Hidden stats: Difference between revisions
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Default value: 100 | Min value: 25 | Max value: -- | Default value: 100 | Min value: 25 | Max value: -- | ||
''Moves'', or ''move points'', or ''movement points'', determine the amount of actions you or any creature can perform in a [[turn]] (so, in six seconds). | |||
''Speed'' determines how many move points you start with each turn. | |||
''Base move cost'' is the final value where both speed and any possible modifier, be it positive or negative, is applied (such as [[traits]], [[encumbrance]], [[#stim|stim]] level, queued actions, etc). | |||
Base move cost = Speed + Move modifiers | Base move cost = Speed + Move modifiers | ||
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Also, note that you'll always perform actions first, then unfriendly creatures and, finally, friendly ones. | Also, note that you'll always perform actions first, then unfriendly creatures and, finally, friendly ones. | ||
;Performing Actions | ;Performing Actions | ||
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Actions that take longer than one turn (refuelling vehicles, crafting, reading, sleeping, etc) can be interrupted at any time by pressing the wait ({{k|5}} or {{k|.}}) key. | Actions that take longer than one turn (refuelling vehicles, crafting, reading, sleeping, etc) can be interrupted at any time by pressing the wait ({{k|5}} or {{k|.}}) key. | ||
;Running cost | ;Running cost | ||
When moving around (running) you consume as many move points as the movement cost of the current [[terrain type]] you're about to stand on is. You can check that cost in-game by {{k|e}}xamining the tile you want to move to. | When moving around (running) you consume as many move points as the movement cost of the current [[terrain type]] you're about to stand on is. You can check that cost in-game by {{k|e}}xamining the tile you want to move to. | ||
;Display | ;Display | ||
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The speed will be {{igs|green|c_green}} if above 100 and {{igs|red|c_red}} if below that. Besides the speed value you'll find the move cost of your last action. | The speed will be {{igs|green|c_green}} if above 100 and {{igs|red|c_red}} if below that. Besides the speed value you'll find the move cost of your last action. | ||
;Calculation | ;Calculation | ||
This value is calculated each turn, where the following bonus and penalties are applied: | This value is calculated each turn, where the following bonus and penalties are applied: | ||
;Penalties | ;Penalties |
Revision as of 12:32, 18 October 2013
This page is not complete enough; please help if you can. |
Stats that are as important as the default ones but are hidden for gameplay reasons.
The exact values aren't usually shown to the player, but their global effects on the character are displayed when needed (Thirsty, Tired, etc).
Hunger
Default value: 0 | Min value: -- | Max value: 6000
- Display
Hunger < 0 | Full |
Hunger > 40 | Hungry |
Hunger > 80 | Very hungry |
Hunger > 300 | Famished |
Hunger > 1400 | Near starving |
Hunger > 2800 | Starving! |
- How does it increase?
- Every 5 minutes (50 turns) it will increase by one point.
- A character with a Metabolic Interchange bionic and hunger below 100 will increase hunger by 2 each 5 turns.
- A character with the chemical imbalance trait has a small chance each turn of becoming full for a slow amount ("You suddenly suddenly feel a little full.") or hungry ("You suddenly feel hungry.").
- Eating food or drinking liquids that increase your hunger.
- Vomiting will increase it by between 30 and 50 points
- How does it decrease?
- Eating food or drinking liquids that nourish you
- Characters with the leaves mutation have a chance of reducing hunger by one point when in sunlight
- Characters with the Expanded Digestive System bionic can reduce hunger even further when eating
- Effects
Hunger levels above 100 will impact your speed negatively.
Eating beyond Full level can make you vomit, unless you have the gourmand trait.
You will stop eating automatically when your hunger level is below -20 (-60 for characters with gourmand trait) ("You can't finish it all!").
If you don't reduce your hunger regularly you can eventually die:
- Hunger 3000: You'll be warned ("You haven't eaten in over a week!")
- Hunger 4000: You'll be warned ("You are STARVING!")
- Hunger 5000: You'll be warned ("Food...")
- Hunger 6000: You die ("You have starved to death.")
Thirst
Default value: 0 | Min value: -- | Max value: 1200
- Display
Thirst < 0 | Slaked |
Thirst > 40 | Thirsty |
Thirst > 80 | Very thirsty |
Thirst > 240 | Dehydrated |
Thirst > 520 | Parched |
- How does it increase?
