Attributes

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Primary Attributes

Attributes

    A character's attributes determine his or her capabilities in various
areas.  Their names and descriptions are:

    Strength:       bodily strength
    Agility:        combat prowess, dodging, climbing
    Vitality:       endurance, hit points, bodily resistance to harm
    Ego:            wit, charm, social aptitude, how convincing you are
    Intellect:      memory, mental quickness, spellcasting, spell points
    Willpower:      spellcasting, resistance to mind-altering magic
    Perception:     alertness, sensory acuity, pattern recognition
    Size:           how large your character is

    For more information on an attribute, do 'help <attribute>'.  You can
see your attributes by using 'show character', 'show attributes', or 'show
attribute <name>'.

    In IC (in-character) situations, attributes are referred to in descriptive
terms rather than by numeric amounts.  The full list of these descriptive
terms, in ascending order, is: incapacitated, handicapped, pitiful, very
feeble, feeble, very poor, poor, very inferior, inferior, unimpressive,
unremarkable, mediocre, average, decent, good, remarkable, high, very high,
excellent, exceptional, superb, superior, prodigious, incredible, amazing,
preternatural, and unearthly.

    Your attributes increase as you gain more experience and advance in level.
At each new experience level, you receive five attribute points you can assign
to any of your attributes except size.  The command 'develop <attribute>' is
used to do this; each time you use this command, one of your available points
is assigned to the attribute you designate.

    However, you may not see your attribute score increase every time you do
this.  This is because your rate of attribute increase gradually slows down,
based on two factors: how far your attribute has risen above the starting
value you chose for it during character creation, and how far it has risen
above the starting maximum for your race.  This slow-down is very gradual, but
does become significant with time.  To give you a general idea of what you can
expect, if your attribute started far below your racial maximum and you had
now raised it 50 points, without having yet reached the racial maximum, then
the next point you invested in it would be worth 9/10 of a point toward the
final attribute score.  Roughly the same would be true if the attribute had
started at your racial maximum and you had now raised it 33 points; exceeding
your racial maximum has half the effect on progression that exceeding your
starting point does.  If your attribute had started at your racial maximum
and you had now raised it by 100 points, the next point you invested would
be worth 7/10 of a point toward the final attribute score.  The slowest your
attribute growth can ever become is each point invested being worth 1/10 of
a point toward the final attribute score.

    While most attribute-altering effects in the game work on a temporary
basis, there are a few events that can permanently change your attributes.
In terms of the formula described above, permanent adjustments are applied
after your attribute development, and so do not affect the impact of your
development points.

   You can see your current level of investment in each of your attributes,
and the amount of increase your next point invested will bring, with the
command 'show attribute development'.

For Skills by Attribute, see here: https://wiki.lostsouls.org/Category:Skills_by_Statistic


Strength

       Your strength is quite self-explanatory.  Characters with high
strength will hit more often and do more damage in combat.  They will also be
able to carry more and move more.

Notes

Agility

    Agility controls your general quickness, agility, and motor control.  A
high agility will help you hit others more often and do more damage to them,
while helping to avoid being hit yourself.  It also affects many activities,
such as moving stealthily, where motor skills are important. Previously called
'dexterity'.

Notes

Vitality

       Your vitality is how tough and enduring your body is.  People with
a high vitality have better hit points and endurance than less durable
types.  It also affects your resistance to poisons and diseases, and other
things related to your bodily integrity. Previously called 'constitution'.

Notes

  • Increases capacity for metabolic energy

Ego

       Ego is your character's wit, charm, personal appeal and presence,
and general social aptitude.  This may help one get better prices in shops,
convince people to do things, and so on.  Note that ego has nothing to
do with how good-looking your character is; you determine that when you use
the 'describe' command. Previously called 'charisma'.

Notes

Intellect

       Intellect reflects your memory capacity, quickness of mind, ability
to work with abstractions, and other traits.  People with high intellect
have more spell points and make better magicians; they are also better
tacticians, helping them in combat.  Intellect also affects one's resistance
to some types of magic, primarily mind-affecting spells, and is a large factor
in one's learning rate. Previously called 'intelligence'

Notes

Willpower

       This is your character's strength of will.  Players with high willpower
will have both higher endurance and higher spell points.  It is also the
primary stat for resisting mind-affecting spells, and tends to be helpful at
many assorted times in one's life.

Notes

Perception

       Your perception is the acuity of your senses, your alertness, your
ability to notice the right details and pick out the right patterns.  It
helps you find hidden things (and hidden people), stay on someone's trail
whom you're chasing, and quickly assess and react to the situation in battle.
As a component of your ability to assimilate your experiences, it helps you
learn more quickly.  It is also a small factor in your spell point capacity.

Notes

Size

    Your size attribute simply represents how large you are.  Different races are
shaped differently, with some being thinner or stockier; for example, an eighteen-
dimin-tall human is more broad-bodied and bulkier than an eighteen-dimin-tall dana.
This overall bulk influences, among many considerations, how much physical
punishment one can absorb, how much one can readily carry, how easy a target one
makes, and where one's blows tend to land.  What equipment one can use is,
naturally, greatly affected by one's size, such that a greatsword that a human
needs both hands to wield may be easily swung one-handed by an ogre, and a helmet
that the human could wear would not even begin to accomodate the ogre's head.

See also: dimin
Spoiler warning: information below includes details, such as solutions to puzzles or quest procedures, that you may prefer to discover on your own.
[15:05] [OOC Chaos] size 50 thond will carry more, have more hp, etc than size 50 dana, all other things being equal
[15:07] [OOC Chaos] they're the same height
[15:07] [OOC Chaos] different width and depth
[15:08] [OOC Chaos] does not need to be directly proportional to height

Size, or bulk rather, is the only factor for determining the size of weapon that can be wielded.

End of spoiler information.
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