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
* Agility
* Agility
* Toughness
* Toughness
* Willpower
* Intelligence
* Intelligence
* Willpower
* Ego
* Ego


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]] 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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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.
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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}}
{{Missing info|Figure out exactly by how much carry capacity increases.}}
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.
Each point of strength increases the carry capacity of a creature. 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.
=== Agility ===
=== 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.
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.
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|order by=RequiredStats}}
|order by=RequiredStats}}


Toughness at level one is how much HP you start with, but also affect how much you gain later on. Visit the [[HP]] page for a more indepth formula.
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.
 
=== 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]].


Toughness is similar to Constitution in DnD where its is also used to resist illness and poison.
=== Intelligence ===
=== Intelligence ===
Intelligence is a requisite attribute for many skills involving observation and history. It is used mostly for Tinkering, Cooking and Gathering, and Wayfaring.
Intelligence is a requisite attribute for many skills involving observation and history. It is used mostly for Tinkering, Cooking and Gathering, and Wayfaring.
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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]].


=== Temporary Intelligence ===
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.
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}}
{{missing info|Find how willpower exactly affects cooldown speed.}}
=== 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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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.
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.
==Equipment by Attribute Bonus==
{{#cargo_query:
  | tables = ItemsTable
  | fields = CONCAT('{{(}}favilink id{{!}}',ObjectID,'{{)}}')=Equipment,
            CONCAT('{{(}}qud text{{!}}&', CASE WHEN StrengthBonus IS NOT NULL AND StrengthBonus >= 0 THEN 'G+ ' ELSE 'R ' END, StrengthBonus, '{{)}}')=Strength,
            CONCAT('{{(}}qud text{{!}}&', CASE WHEN AgilityBonus IS NOT NULL AND AgilityBonus >= 0 THEN 'G+ ' ELSE 'R ' END, AgilityBonus, '{{)}}')=Agility,
            CONCAT('{{(}}qud text{{!}}&', CASE WHEN ToughnessBonus IS NOT NULL AND ToughnessBonus >= 0 THEN 'G+ ' ELSE 'R ' END, ToughnessBonus, '{{)}}')=Toughness,
            CONCAT('{{(}}qud text{{!}}&', CASE WHEN WillpowerBonus IS NOT NULL AND WillpowerBonus >= 0 THEN 'G+ ' ELSE 'R ' END,
                CASE WHEN ObjectID = 'Cyclopean Prism' THEN '- ?' ELSE WillpowerBonus END, '{{)}}')=Willpower,
            CONCAT('{{(}}qud text{{!}}&', CASE WHEN IntelligenceBonus IS NOT NULL AND IntelligenceBonus >= 0 THEN 'G+ ' ELSE 'R ' END, IntelligenceBonus , '{{)}}')=Intelligence,
            CONCAT('{{(}}qud text{{!}}&', CASE WHEN EgoBonus IS NOT NULL AND EgoBonus >= 0 THEN 'G+ ' ELSE 'R ' END,
                CASE WHEN ObjectID = 'Cyclopean Prism' THEN '?' ELSE EgoBonus END, '{{)}}')=Ego
  | where = _pageNamespace = 0 AND (AgilityBonus IS NOT NULL OR StrengthBonus IS NOT NULL OR WillpowerBonus IS NOT NULL OR ToughnessBonus IS NOT NULL OR IntelligenceBonus IS NOT NULL OR EgoBonus IS NOT NULL)
  | order by = _pageName ASC
  | format = table
}}


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