- Every 5 minutes (50 turns) it will increase by one point.
- A character with the chemical imbalance trait has a small chance each turn of becoming thirsty for a slow amount ("You suddenly feel thirsty.").
- Eating food or drinking liquids that increase your thirst.
- Vomiting will intrease it from 30 to 50 points
- Every 300 turns when having the flu
- When your body temperature is too high
- How does it decrease?
- Eating food or drinking liquids that quench you.
- Effects
Thirst levels of Thirsty and above will impact your speed negatively.
You will stop drinking automatically when your thirst level is below -20 (-60 for characters with gourmand trait) ("You can't finish it all!").
If you don't reduce your thirst regularly you can eventually die:
- Thirst 600: You'll be warned ("You haven't had anything to drink in 2 days!")
- Thirst 800: You'll be warned ("You are THIRSTY!")
- Thirst 1000: You'll be warned ("4 days... no water..")
- Thirst 1200: You die ("You have died of dehydration.")
Fatigue
Default value: 0 | Min value: -- | Max value: 1000
- Display
Fatigue > 191 | Tired |
Fatigue > 383 | Dead tired |
Fatigue > 575 | Exhausted |
- How does it increase?
- Every 5 minutes (50 turns) it will increase by one point.
- A character with the chemical imbalance trait has a small chance each turn of becoming fatigued for a slow amount ("You feel fatigued all of a sudden.").
- Every 50 turns when having a common cold
- Occasionally when suffering a nicotine craving.
- How does it decrease?
- By sleeping $.
- By consuming stimulants
- Effects
Your character will sleep on his own if you don't make him sleep regularly:
- Fatigue >= 192: You'll be warned every 50 turns ("You're feeling tired. Press '$' to lie down for sleep.") and will be prompted if in the middle of an activity ("You're feeling tired.")
- Fatigue 600: You'll be warned every 10 turns ("You haven't slept in 2 days!")
- Fatigue 800: You'll be warned ("Anywhere would be a good place to sleep...")
- Fatigue 1000: Your character will sleep on his own. Fatigue will be reduced by 10 ("Surivor sleep now.")
Default value: 0
Scent
Default value: 500 | Min value: -- | Max value: --
Characters with the smelly trait will default to 800, and to 1200 with the very smelly mutation.
It will always try to normalize itself to the default level.
Scent always surrounds the player's character, and will leave a trail when he moves. Without the pressence of the player the scent eventually dissappears.
The scent vision bionic will allow you to visualize your scent.
- How does it decrease?
- Closed doors and windows will reduce the scent leaked outside
- Taping windows will reduce the scent leaked outside even more
- Smoke (normal one, tear gas, toxic gas...) eliminates all the scent close to it, so use that to your advantage.
- Rain reduces scent by one point per turn
- The Olfactory Mask bionic can reduce your scent considerably
- Effects
Scent allows any creature able to smell to track player characters (check the creatures with the SMELLS flag in the enemies page).
Health
Default value: 0 | Min value: -- | Max value: --
Determines the chances of a player's character to get a common disease.
You can increase this value by consuming items that increase health, such as vitamins, Nyquil and Dayquil. On the other hand, there are items can lower this value when consumed, like methamphetamine, heroin, sugar, bleach...essentially: chemicals, drugs, and junk food.
This value will increase and decrease by one point randomly each turn, although it tends to regulate itself towards zero.
If a character doesn't have the Influenza or the Common Cold there's a small chance that he will acquire them. This chance can be lowered with a high health, the disease resistant trait, or completely negated with the disease immune mutation.
Moves
Default value: 100 | Min value: 25 | Max value: --
Moves, or move points, or movement points, determine the amount of actions you or any creature can perform in a turn (so, in six seconds).
Speed determines how many move points you start with each turn.
Base move cost is the final value where both speed and any possible modifier, be it positive or negative, is applied (such as traits, encumbrance, stim level, queued actions, etc).
Base move cost = Speed + Move modifiers
Therefore, your final move points can be greater or lower than your current speed.
Also, note that you'll always perform actions first, then unfriendly creatures and, finally, friendly ones.
