[If you arrived here from somewhere other than the GeneralDiscussion main page, be advised that the following is very very spoily. I didn't put it in the Spoilers section because it's incomplete and poorly organized, being little more than my notes and ruminations on the subject. I'm happy to be convinced otherwise, of course. -- ZizzoTheInfinite]

Abilities in 2.3.x vs. 2.2.x

Starting in v2.3.0, characters receive one extra skill point per level in exchange for a change in how abilities like Fighting and Saving Throw are computed that decouples them from race, subrace and class. An oft-asked question is whether this is an "equivalent exchange"—that is, whether the 49 extra skill points are enough to "buy back" by way of skill increases the ability levels one would have had in 2.2.x. What follows is some incomplete work toward answering that question; it also touches tangentially on the question of how starting and end-game characters compare ability-wise between 2.2.x and 2.3.x.

Note that throughout the following I've used the (S@N) notation from my skill spoilers, which denotes the skill level of the skill under discussion multiplied by N, divided by 50, and rounded down to the nearest integer. Thus, if your skill level is 22.7, (S@100) is 2270.0/50, which rounds down to 45.

Stealth

Stealth is the easiest case, since the corresponding class modifier is zero. Thus, in both cases, your Stealth ability level is X+1+(S@25), where S is your Stealth skill level and X is zero in 2.3.x and the sum of your race, subrace and class base values in 2.2.x. Those base values are:

Race

Base value

Human

0

Half-Elf

1

Elf

2

Hobbit

5

Gnome

3

Dwarf

-1

Orc

-1

Troll

-2

Dunadan

2

High-Elf

4

Half-Ogre

-2

Beorning

-2

Kobold

-1

Petty-Dwarf

1

Dark-Elf

3

Ent

-6

RohanKnight

-8

Thunderlord

-16

DeathMold

25

Yeek

0

Wood-Elf

5

Maia

0

Subrace

Base value

Vampire

0

Spectre

2

Skeleton

-1

Zombie

-1

Barbarian

-2

Hermit

3

LostSoul

0

Class group

Base value

Warrior

1

Mage

2

Archer

3

Rogue

5

Loremaster

1

Priest

2

There are a few things of note here. First, a 2.3.x character's Stealth ability level is always 1 at skill level 0 and 26 at skill level 50, and a 2.2.x character's starting Stealth is X+1 (X+2 for Rogues and Assassins, who start at skill level 2.000). This means DeathMolds are immediately out of luck—a 2.3.x DeathMold's highest possible Stealth is lower than a 2.2.x DeathMold's starting stealth. For other character combinations, a 2.3.x character will need a Stealth skill level of 2×X to reproduce the initial Stealth ability level of a corresponding 2.2.x character. For reference, here are the starting Stealth skill level modifiers in 2.3.x:

Race

Starting Stealth

Human

+0.000

Half-Elf

+1.000

Elf

+2.000

Hobbit

+5.000

Gnome

+3.000

Dwarf

-1.000

Orc

-1.000

Troll

-2.000

Dunadan

+2.000

High-Elf

+4.000

Half-Ogre

-2.000

Beorning

-2.000

Kobold

-1.000

Petty-Dwarf

+1.000

Dark-Elf

+3.000

Ent

-6.000

RohanKnight

-8.000

Thunderlord

-16.000

DeathMold

+25.000

Yeek

-5.000

Wood-Elf

+5.000

Maia

+000

Subrace

Starting Stealth

Vampire

+0.000

Spectre

+2.000

Skeleton

-1.000

Zombie

-1.000

Barbarian

-2.000

Hermit

+3.000

LostSoul

+0.000

Class group

Starting Stealth

Warrior

+0.000

Mage

+0.000

Archer

+0.000

Rogue

+1.000

Loremaster

+1.000

Priest

+0.000

So for instance, a Wood-Elf Archer starts with a Stealth ability level of 9 in 2.2.x and a starting Stealth skill level of 5.000 in 2.3.x, corresponding to a Stealth ability level of 3. To achieve the 9 Stealth ability level she would have started with in 2.2.x, she must increase her Stealth skill level to 16.00, and with a Stealth skill multiplier of 0.400, this will cost 28 skill points.

