Stats: Difference between revisions

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# Everything surgery related, from success chance to speed of each step, to bypassing medical training for using trauma kits for organ repair.
# Everything surgery related, from success chance to speed of each step, to bypassing medical training for using trauma kits for organ repair.
# Reducing crafting times on recipes for the Lodge and Soteria Medical under crafting menu, and crafting improvised splints and bone braces.
# Reducing crafting times on recipes for the Lodge and Soteria Medical under crafting menu, and crafting improvised splints and bone braces.
# Increasing your chance of harvesting more product from plants when using your bare hands (100 BIO is a 100% chance)
# Bypassing the need for the medical perk to use the Body Scanner and Sleeper (25 BIO needed), and Cryo Tube, Chem Dispenser, Electrolyzer, Chem Master, Chem Heater, Centrifuge, Mass Spectrometer, Reagent Scanner and Health Analyzer (15 BIO)
# Bypassing the need for the medical perk to use the Body Scanner and Sleeper (25 BIO needed), and Cryo Tube, Chem Dispenser, Electrolyzer, Chem Master, Chem Heater, Centrifuge, Mass Spectrometer, Reagent Scanner and Health Analyzer (15 BIO)
# Increases the chance for people with the Advanced Medical perk or Lodge Herbalists to not consume a stack of gauze/ointment/advanced kits when patching external wouds.
# Increases the chance for people with the Advanced Medical perk or Lodge Herbalists to not consume a stack of gauze/ointment/advanced kits when patching external wouds.
# Increasing the amount of Biology you permanently lose on dying and being revived. The higher your BIO, the more you lose.
# Bypassing the need for the medical perk to use Advanced Trauma and Burn Kits (25 BIO), Absolutism Bruisepacks and Burnpacks (15 BIO), and Syringes (10 BIO on yourself, 15 BIO on someone else, having less than 15 BIO causes you to break the syringe in use).
# Bypassing the need for the medical perk to use Advanced Trauma and Burn Kits (25 BIO), Absolutism Bruisepacks and Burnpacks (15 BIO), and Syringes (10 BIO on yourself, 15 BIO on someone else, having less than 15 BIO causes you to break the syringe in use).
# Not causing pain on the patient (or yourself) when using syringes.
# Not causing pain on the patient (or yourself) when using syringes.
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# Increasing the amount of damage healed through the tissue restoration surgical step per use of trauma kit / burn kit, up to a cap.
# Increasing the amount of damage healed through the tissue restoration surgical step per use of trauma kit / burn kit, up to a cap.
# Increasing the value of Cauterizing, Clamping, Retracting, Bone setting, Cutting and Bone grafting qualities of a psionic-summoned tool (up to 50 quality at BIO 62)
# Increasing the value of Cauterizing, Clamping, Retracting, Bone setting, Cutting and Bone grafting qualities of a psionic-summoned tool (up to 50 quality at BIO 62)
# Increasing the amount of Biology you permanently lose on dying and being revived. The higher your BIO, the more you lose.
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<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
==Robustness (ROB) [[File:Toolbox.png|64px|Robustness]]==
==Robustness (ROB) [[File:Toolbox.png|64px|Robustness]]==
<small><i>Any disciple of Maint-Fu knows how to defend themselves.</i></small>
<small><i>Any disciple of Maint-Fu knows how to defend themselves.</i></small>

Revision as of 06:08, 1 August 2022

Overview

Stats are numeric values that signify your character's skill in various areas. Besides being a rough guide to your character's knowledge, they also affect the probability of some actions succeeding, depending on the stat. There are three "general purpose" stats: Mechanical, Cognition, and Biology, as well as three "combat oriented" stats: Robustness, Vigilance, and Toughness. These stats can be altered indefinitely, with the stats of a character generally determined by their role in the colony combined with their species. Stats can not only be modified by either character creation and background, and assigning your 15 extra points into them on the same screen before even playing, but also in-game via "levelling up" while holding an oddity that increases them permanently (in a round-basis), or gaining temporary bonuses and maluses through various questionably legal stimulants or toxins.

Stat Breakdown

Stats are what makes or breaks a character when it comes to performing their job, handling combat, or doing anything for their own (or someone else's) benefit. They handle how you interact with other players, mobs, or objects on a multitude of tasks. There are a total of six individual stats, and two extra stats affecting the abilities (and capabilities) of your character. Each one will come with a full list of every single interaction handled by them in the game.

Mechanical (MEC) Mechanical

All things building and fixing.

Cognition (COG) Cognition

Everything technological and smart, or practical and general.

Biology (BIO) Biology

Knowledge of the body and its inner workings.

Robustness (ROB) Robustness

Any disciple of Maint-Fu knows how to defend themselves.

Toughness (TGH) Toughness

How much do you think you can take?

Vigilance (VIG) Vigilance

Those that possess a keen eye with a gun, and nerves of steel to overcome anything.

Extra stats

These stats affect the health of your character, and are impossible to increase with leveling up (unless you got lucky as an Artist) or modify in other way than receiving bonuses or penalties on character creation.

Vivification (VIV) Vivification

Drugs are bad, mkay?

Vivification gives a bonus (or penalty) to your maximum Neural System Accumulation, meaning you can take certain hard drugs and medicines without causing instability to your neural system, inducing vomit and other negative ailments to your health.

Anatomy (ANA) Anatomy

Two kinds of people: Those with loaded guns, and those with twigs for arms.

Anatomy increases (or decreases) your maximum health, allowing your body to tolerate more punishment before entering critical condition or dying, or becoming more frail and weak to damage from all sources.


Further Reading

Sanity