Property

Properties define how well a character performs in certain tasks.

They are influenced by a wide range of causes:

* Attributes
* Skills
* Mood
* Body Part Injuries
* Properties of a room
* ...

## Determining the value of properties

Properties have their values determined by external boosts (buffs, manuals, Tools etc), by the cultivator's individual Skills, Five Attributes, and other statistics, and are decreased when a Function of the character has been reduced due to a body part loss or injury. The page for each individual property listed at the end of the article explains how each property is affected by these changes.

Each type of variable (Function, Skills, Five Attributes etc) creates a multiplier, and the Initial Value of the Property is calculated by multiplying the Property's Base Value with all of these multipliers. The Initial Value can then be further modified by boosts from buffs, manuals, and others.

### Five Attributes Multiplier

The base Five Attributes Multiplier is 1.

For every Attribute listed as affecting the Property's value, the following steps are calculated:

* Round the Attribute down to the nearest whole number.
* Increment Five Attributes Multiplier by `Weight` \* `(Base` + Attribute Value\*`Addion)`
* Decrement Five Attributes Multiplier by `Weight`.
* The above two steps can be simplified to incrementing by `Weight` \* `(Base` + Attribute Value\*`Addion` -1 `)`

### Skills Multiplier

The base Skills Multiplier is 1.

For every Skill listed as affecting the Property's value, the following steps are calculated:

* Increment Skills Multiplier by `Weight` \* `(Base` + Skill Level\*`Addion)`
* Decrement Skills Multiplier by `Weight`.
* The above two steps can be simplified to incrementing by `Weight` \* `(Base` + Skill Level\*`Addion` -1 `)`

### Function Multiplier

The base Function Multiplier is 1.

For every function listed as affecting the Property's value, the following steps are calculated:

* If the Function is Pain, Function Value = Pain / Pain Resistance.
* Increment Function Multiplier by `Weight` \* Function Value
* Decrement Function Multiplier by `Weight`.
* The above two steps can be simplified to incrementing by `Weight`\*(Function Value-1)

### Other Multipliers

There are also a number of other statistics which can affect properties' values:

* Other `Properties` are calculated in the same way as Functions, with a single multiplier generated for all Properties.
* Mood (`MoodWeight`) adds a multiplier equal to `Base`+`Addion`\*Mood.
* `PracticeStage` is an additional modifier for Max Qi, that does nothing in the current version of the game.
* `LuckWeight` modifies the Property value as follows:
	+ Multiplies the Property Initial Value by (1-`LuckWeight`)
	+ Increments the Property Initial Value by (LUK/10)\*`LuckWeight`

### Final Modifications

The Initial Value generated by the above calculations is then subjected to 5 additional modifiers and caps to obtain the True Value. They are, in order:

* Base Flat bonus (`AddValue`), defined in the Property's XML files. This value is described in its specific Property page, but is usually 0.
* Base Percentage Bonus (`BAddP`), in-game modifier
* Base Flat Bonus (`BAddV`), in-game modifier
* Percentage bonus (`AddP`), in-game modifier
* Flat bonus (`AddV`), in-game modifier

The equation to calculate the value is as follows:

True Value = ((Initial Value + `AddValue`) \* (`BAddP`+1) + `BAddV`) \* (`AddP`+1) + `AddV`

This value is updated every time a Property's modifiers change. The order in which the modifiers are applied is not relevant, since the modifiers are all stored and the value is recalculated when a modifier is added or removed.

### Value Cap

The resulting number is then capped. If it is below `MinValue` or above `MaxValue`, it is set to those two values respectively.

The final number is the true value of the Property. This value will be displayed in the Character Statistics window, and appearing in the Max Qi bar of the character.

### Example of Initial Value calculation

The Max Qi calculation will be used to demonstrate how each Property's values are calculated. We will be calculating the Initial Max Qi of a character with 0.7 Meridians, 10 PER, INT, CON, and 20 Qi Sense. Max Qi's multiplier data are listed below:

#### Five Attributes Multiplier

* PER: 0.1\*(0.6+10\*0.08-1) = 0.04
* INT: 0.25\*(0.4+10\*0.12-1) = 0.15
* CON: 0.25\*(0.4+10\*0.12-1) = 0.15

The final Five Attributes Multiplier is 1.34

#### Skills Multiplier

* Qi Sense: 0.4\*(0.4+20\*0.06-1) = 0.24

The final Skills Multiplier is 1.24

#### Function Multiplier

* Meridians: 1\*(0.7-1) = -0.3

The final Function Multiplier is 0.7

Therefore, the final value of Initial Max Qi for the character is 500\*1.34\*1.24\*0.7 = 581.56. This will then be modified by additional boosts from Manuals and other Buffs.