At the other end of the scale, a character with Stealth skill level 50 will have a Stealth ability level of X+26 in 2.2.x and 26 in 2.3.x. Whether this is an improvement depends on X. Our Wood-Elf Archer, for instance, cannot hope in 2.3.x to reach her 2.2.x maximum Stealth ability level of 34 (capped at 30, but still), while a Thunderlord Barbarian Warrior in 2.3.x can exceed his 2.2.x maximum of 9 (though it will cost him 90 skill points at a minimum, up to 170 to get all the way to skill level 50 and ability level 26).

Searching and Perception

Again, the zero class modifier makes these abilities fairly easy to analyze. In 2.2.x, your Searching ability level is XS+S and your Perception ability level is XP+S, where S is your Sneakiness skill level and XS and XP are the sum of race, subrace and class base values for Searching and Perception, as listed below. In 2.3.x, your Searching ability level is (S@35) and your Perception ability level is (S@25).

Race

Base Searching

Base Perception

Human

0

10

Half-Elf

6

11

Elf

8

12

Hobbit

12

15

Gnome

6

13

Dwarf

7

10

Orc

0

7

Troll

-1

5

Dunadan

3

13

High-Elf

3

14

Half-Ogre

-1

5

Beorning

-1

5

Kobold

1

8

Petty-Dwarf

5

10

Dark-Elf

8

12

Ent

5

4

RohanKnight

1

1

Thunderlord

30

10

DeathMold

0

10

Yeek

-5

0

Wood-Elf

8

12

Maia

0

10

Subrace

Base Searching

Base Perception

Vampire

0

0

Spectre

2

7

Skeleton

-1

8

Zombie

-1

2

Barbarian

0

1

Hermit

4

10

LostSoul

0

0

Class group

Base Searching

Base Perception

Warrior

14

2

Mage

16

20

Archer

24

16

Rogue

32

24

Loremaster

14

2

Priest

16

8

In 2.2.x, all characters start with skill level 1.000 in Sneakiness (except for Demonologists, who inexplicable start with skill level 2.000); in 2.3.x, initial Sneakiness skill level is the combination of race, subrace and class adjustments, as detailed below.

Race

Starting Sneakiness

Human

+0.000

Half-Elf

+0.600

Elf

+0.800

Hobbit

+1.200

Gnome

+0.600

Dwarf

+0.700

Orc

+0.000

Troll

-0.100

Dunadan

+0.800

High-Elf

+0.300

Half-Ogre

-0.100

Beorning

-0.100

Kobold

+0.100

Petty-Dwarf

+0.500

Dark-Elf

+0.800

Ent

+0.500

RohanKnight

+0.100

Thunderlord

+3.000

DeathMold

+0.000

Yeek

-0.500

Wood-Elf

+0.800

Maia

+0.000

Subrace

Starting Sneakiness

Vampire

+0.000

Spectre

+0.200

Skeleton

-0.100

Zombie

-0.100

Barbarian

+0.000

Hermit

+0.400

LostSoul

+0.000

Class group

Starting Sneakiness

Warrior

+1.000

Mage

+1.000

Archer

+1.000

Rogue

+1.000

Loremaster

+1.000

Priest

+1.000

Class

Starting Sneakiness

Demonologist

+1000

These two abilities are an across-the-board loss in 2.3.x for all character combinations: both abilities start at lower levels, and both increase more slowly with the Sneakiness skill. Our Wood-Elf Archer from above, for instance, starts 2.2.x with Searching level 33 and Perception level 29. In 2.3.x, her starting levels are 1 and 0, respectively; to match her 2.2.x starting Searching level, she must raise her Sneakiness to skill level 47.7, at a cost of 51 skill points, and her 2.2.x starting Perception level is simply unattainable in 2.3.x.

Saving Throw

Saving Throw is trickier, since its class modifier is nonzero. In 2.2.x, your Saving Throw is X+W(S)+(S@(CM×5)), where S is your Spirituality skill level, X, as above, is the sum of race, subrace and class base values, as listed below, CM is the class modifier for your class, as listed below, and W(S) is a stepwise function of your Spirituality skill, as detailed below. In 2.3.x, your Saving Throw is 10+W(S)+(S@75), which works out to 10 at skill level 0 and 104 at skill level 50.

