Formulas
Game Mechanic
Formulas (AS, DS, TD, CS...etc)
Below you will find the formulas for many of GS3's
game mechanics. See bottom for variable numbers.
Attack Strength
AS = [Strength Bonus] + [Weapon Skill Bonus * Stance] + [Any Spells] +
[Weapon
Bonus] + [CM (First 50 Ranks)/2] + [CM (ranks over 50)/3] + [Society
Bonus]
Defensive Strength
DS = [Reflex Bonus] + [Shield Skill Bonus] + [Any Spells] + [Shield Bonus]+
[Armor Bonus] + [CM (First 50 Ranks)/2] + [CM (ranks over 50)/3] + [Special
(room fogs, etc]
+ [Society Bonus]
Casting Strength
CS = [3 * level] + [1 * spells known in Primary Circle] + [.5 * spells known
in other
Circles] + [W/A Bonus]
Target Defense
TD = [3 * Level] + [W/A Bonus] + [Spells]
Total Mana
(W/A Stat-40)/20 * level = mana
Round the number as normal (.5+ goes up)
Spirit Points
Spirit points are derived from your Aura statistic divided by 10 rounded
up. Thus a 94
Aura would have 9 spirit and a 95 Aura would have 10 spirit. or:
Aura statistic/10 (rounded up) = Spirit
HealthPoints (Blood)
Health or hit points are determined by taking your combined Strength and
Constitution statistics and dividing them by 10, then adding your number
of Physical
Training ranks and multiplying that by your racial hit point modifier.
or:
Health Points = (Strength + Constitution) / 10 + (Physical
Trainings x Race Modifier)
Gaining Experience
You gain experience by what you hunt. Basically the formula is that you gain
100
experience for killing a monster your own level, this goes up or down by
10 points for
each level above or below you are Your own level = 100 = 100
1 year older = 100 +10 = 110
5 years older = 100 +10 +10 +10 +10 +10 = 150
1 year younger = 100 -10 = 90
5 years younger = 100 -10 -10 -10 -10 -10 = 50
Disarming Traps
[Disarming Skill] + [Perception ] + [Wisdom Bonus] + [Any Spells] + Disarming
Skill
to know how high you can disarm]
----------
Variables
Stance
[Defensive = 1.0] ; [Neutral = .8] ; [Forward = .6] ; [Advancing = .4] ;
[Offensive =.25]
CM = Combat Maneuvers
W/A Stat
When it says W/A stat, use the correct one for your profession. So if you
are an
empath, add your Wisdom stat where W/A Stat is shown. If you are a Bard,
add your
Aura stat.
Wisdom: Clerics, Empaths, Rangers
Aura: Wizards, Bards, Rogues, Warriors, & Sorcerers
W/A Bonus
When it says W/A bonus, use the correct one for your profession. So if you
are an
empath, add your Wisdom bonus where W/A Stat is shown. If you are a Bard,
add
your Aura bonus.
Wisdom: Clerics, Empaths, Rangers
Aura: Wizards, Bards, Rogues, Warriors, & Sorcerers
The Basics of Encumberence
Encumberence has 10 degrees to it I like to say, here
in order are the 10 degrees of Encumberence ranging from not, to fully
(unencumbered) You adjust your gear comfortably and
feel satisfied that you are not encumbered enough to notice.
Your load is a bit heavy, but you feel confident that
the weight is not affecting your actions very much.
You feel somewhat weighed down, but can still move
well, though you realize you are not as quick as you could be.
You can't quite get comfortable, and are definitely
feeling the effects of the weight you are carrying. Lightening your load
could help.
Your shoulders are beginning to sag under the weight
of your gear, and your reactions are not very fast. Time to unload,
perhaps?
The weight you are carrying is giving you a backache.
Perhaps you should unload some things soon before you actually have to move
fast.
You are beginning to stoop under the load you are
carrying, and your reactions are slow. Hope you don't have to dodge
anything.
It is difficult to move quickly at all, and your legs
are strained with the effort of carrying all that stuff. You can probably
manage to trudge around town, but hunting would be treacherous.
You find it nearly impossible to make any fast moves,
and you ache all over from the load you are trying to haul around. Hope you're
in a safe place.
(fully encumbered) You are so weighed down with junk
you can barely move. You might be able to make it to your locker by summoning
all your strength and willpower, but surviving much else would not be a good
bet.
You can be totally unencumbered if you do not carry
more than [15 + STR Bonus]% of your body weight. Racial stength bonuses are
ignored here, except for dwarves who gain +5% for being "solid" individuals.
Encumbrance will increase roundtimes by one second for every 5% of your body
weight that your load is over this amount.
Mechanics & Formulas for Experience
By: Kulbaen
One receives 100 experience for being the sole killer
of a creature of the same level. For each level the creature is above the
killer, add 10 expierience; for each level below, subtract 10. Therefore
if you are 10 levels above a creature you receive no learning from the creature.
It is rumored that one must do at least 20% of the damage to a creature to
receive any experience when it dies.
Throwing away a piece of trash will provide 1 exp.
Foraging, disarming and picking boxes, "popping" boxes, imbedding, loresinging,
running messages, raising the dead and a few other activities also give
experience.
Experience Capacity Filled
State of Mind-------------------------------0
Clear as a Bell 0 - 25%
Fresh and Clear 26 - 50%
Clear 51 - 62%
Muddled 63 - 75%
Becoming Numb 76 - 90%
Numbed 91 - 100%
Must rest! (aka Fried) 100%+
Completely Saturated The "completely saturated" condition occurs when one
has a full head then gains experience via some unorthodox method: exp awards,
guild tasks, etc...
The Formulas
Exp Capacity (Bucket) = 800 + DIscipline + LOgic
INT(AMOUNT IN BUCKET/43) + 12
Your LOgic and DIscipline *STATS* determine the maximum
size of your EXP bucket.
Your LOgic and INtelligence *BONUSES* determine how
much of your nodal EXP rate you learn off a node.
Learning percent = LO_BONUS + IN_BONUS + 50
Someone with a combined INtelligence and LOgic bonus
of 50 or more learns as quickly in the field as on a node.
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