Stats & Skills

Overview

Stats represent the physiological, psychological, and social state of the player character, while skills represent a character's proficiency in certain areas and directly affect gameplay outcomes such as task success, crafting recipes, bartering skills, etc.

Stat List

These stats influence interactions, performance in tasks, and the availability of story and Lifesim options. Stats are used by both player and NPC characters. NPCs will utilize stats to weigh their decision making while stat thresholds on the player impact status effects.

Energy

Energy represents the character’s physical stamina and capacity to perform tasks. Stamina is required for almost all actions.

Characters are given 1000 Energy Points (EP) as their starting maximum capacity.

Actions that require energy:

Actions that don't require energy:

Satiation

Satiation represents how many calories a character has stored, or how hungry/thirsty a character is. Satiation influences mood and energy decay and is restored by consuming any foodstuff items.

Characters are given 1500 Satiety Points (SP) as their starting maximum capacity.

Foodstuffs

Foodstuffs are required to restore satiety.

All foodstuffs are categorized into 4 tiers of satiety:

Hygiene

Hygiene represents the personal upkeep and cleanliness of a character. Hygiene impacts social interactions and bartering skill.

Characters are given 100 Hygiene points (HP) as their starting maximum capacity.

Hygiene is decreased by:

Hygiene can be increased by:

Mood

Mood represents the characters current emotional state. Mood impacts dialogue options, task performance, and reaction to events.

Due to there being several different mood states, Moods are stored as weight values from 0 to 1 for all of the possible emotion types.

Mood does not naturally decay or regenerate on its own and is specifically impacted by other statuses.

Personality

Personality represents the core traits of a character, which impacts their baseline behaviors and interactions with others. Personality modifies dialogue style, relationship gains/losses, and Lifesim reactions. Personality does not impact Story Mode character dialogue.

Due to there being several different personalities, personalities are stored as weight values from 0 to 1 for all of the possible personality types.

Personality does not naturally decay or regenerate on its own, and is impacted directly by interacting with other characters, performing activities, or is baked into a character. Personality weights are hard to influence to prevent spawned day NPCs in Lifesim from changing personalities multiple times in a day. As a result it takes a very long amount of time to change a personality once its established.

Skills

Skills represent a character's proficiency in certain areas and directly affect gameplay outcomes such as task success, crafting recipes, bartering skills, etc. Both players and NPCs have skills that can be trained by performing actions. Players can additionally improve their skills using Skill Books.

All skills begin at level 0 and can be leveled up to a maximum of 5.

Bartering

Bartering skills show how proficient a character is at performing a material trade with others. Bartering effects haggling roll checks, satisfaction requirements, and autotrading.

Autotrading (Player skill)

When the player reaches a bartering skill of 2 they unlock autotrading. This is an optional system that will skip the minigame and will attempt to make a perfect material trade to reach a satisfaction value with the lowest value items possible. Autotrade can be used as either a buyer or seller.

Autotrade will not attempt to haggle and does not progress the Bartering skill.

As a buyer:

As a seller:

Crafting

Crafting skills show how capable a character is at making items from raw materials. Crafting skills directly link to the items that are available to craft and their crafting durations.

Crafting tiers

All items fall under 3 tiers of crafting, each of which require a certain number of crafting skill points to be reached before they are unlocked for the character.

Social

Social skills show a characters communication and interpersonal skills.

Social Skills affect:

Foraging

Foraging skills show how proficient a character is at gathering raw resources from the environment.

Foraging skills affect:

Hobby

Hobby skills represent a characters proficiency with personal hobbies and creative activities.

Hobby skills affect: