Attributes: Difference between revisions
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|- | |- | ||
| Strength | | Strength | ||
| Str | | <code>Str</code> | ||
| | | | ||
| Object knowledge (0.5), Close combat (2), Projectile (1) | | Object knowledge (0.5), Close combat (2), Projectile (1) | ||
|- | |- | ||
| Mental | | Mental | ||
| Men | | <code>Men</code> | ||
| Mind | | Mind | ||
| Technical (1), Intuition (2), Ethereal link (2), Object knowledge (1.5), [[Spellcasting|Casting]] (2) | | Technical (1), Intuition (2), Ethereal link (2), Object knowledge (1.5), [[Spellcasting|Casting]] (2) | ||
|- | |- | ||
| Dexterity | | Dexterity | ||
| Dex | | <code>Dex</code> | ||
| | | | ||
| Stealth (2), Technical (1), Object knowledge (0.5), Close combat (1), Projectile (2) | | Stealth (2), Technical (1), Object knowledge (0.5), Close combat (1), Projectile (2) | ||
|- | |- | ||
| Constitution | | Constitution | ||
| Con | | <code>Con</code> | ||
| | | | ||
| Defense (3) | | Defense (3) |
Revision as of 00:32, 19 October 2012
Arx Fatalis has four base attributes:
Name | Shorthand | Alias | Affected Skills |
---|---|---|---|
Strength | Str
|
Object knowledge (0.5), Close combat (2), Projectile (1) | |
Mental | Men
|
Mind | Technical (1), Intuition (2), Ethereal link (2), Object knowledge (1.5), Casting (2) |
Dexterity | Dex
|
Stealth (2), Technical (1), Object knowledge (0.5), Close combat (1), Projectile (2) | |
Constitution | Con
|
Defense (3) |
The raw attribute values without any modifiers are known as raw_<attribute>
.
Absolute Item-based Attribute modifications
Equipped items can add or remove attribute points:
modabs_<attribute> = ∑<item>[ modabs(<item>, <attribute>) ]
Relative Item-based Attribute modifications
Alternatively, equipped items can also add or remove a percentage of the attribute points:
modrel(<item>, <attribute>) = modpercent(<item>, <attribute>) / 100 modrel_<attribute> = ∑<item>[ modrel(<item>, <attribute>) ] * ( raw_<attribute> + modabs_<attribute> )
Spell-based Attribute modifications
Curse/bless spells subtract/add one point per caster level for all attributes. Other spells don't modify attributes.
modspell(<attribute>, Curse, <caster_level>) = -1 * <caster_level> modspell(<attribute>, Bless, <caster_level>) = 1 * <caster_level> modspell(<attribute>, <spell>, <caster_level>) = 0
modspell_<attribute> = ∑<spell>,<caster_level>[ modspell(<attribute>, <spell>, <caster_level>) ]
TODO: Clarify caster_level
!
Full Attributes
full_<attribute> = max(0, raw_<attribute> + modabs_<attribute> + modrel_<attribute> + modspell_<attribute> + cheats)