovell. Game mechanics conceived by Ben Phillips and Jeff Bishop