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Attributes define a character's strengths and weaknesses. They are also sometimes referred to as ''stats''. The core attributes include:
Attributes define a character's strengths and weaknesses. They are also sometimes referred to as ''stats''. The core attributes include:
* Strength
* Strength
Line 9: Line 9:


Attributes affect how well a character performs certain skills or actions, such as attacking and dodging attacks.
Attributes affect how well a character performs certain skills or actions, such as attacking and dodging attacks.
Many [[Skills_and_Powers|skills]] also have attribute requirements. For example, a character must have at least 17 strength to learn the Jump skill.


Many [[Skills_and_Powers|skills]] also have attribute requirements. For example, a character must have at least 17 strength to learn the Jump skill.
Attributes can be increased (or decreased) by a variety of means, including [[Mutations]], [[Cybernetics]], [[Equipment]], and on level up:
*Every 6 levels, starting at level 6, every attribute increases by 1 (level 6, 12, 18, 24, ...)
*Every 6 levels, starting at level 3, you gain 1 attribute point, which can be used to increase a single attribute by 1 (level 3, 9, 15, 21, ...){{Code Reference | class = Leveler | method = LevelUp}}


== Attribute Modifiers ==
== Attribute Modifiers ==
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An attribute modifier increases or decreases by one for each 2 points that the attribute goes above or below <code>16</code>.
An attribute modifier increases or decreases by one for each 2 points that the attribute goes above or below <code>16</code>.


You can use the following formula for calculating an attribute modifier: <ref><code>XRL.Rules.Stat.GetScoreModifier()</code></ref>
You can use the following formula for calculating an attribute modifier:{{Code Reference | namespace = XRL.Rules | class = Stat | method = GetScoreModifier}}
* Stat values of 16 or higher: <code>(value - 16) &divide; 2</code> rounded down.  
* Stat values of 16 or higher: <code>(value - 16) &divide; 2</code> rounded down.  
* Stat values of 15 or lower: <code>(value - 16) &divide; 2</code> rounded up.  
* Stat values of 15 or lower: <code>(value - 16) &divide; 2</code> rounded up.
 
== Attributes ==
=== Strength ===
Strength focuses on increasing the [[PV]] of melee weapons, and is used as an attribute for skills that focus on brute force and heavy lifting. It is needed the most in the Axe and Cudgel skill trees.
{{#cargo_query:table=Skills
|fields = Class=Skill Tree, COUNT(*)=Total Skills That Require STR
|where=RequiredStats HOLDS LIKE '%Strength' AND Cost <> 0 AND _pageNamespace = 0
|group by = Class}}
By default, a character's [[carry capacity]] (the total weight in pounds they can carry in their inventory and equipment slots) is equal to 15 times their strength attribute. The strength modifier also affects the penetration of melee weapons. The modifier is added onto the base 4 [[PV]] of most weapons, but has a max limit specified depending on what weapon it is.
 
It is also used in [[save]]s that require resisting forced movement. An example would be getting [[stuck]] in {{favilink|asphalt}} or a web.
 
=== Agility ===
Agility affects creatures' [[DV]] and accuracy as well as being required for certain skill trees that require finesse like both missile weapons trees and Acrobatics.
{{#cargo_query:table=Skills
|fields = Class=Skill Tree, COUNT(*)=Total Skills That Require AGI
|where=RequiredStats HOLDS LIKE '%Agility' AND Cost <> 0
|group by = Class}}
 
The DV formula is:
<math alt=Total DV equals 6 plus agility modifier plus any bonus dv">\text{Total DV} = 6 + \text{AGI Modifier} + \text{Bonus DV}</math>
 
Agility is also used in determining whether an attack will hit, which is detailed within the [[DV]] page.
 
=== Toughness ===
Toughness controls how much [[HP]] the player character has. It's also used for the Endurance skill tree.
{{#cargo_query:table=Skills
|fields = Class=Skill Tree, _pageName=Skill, RequiredStats=Required Attribute
|where=RequiredStats HOLDS LIKE '%Toughness' AND Cost <> 0
|order by=RequiredStats}}
 
Toughness at level one is how much HP you start with, but also affects how much you gain later on, as well as how fast you regain lost HP. Visit the [[HP]] page for a more indepth formula.
 
Toughness is similar to Constitution in D&D where it is also used to resist illness and poison.
 
=== Intelligence ===
Intelligence is a requisite attribute for many skills involving observation and history. It is used mostly for Tinkering, Cooking and Gathering, and Wayfaring.
{{#cargo_query:table=Skills
|fields = Class=Skill Tree, COUNT(*)=Total Skills That Require INT
|where=RequiredStats HOLDS LIKE '%Intelligence' AND Cost <> 0
|group by = Class}}
 
Intelligence also alters how many skill points are gained each level up; Before Intelligence is applied, True Kin gain 70 skill points per level, while Mutants gain 50. Each point of Intelligence above 10 increases the number of skill points gained by 4 per level, and is applied retroactively, meaning that if a level 10 character at 10 Intelligence gained a single point, it would earn 40 skill points instantly. The opposite is also true for each point below 10.
 
Intelligence is also used when uncovering [[hidden]] creatures as well as [[Artifact examination|examining artifacts]].
 
For NPCs, Intelligence also determines their pathfinding behavior. Creatures with lower intelligence will often ignore terrain penalties when moving.
 
=== Temporary Intelligence ===
Intelligence can be temporarily granted through wearing certain equipment. This will not count towards the threshold for stat requirements, but will apply most passive effects. How temporary intelligence affects skill points gain is different than real intelligence. This boost only alters total skill points on level up: the creature will gain the amount of skill points as if they actually had that bonus intelligence. However, once it is removed and they level up again, they will be penalized that exact amount and will gain less points that level. This results in a zero net sum.
 
=== Willpower ===
Willpower determines the [[MA]] of the player character and alters the cooldowns of many skills and mutations.
{{#cargo_query:table=Skills
|fields = Class=Skill Tree, COUNT(*)=Total Skills That Require WIL
|where=RequiredStats HOLDS LIKE '%Willpower' AND Cost <> 0
|group by = Class}}
 
Each point of a character's willpower attribute higher than 16 reduces their ability cooldowns by 5% of the ability's base cooldown, up to a maximum reduction of 80% (at 32 willpower) or a minimum cooldown of 5 rounds. Each point of willpower below 16 increases the cooldowns by 5% of their base cooldown.
 
A character's [[MA]] is modified by an amount equal to their willpower modifier. Additionally, the willpower modifier is a factor in how fast a character regenerates lost [[HP]].
 
=== Ego ===
Ego affects how much items are [[trading|traded]] for, and are used for the [[Persuasion]] skill tree.
{{#cargo_query:table=Skills
|fields = Class=Skill Tree, _pageName=Skill, RequiredStats=Required Attribute
|where=RequiredStats HOLDS LIKE '%Ego' AND Cost <> 0
|order by=RequiredStats}}
 
Ego is also used for recruiting other creatures by either using [[Proselytize]], [[Rebuke Robot]], or [[Beguiling]]. Unlike other attributes, Ego is the only one that can affect mutation levels. All [[:Category:Mental Mutations]] will be given (or penalized) levels depending on their ego modifier.


==References==
==References==
<references />
<references />
 
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