Difference between revisions of "Attributes & Stats"
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Also called Stats, these are: | Also called Stats, these are: | ||
{{C|Light Brown|{{#tip-text: Strength | {{:Strength}}}}}}<br> | |||
{{C|Light Brown|{{#tip-text: Agility| {{:Agility}}}}}}<br> | |||
{{C|Light Brown|{{#tip-text: Perception| {{:Perception}}}}}}<br> | |||
{{C|Light Brown|{{#tip-text: Vitality| {{:Vitality}}}}}}<br> | |||
{{C|Light Brown|{{#tip-text: Willpower| {{:Willpower}}}}}} | |||
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These are: | These are: | ||
{{C|Light Brown|{{#tip-text: Level| {{:Level}}}}}}<br> | |||
{{C|Light Brown|{{#tip-text: Experience| {{:Experience}}}}}}<br> | |||
{{C|Light Brown|{{#tip-text: Stat Points| {{:Stat Points}}}}}}<br> | |||
{{C|Light Brown|{{#tip-text: Ability Points| {{:Ability Points}}}}}} | |||
== Secondary Attributes == | == Secondary Attributes == | ||
Line 35: | Line 34: | ||
These are: | These are: | ||
{{C|Light Brown|{{#tip-text: Main Hand Damage| {{:Main Hand Damage}}}}}} and {{C|Light Brown|{{#tip-text: Off-Hand Damage| {{:Off-Hand Damage}}}}}}.<br> | |||
{{C|Light Brown|{{#tip-text: Weapon Damage| {{:Weapon Damage}}}}}}<sup>[1]</sup> modifier.<br> | |||
All weapon stats modifiers: {{C|Light Brown|{{#tip-text: Main Hand Efficiency| {{:Main Hand Efficiency}}}}}} and {{C|Light Brown|{{#tip-text: Off-Hand Efficiency| {{:Off-Hand Efficiency}}}}}}.<br> | |||
{{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}} which affects [[Injuries & Pain#Injuries|Injuries]].<br> | |||
{{C|Light Brown|{{#tip-text: Armor Damage| {{:Armor Damage}}}}}} which affects [[Durability]].<br> | |||
Offense: {{C|Light Brown|{{#tip-text: Armor Penetration| {{:Armor Penetration}}}}}}, {{C|Light Brown|{{#tip-text: Accuracy| {{:Accuracy}}}}}}<sup>[2]</sup>, {{C|Light Brown|{{#tip-text: Crit Chance| {{:Crit Chance}}}}}}, {{C|Light Brown|{{#tip-text: Crit Efficiency| {{:Crit Efficiency}}}}}}<sup>[3]</sup>, {{C|Light Brown|{{#tip-text: Counter Chance| {{:Counter Chance}}}}}} and {{C|Light Brown|{{#tip-text: Fumble Chance| {{:Fumble Chance}}}}}}.<br> | |||
Expertise: {{C|Light Brown|{{#tip-text: Skills Energy Cost| {{:Skills Energy Cost}}}}}}<sup>[4]</sup> and {{C|Light Brown|{{#tip-text: Spells Energy Cost| {{:Spells Energy Cost}}}}}}<sup>[4]</sup>, {{C|Light Brown|{{#tip-text: Cooldowns Duration| {{:Cooldowns Duration}}}}}}<sup>[5]</sup> and {{C|Light Brown|{{#tip-text: Bonus Range| {{:Bonus Range}}}}}}.<br> | |||
Secondary effects: {{C|Light Brown|{{#tip-text: Bleed Chance| {{:Bleed Chance}}}}}}, {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}, {{C|Light Brown|{{#tip-text: Stun Chance| {{:Stun Chance}}}}}}, {{C|Light Brown|{{#tip-text: Knockback Chance| {{:Knockback Chance}}}}}}, {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}, {{C|Light Brown|{{#tip-text: Stagger Chance| {{:Stagger Chance}}}}}}, {{C|Light Brown|{{#tip-text: Life Drain| {{:Life Drain}}}}}} and {{C|Light Brown|{{#tip-text: Energy Drain| {{:Energy Drain}}}}}}.<br> | |||
{{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} modifier. | |||
