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Guide to Stats

From Ratwood Keep

Due to popular demand, this page/guide will help people understand how stats work, what virtues you can pick, what special traits exist and what they do, and so on.

Stats

Stats are rolled at the start of the round. They cannot be modified in any way permanently (unless an admin decides to have fun with you), though, they can be raised with stat-boosting pots.

Strength

Represented as STR, strength is most relevant for melee combat.

  • Influences the damage of your punches.
  • Influences the damage of your bites.
  • Determines whether you can carry some items (usually weapons) without dropping them.
  • Determines if your target is shoved lightly or far away when disarmed, checked against their CON.
  • Determines if you're slowed down when fireman carrying someone.
    • STR must be 10 or higher, or 8 if you're using both hands.
  • Determines how fast you can draw a bow.
  • Determines how fast you can cock a crossbow.
  • Influences the chances of escaping a maneater.
  • Influences how many times you need to kick a door to break it's lock.
  • Determines how fast you can raise or lower a gate via winch.
  • Determines how fast you can flip a lever.
  • Influences the chance of ripping sleeves off your clothes.
  • Influences the chance of successfully extracting seeds from wheat or oat stalks without farming skill.
  • Determines how effective choking a victim will be per attempt at strangulation.
  • Influences the chance of wrestling someone to the floor and the chance to pin them.
  • Influences the chance of successfully upgrading your grab against someone, or resisting such while combat mode is active.
  • Influences the chance of successfully resisting out of being grabbed, or the inverse.
  • Influences the chance of knocking someone over by sprinting into them, combined with CON and the distance sprinted, or resisting such.
  • Influences the chance of successfully parrying heavy weapons used against you.
  • Determines how far you can throw items.
  • Decreases the amount of stamina used when smithing items.
  • Allows you to quickly break out of being cuffed to a chair if your STR is above 15.
  • Allows you to resist out of cuffs quicker if your STR is above 10, or instantly if above 15.
  • Allows you to break out of a pillory if your STR is above 18.
  • Will debuff the mood of anyone paranoid if you're stronger than them and they examine you.

Perception

Represented as PER, perception influences ranged attacks and spotting hidden people.

  • Determines how likely you are to resist being pickpocketed.
  • Allows you to determine if someone is viewing you through a scrying orb if your PER is above 11, their identity is revealed at 15 and over.
  • Determines the damage of arrows shot from a bow.
  • Influences how fast you can draw a bow.
  • Influences how fast you can aim a crossbow.
  • Influences chances to succeed in picking locks.
  • Determines whether or not you have full FOV; PER lower than 5 will suffer a reduced vision cone.
  • Determines how long it takes to look around.
  • Influences whether or not you will spot someone sneaking while looking around, checked against their sneaking skill.
  • Influences the chance of finding tracks/footprints left by people.
  • Influences the chance to hit someone with melee attacks.
  • Influences the chance of deftly smithing a bar.
  • Determines whether you know the voice of someone messaging you.

Intelligence

Represented as INT, intelligence principally affects magic, but also skill gain.

  • Influences skill gain for the following when practiced:
    • Lumberjacking
    • Mining
    • Blacksmithing
    • Weaponsmithing
    • Armorsmithing
    • Farming
    • Fishing
    • Butchery
    • Sewing
    • Stealing
    • Climbing
    • Athletics
    • Tracking
    • Lockpicking
    • Medicine
    • Weapon skills (when training on a dummy, or attacking someone else)
  • Determines whether or not you can craft some difficult items despite no relevant skills in that area.
  • Determines the amount of skill points you gain by sleeping.
  • Influences whether or not you will successfully feint a target, or resist such efforts, checked against the other user's INT.
  • Influences resisting a Vampire Lord's transfix spell, checked against their blood magic skill.
  • Influences how fast you can charge a spell.

Constitution

Represented as CON, constitution is the stat directly related to natural defense.

  • Influences the chance of knocking someone over by sprinting into them, combined with STR and the distance sprinted, or resisting such.
  • Influences the distance someone can throw you, checked against the attacker's STR.
  • Determines how you get shoved when disarmed by an attacker, checked against their STR.
  • Influences whether you scream or grunt when damaged.
  • Influences how much damage your limbs take.

Endurance

Represented as END (now WIL), endurance primarily affects stamina and fatigue.

  • Determines how much overall stamina you have.
  • Influences how long you can resist an inquisitor extracting a confession from you.
  • Influences how much pain you can resist before falling to the floor.

Speed

Represented as SPD, speed determines how fast your character actually moves.

  • Determines how fast you move while walking or running.
  • Influences how fast you climb up or down.
  • Influences how likely you are to dodge an attack when dodging is enabled.
  • Influences the chance of striking someone with a fast weapon, or parrying such.
  • Influences how fast you put clothes on or take them off.
  • Determines whether or not you can catch zads or rats barehanded.

