Stats: Difference between revisions

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* Each point increases your [[Weight#Carrying_Capacity|Carry Weight]] by 9lbs. (4kg)
* Each point increases your [[Weight#Carrying_Capacity|Carry Weight]] by 9lbs. (4kg)
* Every 2 points increase your Melee Damage by 1.
* Every 2 points increase your Melee Damage by 1.
Strength also makes you more resistant to many [[diseases]] and poisons, and makes actions which require brute force (pushing heavy stuff, bashing down furniture and walls) more effective.
Strength also makes you more resistant to many [[effects|diseases and poisons]], and makes actions which require brute force (pushing heavy stuff, bashing down furniture and walls) more effective.


[http://dev.narc.ro/cataclysm/doxygen/Effects_Stat_Strength.html Detailed Strength Effects]
[http://dev.narc.ro/cataclysm/doxygen/Effects_Stat_Strength.html Detailed Strength Effects]

Revision as of 19:58, 12 August 2019

You can modify a total of four Stats, each one of them is unique and will help change certain aspects such as player HP, damage, maximum weight that he/she can carry etc.

For all stats, minimal values are 4 and increasing values above 14 will cost 2 points instead of 1! 14 is considered to be very high, the max human value. Players can go higher, but those values should be considered exceptionally high.

At the default value of 8 the bonuses are the following:

Strength 8 Dexterity 8 Intelligence 8 Perception 8
  • Melee to-hit bonus: +5
  • Throwing Bonus: 0
  • Ranged Penalty: -60
  • Reading Time: 100%
  • Skill Rust: 50%
  • Ranged Penalty: -60
Note that the starting values are 8. Below that the points you receive may not follow the formulas below.
Strength Dexterity Intelligence Perception
  • Each point increases your HP by 3.
  • Each point increases your Carry Weight by 9lbs. (4kg)
  • Every 2 points increase your Melee Damage by 1.

Strength also makes you more resistant to many diseases and poisons, and makes actions which require brute force (pushing heavy stuff, bashing down furniture and walls) more effective.

Detailed Strength Effects

  • Every 2 points increase your Melee to-hit bonus by 1.
  • Every point above 9 (10, 11, etc.) increases your throwing bonus by 1.
  • Each point decreases your Ranged Penalty by 15. It cannot be brought above zero.

Dexterity also enhances many actions which require finesse, such as dodging, martial arts special attacks and bonus attacks granted by mutations.

Detailed Dexterity Effects

  • Each point decreases your Read Times by 5%.
  • Each point decreases you Skill Rust by 3.5% (rounded up).

Intelligence is also used, reduces crafting failure, installing bionics, and interacting with NPCs. Advanced books also have intelligence requirement. Not meeting this requirement significantly increases reading time.

Detailed Intelligence Effects

  • Each point decreases your Ranged Penalty by 15. It cannot be brought above zero.

Perception is also used for detecting traps and other things of interest

Detailed Perception Effects

Hit points (HP)

The Player's strength value and any hit point reducing or increasing starting trait you picked determine how many hit points each body part has. The default strength of 8 is equivalent to 84 hit points for each body part without modifiers.

Normally the exact remaining hit point value of each body part is hidden, unless you have the Self-aware trait. If your torso or head ever goes below 1 hit point, you die. If any other body part is reduced to zero hit points or lower, it gets broken. Which might be a bit hard to heal.

Lost hit points are slowly restored (healed) in time, and healing rate is improved by using healing items, and is also faster when sleeping. Note that you need to be healthy to heal at full rate.

If the bodypart is red, that body part is bleeding, and will lose hit points over time.

Important to note is that not only can your body parts get damaged, you can also get Infected. Which can end the live of your survivor in a different way, read the infection page for more information. You can get infected from deep bite wounds, which turn the body part blue. Over time these bite wounds fester and turn infected, which changes the color of the body part green.

Stamina

This part contains information that applies to 0.D (Danny).

This page is not complete enough; please help if you can.

In 0.D (Danny) there is a stamina level. You slowly regain it over time, and it reduces when you do straining things, like fight, or run (via the " ), or anything else that makes you get out of breath. If you have low stamina, some actions take longer to accomplish. There are various ways to increase or decrease your maximum stamina, such as the Languorous and Indefatigable traits. Other mutations such as extreme metabolism increase the rate at which you regain stamina.

