Legacy:Glossary

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Combat

Attack

Attacks are standard patterns of attacking that, once activated, will be repeated indefinitely in a fight, as long as their specific conditions, if any, are met. They differ from Instance Attacks, which are only performed once.

Instance Attack

Instance attacks are powerful attacks that have a high probability of succeeding, causing massive trauma to any and all opponents. They differ from regular attacks in that they are only performed once upon activation, and in that they more often that not come with an activation cost.

Combat Move

Combat 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.

Maneuver

Maneuvers are patterns for responding to an attack. For every attack, the maneuver that the target of the attack has chosen is consulted to see if the attack hits or misses. Different effects may be triggered depending on whether the attack hit or missed.

Character Sheet

Attributes

Base Attributes

Currently, the attributes in Haven and Hearth are not fully fleshed out and are mostly placeholders. It is very likely that will change soon.

Also, note that although only 3 attributes are currently at all worthwhile to increase, the ease of increasing any stat depends on your highest attribute. In more detail, the amount of total FEP required for an attribute gain is equal to your highest attribute. So, if you have a character with 100 STR and 10 in other stats who decides to up his charisma, you will have a 10 times harder time doing it than an ordinary newbie with 10 in everything.

Althought that is still no reason to increase the "useless" attributes, should the devs ever decide to give them function the unbalanced characters will be at a significant disadvantage.

Strength

Determines melee damage. Adds max HHP per point

Agility

Increases the chance of success of certain instance attack(s). (Sidestep for now)

Intelligence

Increases the chance of success of certain instance attack(s). (opportunity knock, needs confirmation)

Constitution

Affects max HP and stamina.

Perception

Affects detection of scents.

Charisma

No effect. However, a charisma of 25 or greater is required to become the chieftain of a village.

Food Event Points

See this page.

Skill Values

Unarmed Combat

Affects damage and accuracy when fighting without weapons.

Melee Combat

Same as above, with weapons. (Stone axeAxes, swords)

Marksmanship

Increased accuracy with bows.

Exploration

When anyone commits criminal acts in Haven and Hearth, they will probably leave behind a scent. Exploration determines how easy it is to find those scents, and how frequently they may be used to track the perpetrator. See tracking.

Stealth

Characters with high stealth and intelligence may commit crimes without leaving a scent.

Learning Points

Learning points are used to increase skill values and buy skills.

Learning Ability

Learning ability is affected by personal beliefs, in particular tradition/change. A character with full change will gain 300 LP where normal characters gain 100.

Skills

Available Skills

Current Skills

Personal Beliefs

See this page.

HUD

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 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.

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.

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 1% of stamina.

Happiness

Does nothing.

Speed

From slowest to fastest: Crawl, walk, run, sprint. Faster speeds consume more stamina.

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.