Hidden stats

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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?
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 movement points, or speed, determines the distance a creature can move in a given turn and the actions they can take in that turn. The "move" score is incremented by your "speed" stat at the start of your turn. There are a few things that give you a lot of move, which allows you to take many actions before the monsters act at all, but then they all act.

Taking Actions

Actions decrement move and after each action move is checked for > 0. If move is not > 0 your turn is over and it goes to the next NPC. The turn sequence for NPCs works the same.

If your moves is 100 and you take an action turn is is checked to find your moves. If the action took 110 points your that puts you below 0 at -10 and then other NPCs take their actions and your turn begins by being incremented by your speed stat (100 for this example) up to 90 and you are free to take your next action.

Actions that take significantly more than a turn are stashed and they'll eat your moves and make you auto-pass until they're done or they are interrupted: reloading, refueling vehicles, crafting, reading, sleep.

Moving

Each tile is composed by a given terrain type, which has a movement cost associated with it. Moving through it will cost as may movement points as the specified movement cost.

Display

Spd 100

The speed will be green if above 100 and red if below that.

The moves are noted to the right of speed and show you the cost of your last action.

Example for 98 base move cost on a floor: Spd 100 98 the 98 is the move points you used to move one tile in a cardinal direction. Pressing wait . costs 2 move points in this example to reach 100 and end your turn.

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 dependant 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).

Movement points can't be below 25 in any case.

Stim

Default value: 0 | Min value: -200 | Max value: 250

How does it increase?
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