Fortune

Fortune is mostly relevant for mining loot and critical hits, represented as FOR.

  • Determines whether you're blessed with good luck (FOR > 10) or cursed with bad luck (FOR < 10).
  • Good luck will:
    • Decrease the frequency of critical crafting failures.
    • Increase the frequency of ore rocks dropping from mining stone.
    • Increase the likelihood of critical hits against a target.
  • Bad luck will:
    • Cause mantraps to snap over your hand when you attempt to disarm them.
    • Increase the likelihood of missing attacks completely.
    • Increase the likelihood of smithing lower quality items.

Traits

Here is - pretty much - full list of all the traits available in the game, and what they all do.

Leprosy Your stats are severely reduced and everyone examining you knows you're a leper.
Webwalker Spider webs do not impede you.
Dead Nose Miasma does not make you sick.
High Jumping You can jump to platforms above you.
Leaper The range of your leaps (running jumps) are increased dramatically.
Nosey Victims struggle to resist out of their nose being grabbed.
Nutcracker Groin strikes are twice as effective.
Appraiser Examining items will tell you how much it's worth within a margin of error. The Skilled Appraiser trait suffers a much smaller margin.
Strong Bite Doubles the effectiveness of your bites.
Noble Blooded Grants you the title of 'noble' with a daily stipend of about 15-20 mammon.
Empath Allows you to determine if someone is stressed, and able to tell how injured they are better than others.
Battle Ready Combat mode does not passively fatigue you.
Fast Reflexes Your chance to dodge attacks is increased.
Deceiving Meekness People examining your strength will be misled.
Critical Resistance Critical strikes against you are less likely to occur.
Critical Weakness Critical strikes against you are more likely to occur.
Indefatigable Your stamina will never drain. This only really applies to particular antagonists.
Nudist You cannot wear particular clothes.
Inhumen Digestion Raw, rotten, or poisonous foods don't impact you. You can also drink murky water.
Beastly Digestion Same as Inhumen Digestion minus the ability to eat poisonous foods.
Fall Damage Resistance You take less damage from falling into open spaces. Another variant of this trait lets you resist all fall damage.
Disfigured You are unrecognizable and appear as "Unknown". This can be corrected with surgery(?).
Missing Nose Your nose is missing, fatigue penalties are increased.
Bewitched You are unable to cast spells.
Anti-Magic You are resistant to magic attacks against you.
Non-Detection You cannot be viewed through a scrying orb.
Shock Immunity You cannot be stunned by electrical sources such as the Master Rod or a mage's lightning bolt.
Fatal Insomnia You are incapable of sleeping.
Fast Sleeper You go to sleep and wake up much faster than normal.
Fabled Lover Awards triumphs for banging, once per person per round. You can also clean people with soap comfortably.
Seed Knower You can identify seeds by examining them.
Squire Knowledge Allows you to maintain armor with polishing cream and a brush.
Perfect Tracker Tracks left by players will always be exposed to you when looking for them, and you can glean all details from examining them.
Water Breathing Resting in water doesn't drown you.

Patron Specific Traits

Name Description Patron
Astrata's Chosen Allows you to wear holy priest vestments, otherwise you're set on fire. This trait only applies to the priest and Heartfelt Prior roles. Astrata
Night Owl You get a mood buff at night. Noc
Blessing of Noc You can see a bit better in darkness. Noc
Blessing of Pestra You can safely eat rotten food. Pestra
Blessing of Dendor Kneestingers do nothing to you. Dendor
Blessing of Necra Examining a player's corpse will tell you if their client still exists. It's a bit useless since their soul is kicked out when they zombify pretty quickly. Necra
Blessing of Abyssor Swimming fatigues you less. Abyssor
Blessing of Xylix You can speak and understand the Trickster's Tongue language. Xylix
Blessing of Graggar You can safely eat organs. Graggar
Anointed You can recognize other followers of Graggar and they can recognize you in turn. Graggar
Blessing of Matthios You can recognize other followers of Matthios and they can recognize you in turn. Matthios
Blessing of Baotha You cannot overdose. Baotha
Fallen You can recognize other followers of Baotha and they can recognize you in turn. Baotha
Of the Cabal You can recognize other followers of Zizo and they can recognize you in turn. Zizo
Veiled Whispers You are notified whenever a player dies; though you aren't told exactly where or how. This trait only applies to classes/characters capable of casting miracles. Necra/Zizo/Witch

Special Traits

Those traits are normally rare to obtain, require a special virtue, admin abused, or unobtainable normally.

Name Description
Jesterphobic Examining the jester freaks you out.
Xenophobic You're racist. Examining anyone that isn't your race debuffs your mood.
Tolerant You don't have any opinion on shunned races.
Beautiful People get a mood buff when examining you.
Bad Mood All negative mood penalties are doubled.
Tavern Brawler Your punches deal much more damage.
Annoying Face
(you speak in comic sans)