*L104 /MOB STATS The stats are what makes up the physical abilities of the mobile, and decides its hit points, mana and so on. Care should be taken to set all stats at reasonable levels. Usage: /mob stats The stats available, and a short explanation for them follows here: Absorb - This is the natural absorbation that the mobile has. Typically a mobile has no absorbation at all, setting natural absorbation to a mobile should be done with care since it is quite powerful and not everything with fur or hide should be given absorbation. Usage: /mob stats abs Available types of absorb: SKIN SCALES HIDE FUR CHITIN absorb value = the percentage of damage absorbed. upto = maximum damage that can be absorbed. Example: /mob 101 stats abs fur 25 5 This gives mobile 101 25% absorbation up to a maximum of 5 damage, and it is the creatures fur that does the absorbation. Agi - Agility. See help stats for details on agility. Apt - Aptitude. See help stats for details on aptitude. Con - Constitution. See help stats for details on constitution. DB - Dodge Bonus. This is the main defence for creatures that fight with only their natural weapons, such as wild animals. Unless it is a very still-standing creature (like a living tree), DB should always be used to boost defence, rather than PB, if the mobile is a non-humanoid that typically fight unarmed. Dex - Dexterity. See help stats for details on dexterity. Hits - The hit points the mobile will have when it's loaded into the world. Usage: /mob stats hits XdY+Z X = number of dice Y = sides of the dice Z = additional hps /mob 100 stats hits 2d6+10 will give the hits 1 to 6 + 1 to 6 + 10, resulting in 12 to 22 hit points. Reasonable hits are somewhere between 10-20 per level of the mobile. Int - Intelligence. See help stats for details on intelligence. Mana - If a creature is non-magical and has no spells to cast, mana serves no purpose, otherwise a mana of around 50-150 is reasonable, depending on the power of the creature and its intelligence and wisdom. Moves - An average human has around 100 moves. Creatures that move alot naturally, such as a wolf, should be given more moves, while slow-moving creatures like a snake would have less. PB - Parry Bonus - If this value is set, the PB is added to the effect of a weapon, if one is wielded, otherwise the mob will still use the PB, but it will become "deflect" insteady of "parry" when it is successful defensively. Typically non-humanoids without weapons have low parry, and more dodge instead. Per - Perception. See help stats for details on perception. Spi - Spirituality. See help stats for details on spirituality. Str - Strength. See help stats for details on strength. Wil - Will power. See help stats for details on will power. A note on stats: Individual stats can be very high even though the mob itself is not very powerful. For example a cat could have very high dexterity, or an intelligent child could have high aptitude. For the stats agi/apt/con/dex/int/per/spi/str/wil, humans are used as the "average". 40 is where the common man would be at most stats with an average strength, dexterity and intelligence. 50 is considered a good value, and 60 is exceptional. 100 is not a limit for values, and something very strong, like a large troll, could easily have over 100 in strength and constitution