# The six abilities
The game introduces six abilities,
these ability amounts are used in addition to the roll dice to calculate your action results.
Your abilities are set at the character creation,
and then are increased gradually every day according to the actions you execute in the game.
Your abilities are set at the character creation,
and then are increased gradually every day according to the actions you execute in the game.
- Strength increases the damage you inflict, your chances to hit and
slightly increases your ability to collect material and food. - Constitution reduces damage received, increases your chances to dodge attacks and
slightly increases your ability to collect water and faith. - Concentration increases your ability to collect faith and slightly increases your chances to dodge.
- Endurance increases your ability to collect material and slightly reduces the damage received.
- Perception increases your ability to collect water and slightly increases the damage dealt.
- Dexterity increases your ability to collect and slightly increases your chances to hit.
How to distribute them on character creation
During the character creation, you can select between two modes to distribute your character abilities base points,
the
Point Buy
system or the 4d6 keep 3
system.The point buy system
If you opt for the point buy system, you will have to distribute 27 points.
Each ability starts with a minimum score of 8, and you can increase it up to 15.
The cost grid is this one:
Each ability starts with a minimum score of 8, and you can increase it up to 15.
The cost grid is this one:
8 = 0 point
9 = 1 point
10 = 2 points
11 = 3 points
12 = 4 points
13 = 5 points
14 = 7 points
15 = 9 points
The 4d6 keep 3
system
The
Four 6-sided dice will be rolled for each ability, and the result of the three highest values will be your ability score.
This expands the ability's score boundaries to a 3–18 range instead of 8–15 using the point buy system and gives an extra chance to get high abilities score for all your abilities.
4d6 keep 3
system is a trust-to-luck system:Four 6-sided dice will be rolled for each ability, and the result of the three highest values will be your ability score.
This expands the ability's score boundaries to a 3–18 range instead of 8–15 using the point buy system and gives an extra chance to get high abilities score for all your abilities.
Example
This set will result in an ability score of 15, the 3 will be discarded.
3 6 5 4
This set will result in an ability score of 18, the 4 will be discarded.
4 6 6 6
This set will result in an ability score of 6, the 1 will be discarded
1 3 2 1
3 6 5 4
This set will result in an ability score of 18, the 4 will be discarded.
4 6 6 6
This set will result in an ability score of 6, the 1 will be discarded
1 3 2 1
How to increase ability scores
During your character's life, your abilities will get a bonus depending on the actions you execute the most in the
game.
Twice a day, a system runs to perform this calculation and cache your character's ability bonuses.
The ability calculation first calculates how many bonus points it should distribute depending on how many actions you performed since your character was created.
Then it calculates a percentage from various statistics to compute your final bonuses.
Twice a day, a system runs to perform this calculation and cache your character's ability bonuses.
The ability calculation first calculates how many bonus points it should distribute depending on how many actions you performed since your character was created.
Then it calculates a percentage from various statistics to compute your final bonuses.
This system follows two maximum rules:
- A maximum of 200 bonus points will be distributed for all your abilities.
- Each ability bonus maximum is 60.
Example
A character with 50 bonus points to distribute and has done 30% of the actions which increase strength, 50% of the
actions which increase dexterity and 20% of actions which increase concentration.
Strength +15 Constitution +0 Concentration +10 Endurance +0 Perception +0 Dexterity +25
Strength +15 Constitution +0 Concentration +10 Endurance +0 Perception +0 Dexterity +25
One ability bonus can't go higher than 60 even if I continue to repeat the same action.
Strength +60 Constitution +0 Concentration +0 Endurance +0 Perception +0 Dexterity +0
Strength +60 Constitution +0 Concentration +0 Endurance +0 Perception +0 Dexterity +0
Only 200 bonus points will be distributed, even if I continue to play.
Strength +50 Constitution +50 Concentration +30 Endurance +40 Perception +15 Dexterity +15
Strength +50 Constitution +50 Concentration +30 Endurance +40 Perception +15 Dexterity +15