Carrying over your weight limit also causes stamina loss.

Stamina recovers slower the more mouth encumbrance you have.


This part contains information that applies to 0.E (Ellison).

What is Stamina?

Stamina measures momentary exhaustion from performing strenuous tasks, like running or fighting. It represents loss of breath due to repetitively performing intense, oxygen demanding actions and physical exertion.

Stamina pool

Stamina regeneration

  • Stamina regenerates by itself, every turn, unless you have the winded effect.
  • Base stamina regeneration is 20 per turn, adjusted by bonuses.
  • Expected base time of full recovery is 8.5 minutes.
  • Regeneration takes place even on turns when stamina is burned, but some burn mechanics compensate for that.
  • Base regeneration is reduced by 1/10 of mouth encumbrance-ergo, you don't want to wear clothing or equipment with high mouth encumbrance when running or fighting.
  • Base regeneration is buffed by stimulants and debuffed by depressants.
  • Active Oxygenator bionic buffs base regeneration by a factor of 5, at a cost of high power consumption.
  • Stamina regeneration ratio is affected by traits/mutations: Fast Metabolism (+10%), Very Fast Metabolism (+30%), Extreme Metabolism (+50%)

Stamina burn

You burn stamina when performing the following actions and activities:

  • walking (net positive balance, base stamina burn rate for walking is 15 per 100 moves, so it's possible to regenerate stamina while walking but not as fast as standing in place),
  • running (walking burn x7) ,
  • melee combat, calculations includes:
    • weapon's weight (malus) divided by strength (bonus), so strength reduces stamina cost for melee attack with heavier weapons,
    • melee skill (bonus),
    • both arms encumbrance (malus),
    • Deft trait (bonus, only when you stumble with attack),
    • minimum burn of 50,
  • firing bows (When stamina is low, bow reloading time raises.),
  • pulping corpses,
  • smashing things,
  • using muscle powered vehicles (see below),
  • breaking sticks,
  • heavy harmful coughing.


  • Movement related stamina burn scales up with the depletion of stamina, so at low stamina the burn rate gets higher. Might make walking net negative balance (burn > regen).
  • You don't burn stamina when riding an animal.

Stamina in vehicles

In muscle powered vehicles, you are the engine. You will burn stamina according to the "engine" load, i.e. effort you put into pushing the vehicle forward. Load depends on many factors, including speed, drag, efficiency of particular muscle engine etc. All you need to know is that the more you strain, the more you burn. Engine load spikes when you build up your speed, and then sets on a certain level to upkeep that speed. If you keep low speed in relation to that vehicle's max, you will burn much less. If you push it to the max, you will burn your stamina in no time. Some vehicles, like bicycles are more forgiving, and allow net positive stamina balance (regeneration > burn) at low speeds. Other, like kayaks and row boats, need lot of rowing power to move and will burn lot of stamina even at low speeds. Remember that overall weight of the vehicle also matters, including things you keep in the trunk/basket/hull.

  • Active Joint Servo bionic significantly reduces stamina burn when using muscle powered vehicles, at the cost of bionic power, but does not affect the speed. It does not affect stamina burn rates while walking and running, but buffs the speed.

When you run out of stamina

  • you stop running (if running),
  • you get winded effect with certain debuffs.

Miscellaneous interactions

  • Both walk and run speed drop to half their maximums as stamina approaches 0.
  • Characters attack and throwing speed gets incrementally slower (up to x2 base move cost + encumbrance) when stamina drops below 25% and goes towards 0%. You are out of breath to attack at peak performance.
  • Long actions that burn stamina will auto-pause you when you get low on stamina, and make you wait to regain some of it. You will lose some time on auto-waiting, but will have some stamina reserves in case of need.
  • You can wait until you catch your breath in the wait menu.
  • Military grade stimulants may help you instantly regain stamina and apply extra regeneration during their effects.
  • Active Joint Torsion Ratchet bionic significantly increases stamina burn rate when walking and running, producing bionic power in return.
  • Chilly/Cold/Freezing as well as Warm/Hot/Scorching effects may apply stamina loss
  • Adrenaline Rush will grant extra stamina regeneration while Adrenaline Comedown will reduce stamina regeneration. Also works with its fungal analog.


Hidden Stats

There are also various hidden stats, you cannot directly influence them during character creation, but they do have an effect.

See the Hidden stats page for more information.