Stats: Difference between revisions
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Important to note is that not only can your body parts get damaged, you can also get [[Infection|Infected]]. Which can end the live of your survivor in a different way, read the [[Infection|infection]] page for more information. You can get infected from deep bite wounds, which turn the body part {{igs|blue|c_blue}}. Over time these bite wounds fester and turn infected, which changes the color of the body part {{igs|green|c_green}}. | Important to note is that not only can your body parts get damaged, you can also get [[Infection|Infected]]. Which can end the live of your survivor in a different way, read the [[Infection|infection]] page for more information. You can get infected from deep bite wounds, which turn the body part {{igs|blue|c_blue}}. Over time these bite wounds fester and turn infected, which changes the color of the body part {{igs|green|c_green}}. | ||
==[[Stamina]] | ==Stamina== | ||
See the [[Stamina]] page for more information. | |||
==Hidden Stats== | ==Hidden Stats== | ||
There are also various hidden stats, you cannot directly influence them during character creation, but they do have an effect. | There are also various hidden stats, you cannot directly influence them during character creation, but they do have an effect. |
Revision as of 18:11, 13 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 |
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Note that the starting values are 8. Below that the points you receive may not follow the formulas below. | |||
Strength | Dexterity | Intelligence | Perception |
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. |
Dexterity also enhances many actions which require finesse, such as dodging, martial arts special attacks and bonus attacks granted by mutations. |
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. |
Perception is also used for detecting traps and other things of interest |
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
See the Stamina page for more information.
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.
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