Race

Base value

Human

0

Half-Elf

3

Elf

6

Hobbit

18

Gnome

12

Dwarf

10

Orc

-3

Troll

-8

Dunadan

5

High-Elf

20

Half-Ogre

-5

Beorning

-6

Kobold

-2

Petty-Dwarf

10

Dark-Elf

20

Ent

20

RohanKnight

5

Thunderlord

10

DeathMold

15

Yeek

-10

Wood-Elf

6

Maia

0

Subrace

Base value

Vampire

0

Spectre

7

Skeleton

5

Zombie

5

Barbarian

2

Hermit

5

LostSoul

0

Class group

Base value

CM

Warrior

18

10

Mage

30

9

Archer

28

10

Rogue

28

10

Loremaster

18

10

Priest

32

12

S

W(S)

0.000

0

6.757

1

16.217

2

20.271

3

27.028

4

29.730

5

32.433

6

33.784

7

35.136

8

36.487

9

37.838

10

39.190

11

40.541

12

41.892

13

43.244

14

44.595

15

45.946

16

47.298

17

48.649

18

50.000

19

Now, since the Saving Throw class modifier for all 2.2.x classes is less than 15, Saving Throw increases more quickly with Spirituality in 2.3.x than in 2.2.x, and character combinations with a low total base value in 2.2.x will have a higher Saving Throw at Spirituality skill level 50 in 2.3.x than in 2.2.x.

At initial Spirituality levels, however, 2.3.x characters are severely penalized by the lack of the added base value. Our Wood-Elf Archer from above, for instance, starts with Spirituality level 0 and Saving Throw 34 in 2.2.x, compared to Spirituality level 4 and Saving Throw 16 in 2.3.x; to reach parity with her 34 starting Saving Throw from 2.2.x, she must increase her Spirituality skill level to 15.600, at a cost of 29 skill points. For reference, here are the starting Spirituality skill level modifiers for 2.3.x:

Race

Starting Spirituality

Human

+0.000

Half-Elf

+1.500

Elf

+3.000

Hobbit

+9.000

Gnome

+6.000

Dwarf

+5.000

Orc

-1.000

Troll

-4.000

Dunadan

+2.500

High-Elf

+10.000

Half-Ogre

-2.500

Beorning

-3.000

Kobold

-1.000

Petty-Dwarf

+5.000

Dark-Elf

+10.000

Ent

+10.000

RohanKnight

+2.500

Thunderlord

+5.000

DeathMold

+7.500

Yeek

-2.500

Wood-Elf

+3.000

Maia

+0.000

Subrace

Starting Spirituality

Vampire

+0.000

Spectre

+0.700

Skeleton

+0.500

Zombie

+0.500

Barbarian

+0.200

Hermit

+0.500

LostSoul

+0.000

Class group

Starting Spirituality

Warrior

+1.000

Mage

+1.000

Archer

+1.000

Rogue

+1.000

Loremaster

+1.000

Priest

+1.000

Class

Starting Spirituality

Unbeliever

Reset to 0.000

Demonologist

+1.000

Disarming

Your Disarming ability level is X+(S@(CM×5)+AI+AD in 2.2.x and (S@75)+AI+AD in 2.3.x, where S is your Disarming skill level, X, as always, is the sum of race, subrace and class base values, as listed below, CM is your class modifier as listed below, and AI and AD are adjustements based on your INT resp. DEX which are identical for 2.2.x and 2.3.x, as listed below.

Race

Base value

Human

0

Half-Elf

2

Elf

5

Hobbit

15

Gnome

10

Dwarf

2

Orc

-3

Troll

-5

Dunadan

4

High-Elf

4

Half-Ogre

-3

Beorning

-6

Kobold

-2

Petty-Dwarf

3

Dark-Elf

5

Ent

5

RohanKnight

10

Thunderlord

6

DeathMold

15

Yeek

-5

Wood-Elf

5

Maia

0

Subrace

Base value

Vampire

0

Spectre

2

Skeleton

-5

Zombie

-2

Barbarian

-2

Hermit

5

LostSoul

0

Class group

Base value

CM

Warrior

25

12

Mage

30

7

Archer

30

8

Rogue

45

15

Loremaster

25

12

Priest

25

7

Stat value

INT adj

DEX adj

3

0

0

4

0

0

5

0

0

6

0

0

7

0

0

8

1

0

9

1

0

10

1

0

11

1

0

12

1

0

13

1

1

14

1

1

15

2

1

16

2

2

17

2

2

18 (18/00-18/09)