<sup>[1]</sup> - Weapon Damage is capped at 200% for players. All enemies have 100% Weapon Damage.<br> | |||
<sup>[2]</sup> - Accuracy is capped at 150% for players.<br> | |||
<sup>[3]</sup> - Crit Efficiency is capped at 150% for players.<br> | |||
<sup>[4]</sup> - Abilities Energy Cost is capped at 25% for players.<br> | |||
<sup>[5]</sup> - Cooldown Duration is capped at 25% for players.<br> | |||
=== Survival === | === Survival === | ||
These are: | These are: | ||
{{C|Light Brown|{{#tip-text: Health | {{:Health}}}}}} and healing: {{C|Light Brown|{{#tip-text: Health Restoration| {{:Health Restoration}}}}}}<sup>[1]</sup> and {{C|Light Brown|{{#tip-text: Healing Efficiency| {{:Healing Efficiency}}}}}}.<br> | |||
{{C|Light Brown|{{#tip-text: Energy| {{:Energy}}}}}} and {{C|Light Brown|{{#tip-text: Energy Restoration| {{:Energy Restoration}}}}}}<sup>[1]</sup>.<br> | |||
Defense: {{C|Light Brown|{{#tip-text: Protection| {{:Protection}}}}}}<sup>[2]</sup>, {{C|Light Brown|{{#tip-text: Block Chance| {{:Block Chance}}}}}}, {{C|Light Brown|{{#tip-text: Block Power| {{:Block Power}}}}}} and {{C|Light Brown|{{#tip-text: Block Power Recovery| {{:Block Power Recovery}}}}}}.<br> | |||
Avoidance stats: {{C|Light Brown|{{#tip-text: Dodge Chance| {{:Dodge Chance}}}}}}, {{C|Light Brown|{{#tip-text: Stealth| {{:Stealth}}}}}}, {{C|Light Brown|{{#tip-text: Noise Produced| {{:Noise Produced}}}}}}, {{C|Light Brown|{{#tip-text: Lock-picking & Disarming| {{:Lock-picking & Disarming}}}}}} and {{C|Light Brown|{{#tip-text: Vision| {{:Vision}}}}}}<sup>[6]</sup>.<br> | |||
Endurance stats: {{C|Light Brown|{{#tip-text: Fortitude| {{:Fortitude}}}}}}<sup>[3]</sup>, {{C|Light Brown|{{#tip-text: Damage Reflection| {{:Damage Reflection}}}}}}<sup>[4]</sup>, {{C|Light Brown|{{#tip-text: Bleed Resistance| {{:Bleed Resistance}}}}}}<sup>[2]</sup><sup>[5]</sup>, {{C|Light Brown|{{#tip-text: Control Resistance| {{:Control Resistance}}}}}}<sup>[5]</sup>, {{C|Light Brown|{{#tip-text: Move Resistance| {{:Move Resistance}}}}}}<sup>[5]</sup>, {{C|Light Brown|{{#tip-text: Hunger Resistance| {{:Hunger Resistance}}}}}}, {{C|Light Brown|{{#tip-text: Intoxication Resistance| {{:Intoxication Resistance}}}}}}, {{C|Light Brown|{{#tip-text: Pain Resistance| {{:Pain Resistance}}}}}} and {{C|Light Brown|{{#tip-text: Fatigue Resistance| {{:Fatigue Resistance}}}}}}. | |||
<sup>[1]</sup> - Health/Energy Restoration has an invisible scale which fills by %stat value% every turn. When it hits 100%, you replenish 5% of your Health/Energy, with "extra" progress being transferred to the next cycle of restoration.<br> | |||
<sup>[2]</sup> - Protection and Bleed Resistance are divided by your body parts and look like this:<br> | |||
[[File:Prot-values.png]]<br> | |||
[[File:Res-values.png]]<br> | |||
<sup>[3]</sup> - A Fortitude value of 50% reduces the duration of negative effects by half. If this results is a fractional value, it gets rounded to the nearest bigger integer, i.e. 1.1 is rounded to 2 turns. The duration of any negative effect can't be reduced below 1 turn (for example, in order to reduce a 2-turn effect, like most incoming [[Stun/Tooltip|Stuns]] or [[Daze|Dazes]], to 1 turn a threshold of 50% Fortitude is needed). Fortitude is capped at 50% for the player.<br> | |||
