Legacy:Glossary
Character Sheet
The Character Sheet displays all the information related to your character.
It contains 4 tabs:
Attributes, which is open by default and contains your Attributes and Incrementable Skills
Skills, which contains your [#Non-Incrementable Skills|Non-Incrementable Skills].
Personal Beliefs, which contains your Personal Beliefs.
Worship, which shows which items your require for Worship
Base Attributes
See Attributes for more detail.
Attributes affect many actions that you can perform and are raised by eating Foods that provide Food Event Points (FEPs).
Strength
Affects combat damage and destroying objects.
In conjunction with Smithing, affects the quality of objects crafted with Metal Working and Steelmaking.
Strength does not appear to affect the quality of Wrought Iron, Steel and alloys (Bronze).
Agility
Affects certain combat skills such as Sidestep.
Affects travel weariness accumulated from quick-traveling.
Intelligence
In conjunction with Stealth, determines the visibility and quantity of the scents you leave behind when you commit criminal acts.
Affects the combat skill Opportunity Knocks.
Constitution
Affects Maximum Hitpoints and the stamina drain caused by Swimming.
Perception
In conjunction with Exploration, determines the visibility of foragible objects and the detection of criminal Scents by Ranging.
Affects minimum ranged damage.
Charisma
Charisma of 25 or greater is required to become the chieftain of a village (can be boosted temporally by items like Bear Talisman for this purpose)
Affects special moves of party leader like To Arms
Dexterity
Affects the quality of objects crafted with Pottery.
In conjunction with Sewing, affects the quality of objects crafted with Cloth Making and Leather Working.
Psyche
In conjunction with Smithing, affects the quality of Jewelry. Affects the quality of certain other items, such as the Bear Cape.
Skills
Important: Some incrementable skills (skills that can be increased) share the same name as non-incrementable skills (skills that cannot be increased), e.g. Carpentry. This is a really horrible design flaw, but it probably won't change, so you'll have to learn to deal with it. A general rule you can follow is that if something would affect the quality, accuracy, or damage of something you can do, then it is refering to the incrementable skill, whereas if it would allow you to perform certain actions, and build or craft things, then it is refering to the non-incrementable skill.
Learning Points
See Learning Points for more detail.
Learning Points (LP) are used to increase incrementable skill values and buy non-incrementable skills. You obtain learning points by making things, killing things, and generally doing anything useful.
Learning Ability
Learning ability refers to a multiplier that affects the LP gained from performing certain actions. It is affected by Personal Beliefs, in particular Tradition/Change and Martial/Peaceful.
Incrementable Skills
See Skills for more detail.
These skills all affect active or passive qualities of your character and can be increased via LP
Unarmed Combat
Unarmed Combat also refers to a non-incrementable skill. Affects accuracy when fighting without a weapon equiped.
Affects the dodge maneuver.
Melee Combat
Affects accuracy when fighting with a Weapon equipped.
Affects the shield maneuver.
Marksmanship
Increased speed of aiming with ranged weapons.
Affects quality when crafting Wooden Bow and Ranger's Bow.
Exploration
In conjunction with Perception, determines the visibility of foragible objects and the detection of criminal Scents by Ranging.
Stealth
In conjunction with Intelligence, determines the visibility and quantity of the Scents you leave behind when you commit Criminal Acts.
Sewing
In conjunction with Dexterity, affects the quality of objects crafted with Cloth Making and Leather Working.
Smithing
In conjunction with Strength, affects the quality of objects crafted with Metal Working and Steelmaking.
In conjunction with Psyche, affects the quality of Jewelry.
Smithing does not appear to affect the quality of Wrought Iron, Steel and alloys (Bronze).
Carpentry
Carpentry also refers to a non-incrementable skill.
Affects the quality of many wooden objects and structures.
Cooking
Affects the quality of food crafted by hand, e.g. dough before it is put in the oven.
Farming
Farming also refers to a non-incrementable skill.
Affects the quality of the crops you plant and caps crop quality at skill value + 3.
Survival
Affects the quality of herbs picked.
Affects the quality of meat, bones, and hides taken from animals.
Affects the quality of fishing gear objects, sling, roasted meat, and boiled egg (requires confirmation).
(The cap for Survival is 200. There is no benefit in going above 200.)
Non-incrementable Skills
These skills all grant your character the ability to perform new actions, such as crafting new objects, performing new combat moves, or building new structures.
See Skills for a list.
Personal Beliefs
See Personal Beliefs.
Worship
See Worship.
HUD
The Heads Up Display (HUD) provides important information about your character's current status.
Health
Health is divided into three categories, indicated in the mouse-over as SHP/HHP/MHP.
SHP
Soft Hit Points. When this reaches 0, your character is knocked out, making it so you can temporarily do nothing. SHP recover over time (if you're not starving) up to the amount of HHP you have.
HHP
Hard Hit Points. When this reaches 0, your character dies. HHP can only be recovered either by using Gauze or Leeches.
MHP
Max Hit Points. Your HHP can never be greater than this number. It can only be increased by eating certain Foods, or by increasing your Barbarism on the Barbarism/Civilization slider in the Personal Beliefs menu.
Stamina
Indicates how tired your character is. This goes down as you do various activities, eventually making your character move slower as it goes below certain levels. Over time, your stamina will recover by taking points from the hunger bar. It can also be recovered by drinking Tea and water with a water skin.
Hunger
This has five levels: Starving (0-49%), Very Hungry (50-79%), Hungry (80-89%), Full (90-100%), Overstuffed (>100%), where the number represents the right most number in the mouse over. 10 units of hunger represent 1%, thus a food that recovers 40 units of hunger will increase the right most number by 4%. If you are at the Starving level, your character will slowly lose HHP. If you are at the Overstuffed level, you will only be able to move at a crawl. 1% of hunger can replace 5% of stamina.
Happiness
Does nothing except make you worry if you didn't read this. Now that you have, you know that it does nothing. Don't worry about it.
Speed
From slowest to fastest: Crawl, walk, run, sprint. Faster speeds consume more stamina.
Combat
See Combat Actions and Combat 101 for more details.
Melee Combat
Attack
Attacks are actions that inflict damage on your opponent. Using an attack will fully deplete the attack bar. The success rate of an attack depends heavily on how full the attack bar is when you attack, as well as the defense bar of your opponent. After attacking, you will return to using the Move you were using before attacking.
Maneuver
Maneuvers are patterns for responding to an attack. Your selected manuver determines how effective the attacks are on you, and have an effect every time the enemy uses a move.
Move
Moves are actions in combat that have some effect on the battle, generally raising or lowering your attack or defense. Once a move has been performed on an opponent, you will continue using that move as long as the conditions are met.
Special Move
Special Moves are actions that are performed once upon activation in order to gain some specific advantage in a fight by manipulating one or more of the fight variables.
Ranged Combat
Shoot
Ranged combat is limited to shooting with your weapons, there are no fancy tricks or anything complicated. Select 'Shoot' and left-click on your target. An aiming icon with a vertical bar will appear. How full the bar is determines your chance to hit. The speed that the bar fills up is based on your Marksmanship skill. See also, Archery.
Miscellaneous
Size
How many squares an object takes up. The first number refers to the x or horizontal direction, the second to the y or vertical direction. When talking about objects, size refers to how much inventory space it takes up, whereas when talking about structures it refers to the number of tiles it occupies.
Softcap
A softcap refers to the effect that skills and attributes have on crafting items and building structures.