3

4

19 (18/10-18/19)

3

4

20 (18/20-18/29)

3

4

21 (18/30-18/39)

4

4

22 (18/40-18/49)

4

5

23 (18/50-18/59)

5

5

24 (18/60-18/69)

6

5

25 (18/70-18/79)

7

6

26 (18/80-18/89)

8

6

27 (18/90-18/99)

9

7

28 (18/100-18/109)

10

8

29 (18/110-18/119)

10

8

30 (18/120-18/129)

11

8

31 (18/130-18/139)

12

8

32 (18/140-18/149)

13

8

33 (18/150-18/159)

14

9

34 (18/160-18/169)

15

9

35 (18/170-18/179)

16

9

36 (18/180-18/189)

17

9

37 (18/190-18/199)

18

9

38 (18/200-18/209)

19

10

39 (18/210-18/219)

19

10

40 (18/220+)

20

10

In 2.3.x, Disarming ability equals AI+AD at Disarming skill level zero and 75+AI+AD at skill level 50 for all characters. The class modifier in 2.2.x is less than 15 for all class groups except Rogue, which means that Disarming ability will increase more quickly with Disarming skill in 2.3.x. For Mages, Archers and Priests, this is roughly enough to compensate for the lost of the intial base value; for instance, our ubiquitous Wood-Elf Ranger would have Disarming ability 75+AI+AD at Disarming skill 50 in both 2.2.x and 2.3.x. Warriors, Loremasters, and especially Rogues don't fare so well; a Hobbit Rogue, for instance, would have Disarming ability 135+AI+AD at skill level 50 in 2.2.x.

At initial skill levels, on the other hand, everyone suffers. All characters start at Disarming skill level 1.000 in 2.2.x (except Demonologists, who inexplicably start at 2.000); in 2.3.x, the starting skill adjustments for race, subrace and class are noted below

Race

Starting Disarming skill

Human

+0.000

Half-Elf

+0.200

Elf

+0.500

Hobbit

+1.500

Gnome

+1.000

Dwarf

+0.200

Orc

-0.300

Troll

-0.500

Dunadan

+0.400

High-Elf

+0.400

Half-Ogre

-0.300

Beorning

-0.600

Kobold

-0.200

Petty-Dwarf

+0.300

Dark-Elf

+0.500

Ent

+0.500

RohanKnight

+1.000

Thunderlord

+0.600

DeathMold

+1.500

Yeek

-0.500

Wood-Elf

+0.500

Maia

+0.000

Subrace

Starting Disarming skill

Vampire

+0.000

Spectre

+0.200

Skeleton

-0.500

Zombie

-0.200

Barbarian

-0.200

Hermit

+0.500

LostSoul

+0.000

Class group

Starting Disarming skill

Warrior

+1.000

Mage

+0.000

Archer

+1.000

Rogue

+1.000

Loremaster

+1.000

Priest

+0.000

Class

Starting Disarming skill

Demonologist

+1.000

A Wood-Elf Archer with INT 12 and DEX 18, for instance, would start 2.3.x with Disarming skill level 1.500 and Disarming ability level 7, compared with skill level 1.000 and ability level 40 in 2.2.x; to achieve this ability level in 2.3.x, she would need skill level 24.000, at a cost of 25 skill points. Similarly, a Hobbit Rogue with INT 12 and DEX 18 would start 2.3.x with Disarming skill level 2.500 and Disarming ability level 8, compared with skill level 1.000 and ability level 66 in 2.2.x; to achieve this ability level in 2.3.x, he would need skill level 42.5, at a cost of 20 skill points.

Magic Device

In 2.2.x, your Magic Device ability level is X+(S@20)+(S@(CM×10)), where X, as always, is the sum of race, subrace and class base values, as listed below, S is your Magic-Device skill, and CM is the class modifier for Magic Device, as listed below. In 2.3.x, your Magic Device ability level is (S@20)+(S@150), which works out to 0 at Magic-Device skill level 0 and 170 at skill level 50.