<sup>[4]</sup> - The amount of reflected damage is calculated before the Protection, Resistances and etc.<br> | |||
<sup>[5]</sup> - These Resistances are capped at 80% for players.<br> | |||
<sup>[6]</sup> - Vision is capped at 15 for players.<br> | |||
=== Damage Resistance === | === Damage Resistance === | ||
These are: | These are: | ||
Total {{C|Light Brown|{{#tip-text: Damage Taken| {{:Damage Taken}}}}}}<sup>[1]</sup>.<br> | |||
{{C|Light Brown|{{#tip-text: Physical Resistance| {{:Physical Resistance}}}}}}<sup>[2][3]</sup> which consists of {{C|Light Brown|{{#tip-text: Slashing Resistance| {{:Slashing Resistance}}}}}}<sup>[3]</sup>, {{C|Light Brown|{{#tip-text: Piercing Resistance| {{:Piercing Resistance}}}}}}<sup>[3]</sup>, {{C|Light Brown|{{#tip-text: Crushing Resistance| {{:Crushing Resistance}}}}}}<sup>[3]</sup> and {{C|Light Brown|{{#tip-text: Rending Resistance| {{:Rending Resistance}}}}}}<sup>[3]</sup>.<br> | |||
{{C|Light Brown|{{#tip-text: Nature Resistance| {{:Nature Resistance}}}}}}<sup>[2][3]</sup> which consists of {{C|Light Brown|{{#tip-text: Fire Resistance| {{:Fire Resistance}}}}}}<sup>[3]</sup>, {{C|Light Brown|{{#tip-text: Frost Resistance| {{:Frost Resistance}}}}}}<sup>[3]</sup>, {{C|Light Brown|{{#tip-text: Shock Resistance| {{:Shock Resistance}}}}}}<sup>[3]</sup>, {{C|Light Brown|{{#tip-text: Poison Resistance| {{:Poison Resistance}}}}}}<sup>[3]</sup> and {{C|Light Brown|{{#tip-text: Caustic Resistance| {{:Caustic Resistance}}}}}}<sup>[3]</sup>.<br> | |||
{{C|Light Brown|{{#tip-text: Magic Resistance| {{:Magic Resistance}}}}}}<sup>[2][3]</sup> which consists of {{C|Light Brown|{{#tip-text: Arcane Resistance| {{:Arcane Resistance}}}}}}<sup>[3]</sup>, {{C|Light Brown|{{#tip-text: Unholy Resistance| {{:Unholy Resistance}}}}}}<sup>[3]</sup>, {{C|Light Brown|{{#tip-text: Sacred Resistance| {{:Sacred Resistance}}}}}}<sup>[3]</sup> and {{C|Light Brown|{{#tip-text: Psionic Resistance| {{:Psionic Resistance}}}}}}<sup>[3]</sup>. | |||
See [[Damage Types]] for more info about damage types.<br> | |||
<sup>[1]</sup> - Damage Taken is capped at 25%.<br> | |||
<sup>[2]</sup> - All damage Resistances are divided by your bodyparts and look like this:<br> | |||
[[File:Res-values.png]]{{Clear}} | |||
<sup>[3]</sup> - Resistances are capped at 75%.<br> | |||
=== Magic === | === Magic === | ||
These are: | These are: | ||
Total {{C|Light Brown|{{#tip-text: Magic Power| {{:Magic Power}}}}}}<sup>[1]</sup>.<br> | |||
Miscasting a spell: {{C|Light Brown|{{#tip-text: Backfire Chance| {{:Backfire Chance}}}}}} and {{C|Light Brown|{{#tip-text: Backfire Damage| {{:Backfire Damage}}}}}}<sup>[2]</sup>.<br> | |||
Critical spellcasting: {{C|Light Brown|{{#tip-text: Miracle Chance| {{:Miracle Chance}}}}}} and {{C|Light Brown|{{#tip-text: Miracle Potency| {{:Miracle Potency}}}}}}<sup>[3]</sup>.<br> | |||
