Attributes

Overview:
Attributes are the fundamental parameters that define your character's abilities in-game, and will be able to be increased during gameplay by performing actions that demand use of or concern that attribute (e.g. Lifting heavy objects or wielding heavy weapons increases the strength attribute). Attributes tend to have a direct effect on skills - for example strength further boosts weapon damage for both blunt and bladed weapon skills.

List of Attributes:
The main attributes of Athleticism, Vitality, Fortitude, Wisdom, Personality, and Coordination branch into several different stats that in turn affect gameplay in a number of ways.

ATHLETICISM:
'''The main stat tree that determines how physically fit a character is. Branches into the attributes Strength, Agility, and Endurance.'''

Strength: How physically strong the player character is. This attribute will affect things like unarmed damage, damage with all melee weapons, lifting heavy objects, wearing heavy armor or using heavy equipment, holding a grapple and escaping one, and wielding heavy melee and ranged weapons. Will also affect how quickly and efficiently a character can open doors or containers with force. This attribute plays a large role in hand-to-hand combat and manipulating objects or enemies with ease. Strength is divided into two categories: Upper body strength and Lower body strength. Upper body strength increases climbing speed, shove knockback distance, and weapon damage, while lower body strength increases jump height, kick knockback distance, and movement speed while carrying heavy items in hands. A combination of the two determines maximum carry weight, and rate of stamina drain from holding heavy items in hands. Strength is increased by using heavy weapons, engaging in combat, and lifting heavy objects. Strength lowers during a sedentary lifestyle (not fighting or not lifting heavy objects).

Agility: How nimble the player character is. Affects speed and distance of dodges, as well as success of starting a grapple. Also affects sprint speed.

Endurance: A stat that can improve. Governs how much stamina the character can expend before collapsing and/or passing out. At higher levels, a player character's cardio will be significantly conditioned and allows them to run, sprint, and swing weapons for a longer period of time. Endurance is raised simply by running and sprinting often.

VITALITY:
'''The main stat tree that determines a character's physical well-being, resistances, and ability to stay healthy. Branches into the attributes Constitution, Resilience, and Tolerance.'''

Constitution: The physical make-up of the player character's body. Governs how much vitality points the character will have and how much damage they can take before dying. Generally how much punishment a character can receive. At higher levels, Constitution, along with Tolerance, raises the maximum amount of damage taken before the negative condition of pain occurs or another negative condition appears. Eating heathy foods raises constitution, but eating unhealthy foods lowers it. Additionally, getting healthy amounts of consistent sleep raises Constitution. Constitution is also affected by other attributes - raising values in any of the Athleticism attributes will slowly raise Constitution, too.

Resilience: The healing abilities of a character. In general, this attribute defines how fast and effectively a character recovers from injuries, illnesses, and other negative conditions. A stat to improve. Uniquely but not strangely, this attribute increases from receiving injuries and contracting sicknesses. Successfully healing from an injury or illness will raise this stat, but the more injuries or sicknesses are present at one time, the less stat XP is gained.

Tolerance: Has to do with how much the player character can resist being damaged and is split into three different branches such as Toughness (resistance to getting injuries caused by physical damage), Immunity (resistance to disease/illness/injuries/negative health conditions), and Threshold (resistance to pain). The higher a character's tolerance value is for Toughness, the lower the chance is for the character to receive a serious wound when getting injured. The higher it is for Immunity, the lower the chance is for the character to contract a disease or illness. The higher it is for pain, the more damage can be taken before a pain status appears.

FORTITUDE:
'''The main stat tree that determines a character's ability to persevere in difficult situations. Branches into the attributes Willpower, Energy, and Mettle.'''

Willpower: How strong the player character's staying power is - willpower is how the character deals with physical strain for a prolonged period of time, before giving in. Will govern actions like the difficulty of escaping a grapple, the maximum time an an enemy can be held in a grapple, as well as holding back closed doors and slowing the enemy grapple success meter. Also will raise the breaking point in mental stress of a character as well as the chance of coming out on top during near-death experiences. Doing the above mentioned things as well as other things that require withstanding extreme physical suffering will raise the Willpower stat. A high willpower will also affect things such as slowing morale loss when the PC is hungry or thirsty.

Energy/Tenacity: Will govern the player character's energy level condition and requirements for sleep. At higher levels, it will allow a character to function for hours and perhaps even days longer before they become fatigued and/or ill, gain the negative condition of sleep deprivation, and finally become exhausted, where the character will collapse on the spot and pass out. Energy level condition should not be confused with stamina, represented in the HUD as the pool of immediately available energy used for combat and sprinting. Energy level has more to do with the time elapsed before the character begins getting tired and needing sleep. Energy/Tenacity is raised by staying awake for longer periods of time. However, the Energy/Tenacity stat has an inverse relationship with the Constitution stat - sleeping less raises Energy/Tenacity, but raising Constitution requires consistent amounts of sleep.

Mettle: The character's strength in facing hardships - their ability to cope with mental and spiritual stress. At higher levels, the maximum value of morale is increased, stays higher and more stable, and mental stress stays lower. Mettle defines the character's ability to weather the doom and gloom of the crisis plaguing the city of _____.

Morale is mostly raised by talking to optimistic people, reading books, and playing games.

WISDOM:
'''The main stat tree that determines the sum of the character's cognitive abilities. Branches into the attributes Intelligence, Perception, and Ingenuity''' - Wisdom is increased by many of the interactions in the world. Experiencing new and different things will increase Wisdom attributes.

Intelligence: Governs the brainpower of a character. Affects how much skill XP is gained from reading books, as well as the speed at which they are read. Higher intelligence increases total XP gain towards the next level. Intelligence is raised by reading books or other materials, as well as performing strategic maneuvers in combat and finding creative ways to dispatch enemies.

Perception: Determines the strength of the character's senses and ability to detect danger. With a high perception, sounds and sights that are easily missed are given auditory and visual cues on the HUD and mini-map. Raising perception makes these cues appear more frequently. These cues can still be turned off in the Realism menu, if preferred.

Enterprise: A character's cleverness and resourcefulness. Crafting benefits are increased and resource needs reduced as a result of a high enterprise value. Enterprise is raised by crafting - crafting difficult recipes raises it even higher. It is also raised by finding clever ways to defeat enemies.

PERSONALITY:
'''The main stat tree that concerns any and all interactions with people. Branches into the attributes Charisma, Leadership, Diplomacy'''

Charisma:

COORDINATION:
'''The main stat tree that determines efficient movement of the body. Branches into the attributes Dexterity, Reflexes'''

Dexterity: Will determine how fast the character can do fine-motor unit tasks such as reloading, drawing a weapon, loading a magazine, moving loot, etc. Will also affect other things like amount of finesse with knives and other small weapons.

Reflexes: How fast a character can react to their surroundings.


 * Calluses is a perk that decreases climbing stamina drain and chance to get blisters
 * Reading comprehension is a perk that increases reading speed

Notes:

 * Athleticism was chosen over Fitness for the stat tree title.
 * Mettle was chosen over Grit for the attribute title.