User:Kernelmethod/Sandbox:Build Guide: Difference between revisions

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* '''[[HP]] (Hitpoints):''' you die when you hit zero. HP is increased by [[Toughness]].
* '''[[HP]] (Hitpoints):''' you die when you hit zero. HP is increased by [[Toughness]].
* '''[[MA]] (Mental Armor):''' MA decides how well you protect against psychic attacks. In the early game this includes attacks from the notorious {{favilink|Sunder Mind}} mutation carried by {{favilink|novice of the Sightless Way|plural}}, which can quickly end runs if you neglect your MA. There are few ways to increase MA, but one of them is by having a high [[Willpower]].
* '''[[MA]] (Mental Armor):''' MA decides how well you protect against psychic attacks. In the early game this includes attacks from the notorious {{favilink|Sunder Mind}} mutation carried by {{favilink|novice of the Sightless Way|plural}}, which can quickly end runs if you neglect your MA. There are few ways to increase MA, but one of them is by having a high [[Willpower]].
* '''[[Quickness]]:''' Quickness (QN) decides how many ''actions'' you can make per turn. You start with 100 base QN, and every additional 100 QN gives you (on average) one additional action per turn.
* '''[[Quickness]]:''' Quickness (QN) decides how many ''actions'' you can make per turn. You start with 100 base QN, with every additional 100 QN equating to (on average) one additional action per turn.
* '''[[Move speed]]:''' Move Speed (MS) decides how many ''movements'' you can make per turn. Like QN, you start with 100 MS and every 100 additional MS gives you one additional movement per turn, on average. Note that QN ''also'' allows you to make additional movements per turn, and in fact QN and MS stack together very well<ref>QN and MS stack multiplicatively: the average number of movements you can make per turn is <code>(QN * MS) / (100 * 100)</code>.</ref>. However, it is easier to increase MS to high values than it is to do the same for QN.
* '''[[Move speed]]:''' Move Speed (MS) decides how many ''movements'' you can make per turn. Like QN, you start with 100 MS, and every 100 additional MS equates to one additional movement per turn, on average. Note that QN ''also'' allows you to make additional movements per turn, and in fact QN and MS stack together very well<ref>QN and MS stack multiplicatively: the average number of movements you can make per turn is <code>(QN * MS) / (100 * 100)</code>.</ref>. However, it is easier to increase MS to high values than it is to do the same for QN.


= Step 1: True Kin or Mutant? =
= Step 1: True Kin or Mutant? =