Nature-based Sorcery powers: {{C|Light Brown|{{#tip-text: Pyromantic Power| {{:Pyromantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Geomantic Power| {{:Geomantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Venomantic Power| {{:Venomantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Cryomantic Power| {{:Cryomantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Electromantic Power| {{:Electromantic Power}}}}}}.<br> | |||
Magic-based Sorcery powers: {{C|Light Brown|{{#tip-text: Arcanistic Power| {{:Arcanistic Power}}}}}}, {{C|Light Brown|{{#tip-text: Astromantic Power| {{:Astromantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Psionic Power| {{:Psionic Power}}}}}} and {{C|Light Brown|{{#tip-text: Chronomantic Power| {{:Chronomantic Power}}}}}}. | |||
<sup>[1]</sup> - Magic Power is capped at 350%.<br> | |||
<sup>[2]</sup> - Backfire Damage is capped at 200%.<br> | |||
<sup>[3]</sup> - Miracle Potency is capped at 150%.<br> | |||
=== Health System === | === Health System === | ||
These are: | These are: | ||
Health stats: [[Hunger, Thirst & Intoxication#Hunger|Hunger]], [[Hunger, Thirst & Intoxication#Thirst|Thirst]], [[Hunger, Thirst & Intoxication#Intoxication|Intoxication]], [[Injuries & Pain#Pain|Pain]], [[Fatigue & Resting#Fatigue|Fatigue]], and {{C|Light Brown|{{#tip-text: Immunity| {{:Immunity}}}}}}.<br> | |||
[[Psyche]] stats: {{C|Light Brown|{{#tip-text: Morale| {{:Morale}}}}}} and {{C|Light Brown|{{#tip-text: Sanity| {{:Sanity}}}}}}.<br> | |||
Per-turn adjustments: {{C|Light Brown|{{#tip-text: Hunger Change| {{:Hunger Change}}}}}}, {{C|Light Brown|{{#tip-text: Thirst Change| {{:Thirst Change}}}}}}, {{C|Light Brown|{{#tip-text: Intoxication Change| {{:Intoxication Change}}}}}}, {{C|Light Brown|{{#tip-text: Pain Change| {{:Pain Change}}}}}}, {{C|Light Brown|{{#tip-text: Fatigue Change| {{:Fatigue Change}}}}}}, {{C|Light Brown|{{#tip-text: Morale Change| {{:Morale Change}}}}}} and {{C|Light Brown|{{#tip-text: Sanity Change| {{:Sanity Change}}}}}}.<br> | |||
Limits: {{C|Light Brown|{{#tip-text: Pain Limit| {{:Pain Limit}}}}}}, {{C|Light Brown|{{#tip-text: Injury Treatment| {{:Injury Treatment}}}}}} and {{C|Light Brown|{{#tip-text: Max Health Threshold| {{:Max Health Threshold}}}}}}. | |||
{{Template:Navigation||plain}} | {{Template:Navigation||plain}} | ||
[[Category:Attributes|*]] | [[Category:Attributes|*]] |
Latest revision as of 05:13, 22 April 2024
Attributes are the data that represents various statistics of player Characters, NPCs and certain objects like Containers. There are two distinctive groups of Attributes:
Primary Attributes
Primary Attributes represent the main features of the player character and are only visible for the player characters. Primary Attributes have two categories:
Stat Scores
Also called Stats, these are:
Strength
Agility
Perception
Vitality
Willpower
Character Statistics
These are:
Level
Experience
Stat Points
Ability Points
Secondary Attributes
Secondary Attributes represent many different aspects of Stoneshard and are used both by player characters and by NPCs. Secondary Attributes are further split into five categories:
Combat
These are:
Main Hand Damage and Off-Hand Damage.
Weapon Damage[1] modifier.
All weapon stats modifiers: Main Hand Efficiency and Off-Hand Efficiency.
