Attributes
From LSWiki
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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
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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
- Increases capacity for emotive and hedonic energies(only for characters possessing Athleticism skill)
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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
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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
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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
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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
- Increases capacity for spiritual, emotive, intellectual and creative energies
- Increases regeneration rate of intellectual energy
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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
- Increases capacity for spiritual, emotive, intellectual, hedonic, creative, algetic, phobic, agonistic and metabolic energies
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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
- Increases capacity for spiritual, emotive, intellectual, hedonic, creative and algetic energies
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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.