Attributes: Difference between revisions

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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
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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.
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}}


Many [[Skills_and_Powers|skills]] also have attribute requirements. For example, a character must have at least 17 strength to learn the Jump skill.
== Attribute Modifiers ==
== Attribute Modifiers ==


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|where=RequiredStats HOLDS LIKE '%Strength' AND Cost <> 0 AND _pageNamespace = 0
|where=RequiredStats HOLDS LIKE '%Strength' AND Cost <> 0 AND _pageNamespace = 0
|group by = Class}}
|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.
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.
It is also used in [[save]]s that require resisting forced movement. An example would be getting [[stuck]] in {{favilink|asphalt}} or a web.
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Intelligence is also used when uncovering [[hidden]] creatures as well as [[Artifact examination|examining artifacts]].
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 ===
=== Temporary Intelligence ===
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|group by = Class}}
|group by = Class}}


Each point of a character's willpower attribute 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.
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]].
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 ===
Ego affects how much items are [[trading|traded]] for, and are used for the Persuasion skill tree.
Ego affects how much items are [[trading|traded]] for, and are used for the [[Persuasion]] skill tree.
{{#cargo_query:table=Skills
{{#cargo_query:table=Skills
|fields = Class=Skill Tree, _pageName=Skill, RequiredStats=Required Attribute
|fields = Class=Skill Tree, _pageName=Skill, RequiredStats=Required Attribute
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==References==
==References==
<references />
<references />
 
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