Bodypart Damage which affects Injuries.
Armor Damage which affects Durability.
Offense: Armor Penetration, Accuracy[2], Crit Chance, Crit Efficiency[3], Counter Chance and Fumble Chance.
Expertise: Skills Energy Cost[4] and Spells Energy Cost[4], Cooldowns Duration[5] and Bonus Range.
Secondary effects: Bleed Chance, Daze Chance, Stun Chance, Knockback Chance, Immobilization Chance, Stagger Chance, Life Drain and Energy Drain.
Experience Gain modifier.
[1] - Weapon Damage is capped at 200% for players. All enemies have 100% Weapon Damage.
[2] - Accuracy is capped at 150% for players.
[3] - Crit Efficiency is capped at 150% for players.
[4] - Abilities Energy Cost is capped at 25% for players.
[5] - Cooldown Duration is capped at 25% for players.
Survival
These are:
Health and healing: Health Restoration[1] and Healing Efficiency.
Energy and Energy Restoration[1].
Defense: Protection[2], Block Chance, Block Power and Block Power Recovery.
Avoidance stats: Dodge Chance, Stealth, Noise Produced, Lock-picking & Disarming and Vision[6].
Endurance stats: Fortitude[3], Damage Reflection[4], Bleed Resistance[2][5], Control Resistance[5], Move Resistance[5], Hunger Resistance, Intoxication Resistance, Pain Resistance and Fatigue Resistance.
[1] - Health/Energy Restoration has an invisible scale which fills by %stat value% every turn. When it hits 100%, you replenish 5% of your Health/Energy, with "extra" progress being transferred to the next cycle of restoration.
[2] - Protection and Bleed Resistance are divided by your body parts and look like this:
[3] - A Fortitude value of 50% reduces the duration of negative effects by half. If this results is a fractional value, it gets rounded to the nearest bigger integer, i.e. 1.1 is rounded to 2 turns. The duration of any negative effect can't be reduced below 1 turn (for example, in order to reduce a 2-turn effect, like most incoming Stuns or Dazes, to 1 turn a threshold of 50% Fortitude is needed). Fortitude is capped at 50% for the player.
[4] - The amount of reflected damage is calculated before the Protection, Resistances and etc.
[5] - These Resistances are capped at 80% for players.
[6] - Vision is capped at 15 for players.
Damage Resistance
These are:
Total Damage Taken[1].
Physical Resistance[2][3] which consists of Slashing Resistance[3], Piercing Resistance[3], Crushing Resistance[3] and Rending Resistance[3].
Nature Resistance[2][3] which consists of Fire Resistance[3], Frost Resistance[3], Shock Resistance[3], Poison Resistance[3] and Caustic Resistance[3].
Magic Resistance[2][3] which consists of Arcane Resistance[3], Unholy Resistance[3], Sacred Resistance[3] and Psionic Resistance[3].
See Damage Types for more info about damage types.
[1] - Damage Taken is capped at 25%.
[2] - All damage Resistances are divided by your bodyparts and look like this:
[3] - Resistances are capped at 75%.
Magic
These are:
Total Magic Power[1].
Miscasting a spell: Backfire Chance and Backfire Damage[2].
Critical spellcasting: Miracle Chance and Miracle Potency[3].
Nature-based Sorcery powers: Pyromantic Power, Geomantic Power, Venomantic Power, Cryomantic Power, Electromantic Power.
Magic-based Sorcery powers: Arcanistic Power, Astromantic Power, Psionic Power and Chronomantic Power.
[1] - Magic Power is capped at 350%.
[2] - Backfire Damage is capped at 200%.
[3] - Miracle Potency is capped at 150%.
Health System
These are:
Health stats: Hunger, Thirst, Intoxication, Pain, Fatigue, and Immunity.
Psyche stats: Morale and Sanity.
Per-turn adjustments: Hunger Change, Thirst Change, Intoxication Change, Pain Change, Fatigue Change, Morale Change and Sanity Change.
Limits: Pain Limit, Injury Treatment and Max Health Threshold.
Page last edited during patch: 0.8.1.8
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