List of statistics - Toma400/The_Isle_of_Ansur GitHub Wiki

Statistics

Baedoor RPG system is based mostly on statistics, which are split into several categories - each one representing different value for gameplay.


General Stats

Health Points

Dependent on endurance attribute. Makes whole life of your character, reaching 0 means death.

Magic Points

Dependent on intelligence attribute and magic power. Makes you able to use spells.

Rest Points

Dependent on endurance attribute. Represents how tired your character is. Can be regenerated by sleeping or watch.

Experience/Levels

Experience is gathered by a lot of actions. It is split into two categories: general and skill-dependent. General is gathered slowly, but steady, and skill-dependent needs specific action being performed. General experience is used to level your character up, skill-dependent experience raises your skills after some time.

Weight

Dependent on strength. Sets limit of items that your character can carry.

Armour Points

Additional statistics allowing you to lower down amount of damage your character receives. Added only if armour is used.

Hunger/Thirst

Optional statistics if realistic mode is turned on. Similarly to rest points, it requires you to drink and eat.


Powers

Magic

Reflects on how much magic points you has, and also how deeply are you involved in magic. Contradictory to Tech in most cases.

Tech

Reflects your commitment for technology, allowing you to use more advanced elements. Contradictory to Magic in most cases.

Void

Reflects your bounds to Void, being chaotic creative power, forced to order within universe. Contradictory to Connection in almost all cases.

Connection

Reflects laws of universe, order and schemes, forming shapes from essences. Contradictory to Void in almost all cases.


Attributes

Strength

Reflects on your weight points and power.

Dexterity

Reflects on your speed, being connected to all sneak-related actions, as well as additional actions during turns while fighting/doing actions.

Endurance

Reflects on your health points and speed of losing rest points, as well as regenerating.

Intelligence

Reflects on your magic points and general learning speed.

Charisma

Reflects on possible conversation options and whether your other traits can be considered penalty.


Skills

Shortswords

Helps you fight better with any close-combat weapons with short blade.

Longswords

Helps you fight better with any close-combat weapons with long blade.

Archery

Helps you fight better with bows and crossbows.

Firearms

Helps you using firearms, making them more efficient and reliable.

Castspelling

Helps to perform magical actions not bound to any magic school, such as making runes, scrolls or simple spells.

Restoration Magic

Represents school of Restoration, which controls Connection-Magic relations, such as healing and plant growth.

Transformation

Represents school of Transformation, which controls Magic-Magic relations, such as transforming world and creating illusions.

Destruction

Represents school of Destruction, which controls Void-Magic relations, such as creating destructive powers that swallows soul into the Void.

Necromancy

Represents fallen school of Necromancy, which controls Void-Connection path, forbidden link allowing necromants to summon creatures from what was once living.

Connection

Represents ancient power manifests, purely bound to earth and laws of universe. Ability used by only some races, allowing them to gain power from essence of the world, but with specific cost.

Sneaking

Gives better probability of successful sneaking.

Pickpocketing

Gives better chance of successful stealing from someone's purse.

Lockpicking

Gives better chance of opening locked chests or door.

Trapspotting

Allows you to spot traps before you fall into one.

Trade

Makes your trades less costful or avoiding some penalties.

Persuasion

Gives better chance of convincing someone by persuasion.

Musicality

Gives you better performances while playing instruments.

Repair

Allows you to repair vehicles and inventions.

Traps

Allows you to create various traps.

Resource Processing

Gives you more possibilities of processing found resources, allowing you for their further use.

Tools

Allows you to repair tools and damaged pieces.

Smithery

Allows you to create blacksmith-related tools, armours and weapons, and being better quality with higher levels.

Herbalism

Makes you more aware of herbs and allows you to get more details about them.

Alchemy

Allows you to create various potions, with stronger and more quality-proof effects with higher levels.

Healing

Allows you to faster health regeneration and making provisional self-treatments.

Cooking

Allows you to cook meals, being more tasty and useful/quality-proof with higher levels.

Survival

Gives you various bonuses making your survival a bit easier to get through. With higher levels you can lose your rest points slower or be more immune for some factors.

Toughness

Makes your skin thick, therefore allowing you to deflect some hits or other effects less powerful.


Perks

Vehicle Driving

Allows player to use vehicles (such as ships, airships or trains) by itself.

Animal Trainer

Allows player to communicate better with animals.

Toxin Immunity

Makes player immune to toxin. Counted with percent ratio, perk is counted if it is above 0%.

Assassin Hit

Deals additional damage if attacker is hidden during attack.

Trader Sight

Gives more information about trading.

Animal Friend

Allows player to communicate with all animals and make them friendly, even if they are not so by default.