Race

Base value

Human

0

Half-Elf

3

Elf

6

Hobbit

18

Gnome

12

Dwarf

9

Orc

-3

Troll

-8

Dunadan

5

High-Elf

20

Half-Ogre

-5

Beorning

-8

Kobold

-3

Petty-Dwarf

5

Dark-Elf

15

Ent

5

RohanKnight

5

Thunderlord

0

DeathMold

-5

Yeek

-5

Wood-Elf

6

Maia

0

Subrace

Base value

Vampire

0

Spectre

8

Skeleton

-5

Zombie

-2

Barbarian

-10

Hermit

10

LostSoul

0

Class group

Base value

CM

Warrior

18

7

Mage

36

13

Archer

32

10

Rogue

32

10

Loremaster

18

7

Priest

30

10

In 2.2.x, all characters start with a skill level of 1.000 in Magic-Device, except for Unbelievers, who start at 0.000. In 2.3.x, your starting skill level is the sum of the appropriate race, subrace and class base values, as listed below.

Race

Starting Magic-Device

Human

+0.000

Half-Elf

+0.300

Elf

+0.600

Hobbit

+1.800

Gnome

+1.200

Dwarf

+0.900

Orc

-0.300

Troll

-0.800

Dunadan

+0.500

High-Elf

+2.000

Half-Ogre

-0.500

Beorning

-0.800

Kobold

-0.300

Petty-Dwarf

+0.500

Dark-Elf

+1.500

Ent

+0.500

RohanKnight

+0.500

Thunderlord

+0.000

DeathMold

-0.500

Yeek

-0.500

Wood-Elf

+0.600

Maia

+0.000

Subrace

Starting Magic-Device

Vampire

+0.000

Spectre

+0.800

Skeleton

-0.500

Zombie

-0.200

Barbarian

-1.000

Hermit

+1.000

LostSoul

+0.000

Class group

Starting Magic-Device

Warrior

+0.000

Mage

+0.000

Archer

+0.000

Rogue

+0.000

Loremaster

+0.000

Priest

+0.000

Class

Starting Magic-Device

Unbeliever

Reset to 0.000

Since CM is less than 15 for all classes, Magic Device ability increases with Magic-Device skill more quickly in 2.3.x than in 2.2.x, and classes with a low CM will often have a higher ability level at skill level 50 in 2.3.x. Our ubiquitous Wood-Elf Archer, for instance, has a Magic Device ability level of 158 at Magic-Device skill level 50 in 2.2.x, compare to 170 in 2.3.x. A Troll Barbarian Warrior fares even better in this comparison, with a maximum ability level of 90 in 2.2.x. A High-Elf Hermit Mage, on the other hand, is worse off in 2.3.x, compared to her maximum ability level of 216 in 2.2.x.

The monkey wrench, as always, is at the other end of the scale; the loss of the initial base value is annoying for early characters, but not necessarily devastating. Our Wood-Elf Archer, for instance, starts 2.2.x with Magic-Device skill level 1.000 and Magic Device ability level 40, compared to 1.600 and 4 in 2.3.x; to regain an ability level of 40, she must raise her Magic-Device skill level to 12.600, at a cost of 10 skill points. Our Troll Barbarian Warrior is not so bad off, with starting levels 1.000 and 1 in 2.2.x versus -0.800 and -2 in 2.3.x, needing only 2 skill points to reach parity. Our High-Elf Hermit Mage suffers, though, with starting levels 1.000 and 68 in 2.2.x vs. 4.000 and 13 in 2.3.x, and needing 14 skill points to achieve parity.

Fighting and Bows/Throw

These two abilities are the trickiest of the bunch—not only do they have nonzero class modifiers, they each depend on two skills. We will use CMF and CMB to denote the 2.2.x class modifiers for Fighting resp. Bows/Throw, and SC, SA and SM to denote integer skill levels in Combat, Archery, and whichever subskill of Combat corresponds to your melee style (Weaponmastery for Weapon combat, Barehand-combat for Barehanded combat, Bearform-combat for Bearform combat). We also use XF and XB to denote the sum of the 2.2.x race, subrace and class base values for Fighting resp. Bows/Throw.

With all this notation in place, we can give formulas for the ability levels: in 2.2.x, your Fighting ability level is XF+(CMF×(7×SM+3×SC)/10)/10 and your Bows/Throw ability level is XB+(CMB×(7×SA+3×SC)/10)/10, while in 2,3.x your Fighting ability level is (50×(7×SM+3×SC)/10)/10 and your Bows/Throw ability level is (50×(7×SA+3×SC)/10)/10. [Note that each division by 10 is rounded down to the nearest integer before proceeding.] For reference, we list the corresponding base values and class modifiers below:

 

Base values

Race

Fighting

Bows/Throw

Human

0

0

Half-Elf

-1

5

Elf

-5

15

Hobbit

-10

20

Gnome

-8

12

Dwarf

15

0

Orc

12

-5

Troll

20

-10

Dunadan

15

10

High-Elf

10

25

Half-Ogre

20

0

Beorning

25

5

Kobold

10

-8

Petty-Dwarf

9

0

Dark-Elf

-5

10

Ent

15

5

RohanKnight

5

5

Thunderlord

15

5

DeathMold

25

25

Yeek

-10

-10

Wood-Elf

-25

40

Maia

0

0

 

Base values

Subrace

Fighting

Bows/Throw

Vampire

0

0

Spectre

-5

-2

Skeleton

8

0

Zombie

5

0

Barbarian

12

5

Hermit

-5

-5

LostSoul

0

0

 

Base values

 

 

Class group

Fighting

Bows/Throw

CMF

CMB

Warrior

70

55

45

45

Mage

34

20

15

15

Archer

56

82

30

45

Rogue

60

66

40

30

Loremaster

30

25

25

25

Priest

48

35

20

20

There are several points of note. First CMF and CMB are all less than 50, so the abilities increase with skill faster in 2.3.x than in 2.2.x. The loss of the initial base value, however, is an enormous penalty. Our ubiquitous Wood-Elf Archer, for instance, starts in 2.2.x with Fighting level 34 and Archery level 126, compared to Fighting level 0 and Archery level 15 in 2.3.x; this is roughly equivalent to a -11 melee to-hit penalty and a -37 ranged to-hit penalty in 2.3.x compared to 2.2.x. To bring her Bows/Throw ability up to 2.2.x's starting 126, our 2.3.x Archer must spend 31 skill points in Archery, raising Archery to 31.350 and Combat to 13.400. As another example, a Human Warrior starts with 74 Fighting and 59 Bows/Throw in 2.2.x, compared to 5 Fighting and 5 Bows/Throw in 2.3.x, for roughly a -23 relative melee to-hit penalty and a -18 relative ranged to-hit penalty.

The other end of the scale is not much better; the characters who lose the most from the elimination of the initial base values in 2.3.x generally gain the least from the effective increase in skill multiplier from CMF or CMB to 50, since those values were already close to 50 with those characters. At skill level 50 in Combat, Weaponmastery and Archery, for instance, our Wood-Elf Archer's Bows/Throw ability will be 347 in 2.2.x and only 250 in 2.3.x, for a rough relative ranged to-hit penalty of -32 (though her Fighting ability will also be 250 in 2.3.x, compared to only 181 in 2.2.x, which is roughly a +23 bonus to melee to-hit; on the other hand, maxing the three skills will cost six more skill points in 2.3.x than in 2.2.x). Our Human Warrior is even worse off; his Fighting and Bows/Throw abilities max out at 295 resp. 280 in 2.2.x, compared to 250 for both in 2.3.x, for a rough effective relative penalty of -15 melee to-hit and -10 ranged to-hit.

Non-fighting classes like Mage and Priest, on the other hand, benefit handsomely from the 2.3.x changes. A Dark-Elf Mage with maxed Combat and Weaponmastery skills, for instance, will have 250 Fighting, compared to only 102 in 2.2.x, corresponding roughly to a +49 relative bonus to melee to-hit. She still starts off at a disadvantage, though, with 0 Fighting in 2.3.x compared to 29 in 2.2.x.

Chatter

ZizzoTheInfinite: This is all incomplete, of course; there are still more abilities to hash out.

ElIott: Mother of God! This is astounding, Zizzo! I was finally able to sit down and read all the way through it. Hugely, hugely informative.

NeilStevens: My reaction to this and beyond is at NeilStevens/Lessons From 2.3

GeneralDiscussion/Abilities in 2.3 vs. 2.2 (last edited 2005-01-25 21:06:52 by NeilStevens)