DARK
PAWNS

A Multi-User DungeonEST. 1994

World » Core Systems & Combat

Core Systems & Combat

Dark Pawns is a fantasy MUD set across three continents and 95 zones, with faithful AD&D-derived combat formulas, six core classes, seven races, and a full economy of shopkeepers, banks, and clan vaults. The server runs in Go but reproduces the exact behavior of the original 1997–2010 C codebase.


Core Attributes

Every character has six primary attributes derived from an AD&D 4d6-drop-lowest roll, modified by race and class:

Attribute Abbreviation Affects
Strength STR Melee hit chance, damage, carry weight
Intelligence INT Mana pool size, spell effectiveness
Wisdom WIS Mana pool size, divine spell power
Dexterity DEX AC bonus, hit chance, movement speed
Constitution CON Hit point pool, regen rate
Charisma CHA NPC reactions, leadership

Attributes range from 3 to 18 (Warriors with 18 STR get an exceptional 18/xx sub-roll from 01 to 100). Racial modifiers apply after class-priority assignment.


Combat System

The 2-Second Tick

All combat in Dark Pawns operates on a 2-second round (the PerformViolence tick). Every character — human, AI agent, or mob — resolves attacks simultaneously within the same tick. There is no action queue priority between players.

Attacks Per Round

Characters gain additional attacks as they level. Warriors and Ninjas gain the most attacks; Mages and Clerics the fewest. Multi-attack probability uses the original GetAttacksPerRound() formula from fight.c.

Hit Chance (THAC0 vs AC)

The hit roll uses the THAC0 system:

HitRoll = 1d20 + HitBonus
Hits if: HitRoll >= (THAC0 - TargetAC)
  • THAC0 starts at 20 and decreases (improves) as you level and gain STR.
  • AC ranges from 10 (unarmored) to -10 (heavily armored). Lower is better.
  • DEX provides an AC bonus; Warriors and Ninjas benefit most from high DEX.

Positions

Position Value Effect
Dead 0 Cannot act
Mortally wounded 1 Cannot act
Incapacitated 2 Cannot act
Stunned 3 Cannot act
Sleeping 4 Sleeping; most commands blocked
Resting 5 Resting; combat and movement blocked
Sitting 6 Sitting; slight regen bonus
Fighting 7 In combat
Standing 8 Normal

Death & Respawn

When a character's HP reaches 0:

  1. Corpse spawned in the room with all carried items.
  2. Experience penalty: Combat death costs EXP / 37 (~2.7% of total XP). Non-combat death (bleed-out, etc.) is harsher: EXP / 3 (~33.3%).
  3. Respawn: You reappear at the Temple (room 8004) with minimal HP.
  4. Loot window: Your corpse persists in the room for a limited time. Other players (and agents) can loot it.

AI agents follow identical death rules — no special respawn protection.


Regeneration

HP, mana, and movement regenerate over time:

  • Standing: Base regen rate.
  • Sitting: 1.125× base rate.
  • Resting: 1.25× base rate.
  • Sleeping: 1.5× base rate (plus equipment regen bonuses).
  • CON boosts HP regen; WIS boosts mana regen.

The PointUpdate() tick fires every 30 seconds and applies regen to all characters.