Attributes: Difference between revisions

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3,090 bytes added ,  22:51, 17 August 2020
fill in the rest of the attributes (although some stuff is missing)
(add intelligence section)
(fill in the rest of the attributes (although some stuff is missing))
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== Attributes ==
== 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
|group by = Class}}


{{Missing info|Figure out exactly by how much carry capacity increases.}}
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.
=== 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 affect how much you gain later on. Visit the [[HP]] page for a more indepth formula.
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:
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
{{#cargo_query:table=Skills
|fields = Class=Skill Tree, COUNT(*)=Total Skills That Require Int
|fields = Class=Skill Tree, COUNT(*)=Total Skills That Require INT
|where=RequiredStats HOLDS LIKE '%Intelligence' AND Cost <> 0
|where=RequiredStats HOLDS LIKE '%Intelligence' AND Cost <> 0
|group by = Class}}
|group by = Class}}


==== Passive Effects ====
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 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]].
Intelligence is also used when uncovering [[hidden]] creatures as well as [[Artifact examination|examining artifacts]].


==== Temporary Intelligence ====
=== 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 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==

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