Stats & Skills
Overview
Stats represent the physiological, psychological, and social state of the player character.
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
- Satiation
- Mood
- Personality
Energy
Energy represents the player's physical stamina and capacity to perform daily tasks. When out of Energy, a player will be unable to perform any demanding actions.
Characters are given a certain number of Energy at the start of each day, weighed by their mood.
Actions that require energy:
- Passage of time
- All timeskip actions will passively drain energy
- Job tasks
- Performing activities
- Crafting
- Foraging
- Bartering
Actions that don't require energy:
- Barter fast travel
- Interacting with objects
- Resting
- Walking
- Walking will be slowed when energy is low but does not require it
Satiation
Satiation represents how hungry/thirsty a character is. Satiation influences mood and is restored by consuming any foodstuff items.
Satiety will passively drain over time, and once under a threshold, will cause the Hungry Moodle to appear. When over a threshold, the Satiated and Full Moodle will appear instead.
Foodstuffs
Foodstuffs are required to restore satiety.
All foodstuffs are categorized into 5 tiers of satiety:
- Non satiating (Tier 0)
- Consists of consumable items that do not provide any satiety.
- Includes ingredient foodstuffs, or items used in cooking.
- Simple Meals (Tier 1)
- Consists of food items cooked at a low cooking skill.
- Simple meals are craftable, but give no benefit beyond removing hunger.
- Cannot be gifted to others.
- Snacks (Tier 2)
- Consists of small foodstuffs.
- Snacks give no benefit beyond removing hunger, but can be carried in the inventory.
- Provides a small relationship boost when gifted.
- Meals (Tier 3)
- Consists of foodstuffs that can be purchased at restaurants, or cooked with a moderate cooing skill.
- Provides the Satiated Moodle.
- Provides a moderate relationship boost when gifted.
- Quality Meals (Tier 4)
- Consists of foodstuffs cooked with a high cooking skill.
- Provides the Full Moodle.
- Provides a considerable relationship boost when gifted.
Mood
Mood represents the characters current emotional state. Mood primarily impacts how much Energy you begin with at the start of the day, what time you wake up at, and trader interactions. Mood will also affect the natural decay of energy.
Mood remains in a neutral state when between -10 and 10. Higher than 10 results in a happier mood, while lower than -10 results in a sadder mood. Mood will naturally decay back to 0 over time, but when in a considerable happy or depressed state, that decay rate is slowed to require manual player intervention to change emotional state.
Mood can fluctuate throughout the day, but its primary rewards and drawbacks are applied when going to bed and ending the day, mood acts as a reward / penalty system for abiding or neglecting a player's basic needs. Moodles that a player attains during the day will affect the decay or buildup rate of mood, or will provide a lump gain or loss to mood when ending the day.
Example: In summer months, wearing winter clothing will cause the Too Hot Moodle to appear, this drastically increases the decay rate of mood and can cause it to decay into the negatives to put the player in an unhappy mood. Once the day ends however, no effects are applied.
Example 2: the Hungry Moodle acts as a visual indicator that it is time to eat. No effects are applied when hungry, but ending the day hungry will considerably drop the player's mood. On the contrary, the Satiated and Full Moodles will considerably and greatly increase the player's mood when ending the day with those Moodles.
A player will attempt to begin the day with 75% of their energy stat cap, as well as waking up at 7AM. These values can be altered to begin at around 30-100% of their energy stat cap, as well as waking up between 6AM and 3PM. A happy player will wake up with more energy, and will start the day earlier, while a sad player will have less energy, and will sleep in longer, effectively reducing the amount of time they have in the day, and how much they can do.
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.
- Sarcastic
- Shy
- Stoic
- Dramatic
- Formal
- Blunt
- Cheerful
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
- Crafting
- Social
- Foraging
- Hobby
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:
- Autotrade will first check to see what combinations of items matches or exceeds the item satisfaction.
- Each pair is then weighed depending on the players bartering skill level.
- At lower levels, more valuable items have a higher chance of being used
- At higher levels, less valuable items have a higher chance of being used
As a seller:
- Autotrade will check the buyers inventory to see what combinations of items matches or exceeds the items satisfaction.
- Each pair is then weighed depending on the players bartering skill level.
- At lower levels, Autotrade will give the player less valuable trade materials
- At higher levels, Autotrade will give the player more valuable trade materials
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.
- Simple (Tier 1)
- Consists of recipes combining raw materials together for intermediate crafting ingredients.
- Tie/Untie rock bundle
- Tie/Untie stick bundle
- Make unfired clay pot
- Make batter
- Requires a crafting skill of 1.
- Consists of recipes combining raw materials together for intermediate crafting ingredients.
- Intermediate (Tier 2)
- Consists of basic goods and foodstuffs
- Bake items
- Make Meat & Vegetables
- Weave fiber basket
- Fire clay pot
- Requires a crafting skill of 3
- Consists of basic goods and foodstuffs
- Advanced (Tier 3)
- Consists of recipes for sellable goods or high quality items.
- Make jeweled necklace
- Tailor clothing
- Assemble windchimes
- Requires a crafting skill of 5
- Consists of recipes for sellable goods or high quality items.
Social
Social skills show a characters communication and interpersonal skills.
Social Skills affect:
- Relationship gain
- Global reputation gain
- Dialogue option availability
- Success of certain story/Lifesim interactions
Foraging
Foraging skills show how proficient a character is at gathering raw resources from the environment.
Foraging skills affect:
- Foraging radius
- Item frequency
- Item rarity
- Item yield
Hobby
Hobby skills represent a characters proficiency with personal hobbies and creative activities.
Hobby skills affect:
- Chance for hobbies to influence Mood
- Types of hobby activities available
- Performance in hobby related minigames or tasks