- Performing Actions
Each action you perform during a turn reduces your available move points by the move cost of such action. Your turn will be over once you don't have any move points left. Any ongoing action will be paused and queued for the next turn.
Queued actions will be subtracted from the available move points of the next turn. Example: your base move cost is 100, and you perform an action that costs 110 points; you won't be able to finish the action this turn, so it will be queued to be finished the next turn, and the base move cost for that turn will be reduced by 10 (the extra moves that didn't fit in the previous turn).
Actions that take longer than one turn (refuelling vehicles, crafting, reading, sleeping, etc) can be interrupted at any time by pressing the wait (5 or .) key.
- Running cost
When moving around (running) you consume as many move points as the movement cost of the current terrain type you're about to stand on is. You can check that cost in-game by examining the tile you want to move to.
- Display
Spd 100 115
The speed will be green if above 100 and red if below that. Besides the speed value you'll find the move cost of your last action.
- Calculation
This value is calculated each turn, where the following bonus and penalties are applied:
- Penalties
- Weight: when the weight carried is 25% higher than the weight capacity
- Pain: when pain is higher than the potency of the consumed painkillers. This penalty is more severe if the difference is higher than 60
- Painkillers: when the potency of the consumed painkillers is 10 or higher than the pain. More severe if it's higher than 30.
- Morale: when morale bonus (morale level / 25) is below -10
- Radiation: when radiation is 20 or higher. 40 or higher increases the penalty further
- Thirst: when thirst is above 40
- Hunger: when hunger is above 100
- Sunlight dependent mutation: penalties relative to the current light level when not under sunlight
- Cold blood mutation: when temperature is below 60F
- Speed down artifact: 20 penalty points
- Bonus
- Morale: when morale is higher than 100 there will be a bonus that can't be higher than 10.
- Stimulants: Based on the potency of all stimulants taken. It can't be higher than 40.
- Quick trait: gives a 10% bonus
- Speed up artifact: 20 bonus points
Some diseases and status effects can also affect this value (usually negatively).
move points can't be below 25 in any case.
Stim
Default value: 0 | Min value: -200 | Max value: 250
- How does it increase?
- By consuming stimulants (such as coffee, cocaine, Adderall, energy drink, etc).
- Each turn it will increase by 1 point if the current stim level is lower than 0.
- How does it decrease?
- Each turn it will lower by 1 point if the current stim level is higher than 0.
- Effects
Your movement points, dexterity, intelligence and perception will increase based on the combined intensity of the consumed stimulants. These effects are lowered if your stim level is already equal or greater than 30. The bonus to your movement points can't be greater than 40, in any case.
Your fatigue will be reduced when consuming stimulants, the amount depending on the item's stim intensity. Your sleepiness will also be reduced when laying down to sleep, based on the current stim level. All this will allow you to stay awake for longer periods of time. If for some reason you want to sleep under this conditions you'll need to consume items that increase your fatigue first.
NPCs will fear players with stim levels greater than 20, which will, in turn, lower their trust. NPCs can also be affected by stimulants, if consumed.
You can die because of your stim level:
- From a heart attack if your stim level is greater than 250 ("You have a sudden heart attack!").
- Of apnea if it's lower than -200 ("Your breathing stops completely.").
Pain
Default value: 0
- Can decrease stats if the pain level is too high!
How does it increase?
- By taking damage from enemies
- Walking over certain tiles such as rubble or fire
- Diseases or conditions such as infected bite wounds
- Failed implanting of bionics
- Certain weather such as acid rain
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How does it decrease?
- Waiting for it to go down (Taking painkillers speeds up this process)
- Using Bionics
(Certain mutations also speed up pain loss and resistance to pain)
Painkillers
Default value: 0
Radiation
Default value: 0
Cash
Default value: 0
Recoil
Default value: 0
Driving recoil
Oxygen
Default value: 0
Active mission
Default value: -1
In vehicle
Default value: false
Style selected
Default value: "null"
XP pool
Default value: 0 | Max value: 800
Last item
Default value: itype_id("null")
Underwater
Default value: false
Whether or not the character is diving.
Dodges left
Default value: 1
Blocks left
Default value: 1
Power level
Default value: 0
Your power level is how much power you have at the moment, bionics gained from using a CBM use power
Max power level
Default value: 0
Your max power level defines how much power for bionics you can store at the moment