The Character Sheet.

Ask, answer and discuss any and all topics about the hows, whys, wheres and whens of playing Haven & Hearth.

The Character Sheet.

Postby jorb » Sun May 31, 2009 5:24 pm

The Character Sheet

This is my Character Sheet

Image

It contains my basic statistics, which by and large should be self explanatory to anyone with even the slightest experience of RPGs. Basically, higher is better.

Skill Values are increased with learning points according to the formula (N X 100), where "N" is the number you would like to buy. For example: Increasing Melee Combat from 50 to 51 would cost me 5100 learning points.

Base Attributes, on the other hand, are increased by eating the right types of food. Every time the meter below the Base Attributes is completely filled up, a "Food Event" triggers, and something happens. Usually (Almost always), Food Events increase a Base Attribute by one. The different colors in the meter determine the percent chance of triggering a certain effect.

Red: +1 Strength
Blue: +1 Agility
Light Blue (The big bar in the screenshot): +1 Intelligence
Purple: +1 Constitution
Orange (The small bar in the screenshot): +1 Perception
Light Green: +1 Charisma

There are also black food events which, on triggering, deal 5 HHP damage to your character. These are gained by eating some less wholesome foodstuffs, such as raw meat, but do not currently show up well against the meter's own black base color (Slight oversight, will be fixed).

Each foodstuff gives a set amount of Food Event Points (FEP) to the meter. The number of FEP required to fill up the meter are determined by the highest value among your base attributes (Having strength 61 as your highest value means you'll need 61 FEP to trigger a Food Event), so a varied diet is optimal at the moment. (We are considering altering this system somewhat, to encourage specialization, but that aside.)

When a FE triggers, the meter empties out. Overflow is always discarded.

Attributes can also be modified by certain equipment and/or personal beliefs. Bunny Slippers, for example, raise your agility by +2. Modified attributes show up as red (lowered) or green (raised), but the FEP-meter is always determined by your unmodified values.

In the future, food will inform you of its characteristics in this regard via their tooltip. Right now, they don't.

Happy levling!

EDIT: For information on what foodstuffs level what, please see Dwarfu's nice chart!
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: The Character Sheet.

Postby Deon » Sun May 31, 2009 7:42 pm

Will there be only the food which affects your stats?

Also I wonder how did you come up with such an unique system... I've never seen it implemented.

A small suggestion: possibly "uncivilized" (I think it's called barbarian) personality trait should negate raw food black bar and maybe even give some positive effects if full?
Deon
 
Posts: 10
Joined: Fri May 29, 2009 11:01 am

Re: The Character Sheet.

Postby sami1337 » Sun May 31, 2009 8:08 pm

Neat system. I noticed there's a table of food types and what they do on this forum. Why not add that here?
The ones who see things differently.

You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
User avatar
sami1337
 
Posts: 1125
Joined: Tue May 26, 2009 1:52 pm

Re: The Character Sheet.

Postby jorb » Sun May 31, 2009 8:30 pm

Deon wrote:Will there be only the food which affects your stats?


They will probably do all kinds of stuff in the future. Including, but not limited to, affecting values.

Deon wrote:Also I wonder how did you come up with such an unique system... I've never seen it implemented.


Skill, Lore: Applied Creativity
Image
Cost: 20 000 LP
Lore Text: "It has been said that art imitates life. The opposite, however, is equally true."
Description: Applied Creativity allows your character to create and design MMORPGs with varying features and qualities. Among others: Food Event systems influenced by the Great Persons generation of Sid Meier's Civilization IV.

Oh, the grinding I had to do to get that... ;)

Deon wrote:A small suggestion: possibly "uncivilized" (I think it's called barbarian) personality trait should negate raw food black bar and maybe even give some positive effects if full?

Love the idea. Something like that will probably happen. :)

sami1337 wrote:Neat system. I noticed there's a table of food types and what they do on this forum. Why not add that here?


That should be done. The old table only covers the sausages, however. A new and improved table would require some information from the server code. Loftar's table. :)
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: The Character Sheet.

Postby dekafu » Mon Jun 08, 2009 4:57 pm

What does intelligence do right now? I have a ton of it and nothing else from my all-fish diet. I hope it's at least useful. :P
dekafu
 
Posts: 11
Joined: Fri May 29, 2009 9:29 pm

Re: The Character Sheet.

Postby Vattic » Mon Jun 08, 2009 5:39 pm

The combat move Opportunity Knocks' outcome is influenced by your intelligence.
User avatar
Vattic
 
Posts: 232
Joined: Sat May 30, 2009 1:47 am
Location: United Kingdom

Re: The Character Sheet.

Postby Subway » Sat Jun 20, 2009 4:44 pm

Excuse me, could i get an explanation on exactly what Strenght does, Agility does, Charisma and etc. Constitution i know gives you hp, thats all i know. Please explain
The sausagemaker!
Subway
 
Posts: 49
Joined: Wed Jun 17, 2009 12:12 am

Re: The Character Sheet.

Postby Rift » Sat Jun 20, 2009 5:48 pm

strength effects unarmed/melee damage and some of the instance skills and gives +1 to health for every point
agility effects speed of attack and some of the instance skills
intelligence effects some instance skills and the likelyhood of people seeing your crimes
constitution gives +2 health for every point [dono if effects instance skills]
perception makes it more likely to see scents/crimes [will effect archery at a later date]
charisma does.. nothing

Thats what i know of.
Rift
 
Posts: 683
Joined: Mon Jun 01, 2009 1:34 am

Re: The Character Sheet.

Postby Subway » Sat Jun 20, 2009 5:52 pm

What? So there is no possibility for me to improve my damage with bowskills? just improving the reload speed?
The sausagemaker!
Subway
 
Posts: 49
Joined: Wed Jun 17, 2009 12:12 am

Re: The Character Sheet.

Postby Rift » Sat Jun 20, 2009 6:21 pm

ranger bow + bone arrows = 23 damage is as high as you get [you can get 20% more by going full martial if your willing to sacrifice 20% learning]
It's been mentioned that in the future perception will effeect archery, and that archery will have its own instance skills. Don't know when that will be impleneted though.
Rift
 
Posts: 683
Joined: Mon Jun 01, 2009 1:34 am

Next

Return to How do I?

Who is online

Users browsing this forum: Ahrefs [Bot], Claude [Bot], PetalBot [Bot] and 4 guests