### Example of True Value calculation

Continuing the above calculation, the cultivator has now reached Golden Core stage. The cultivator has also performed the following actions:

* Consumed 1 Tier 8 Earth Flux, gaining 50% BAddP modifier
* Formed a Golden Core with 40,000 Quality, gaining 600 BAddV modifier
* Is at Golden Core stage, gaining 850% AddP modifier
* Has learned the manual "Earthbound Qi", gaining 15,000 AddV modifier

The final Max Qi would be:

(581.56\*1.5+600)\*9.5+15000 = 28987

## List of Properties

As of V1.12, there are 183 properties with are listed below. In addition to these 198 more properties are defined in the game files without an actual chinese or english name and those are not included on this page.

### Base Properties

Adventure Exploration Speed, Adventure Fly Speed Bonus, Adventuring Flying Speed, Base Mood Value, Body Strength, Highest Ideal Temperature, Highest Temperature Tolerance, Lowest Ideal Temperature, Lowest Temperature Tolerance, Max Hunger Bonus, Move Speed, Natural Resilience, Pain Tolerance, Perception Radius, Physical Cultivator Self-healing Rate, Reputation Multiplier, Stealth

### Battle Properties

Accuracy in Battle, Artifact Attack Speed Bonus, Artifact Flying Speed Bonus, Artifact Knockback Distance Bonus, Artifact Knockback Distance Reduction, Artifact Max Qi Bonus, Artifact Power Bonus, Artifact Qi Recovery Bonus, Artifact Qi Recovery Multiplier, Artifact Trail Length Bonus, Artifact Turning Speed Bonus, Barrier Power, Barrier Power Bonus, Barrier Power Bonus, Consumption Rate of Suppression, Dodge in Battle, Earth Damage Reduction, Fire Damage Reduction, Formation Load, Formation Size, Furious Berserk Duration, Furious Berserk Effect Multiplier, Global Secret Body Accuracy, Global Secret Body Accuracy, Global Secret Body Defense Rate, Global Secret Body Defense Rate, Global Secret Body Endurance, Global Secret Body Endurance, Global Secret Body Penetration, Global Secret Body Penetration, Global Secret
Body Power, Global Secret Body Power, Global Secret Body Suppression, Global Secret Body Suppression, Max Painful Memories, Metal Damage Reduction, Number of Artifacts, Recovery Mode True Qi Recovery Rate, Secret Body Consumption Rate, Secret Body True Qi Recovery Rate, Spell Channeling Bonus, Spell Primordial Soul, Spell Qi Cost Bonus, Spell power bonus., Water Damage Reduction, Wood Damage Reduction

### Cultivation Properties

Additional Breathing Effect, Attainment Bonus, Base Mental State, Base Qi, Belief Gains Bonus, Bonus to Devouring amount, Bonus to Devouring rarity, Bonus to Remolding epicly, Bonus to Remolding rarely, Bonus to Remolding superbly, Bonus to Remolding uncommonly, Cultivation Speed Bonus, Defensive Secret Body Count, Divinity, Effective Secret Body Count, Foundation Training Speed Bonus, Learning Speed, Max Core Follower, Max Devour Item Tier, Max Divine Residents, Max Qi, Max True Qi, Offensive Secret Body Count, Qi Absorption Efficiency, Remold Speed, Stamina Acquisition Rate, True Qi Recovery Rate Base Value

### Produce Properties

Alchemy Concoction Success Rate, Alchemy Speed Bonus, Alchemy Success Rate Bonus, Alchemy Yield Bonus, Artifact Crafting Grade Bonus, Artifact Crafting Quality Bonus, Artifact Crafting Speed Bonus, Artifact Crafting Success Rate Bonus, Base artifact crafting success rate, Basic Work Efficiency, Building Speed, Butchering Speed, Butchering Yield, Cleaning Speed, Cooking Speed, Cooking Success Rate, Crafting Quality Gains, Cutting Speed, Elixir Concoction Speed, Elixir Concoction Yield Bonus, Farming Speed, Firefighting Speed, Firefighting Success Rate, Forging Speed, Handicraft Speed, Harvest Yield, Harvesting Speed, Healing Estimate, Healing Speed, Healing Success Rate, Medicine Craft Speed, Mining Speed, Mining Yield, Overall Work Efficiency, Product Quality Estimate, Sewing Speed, Social Tendency, Stoneworking Speed

### Unclassified Properties

Background Bonus, Breakthrough Chance Bonus, Breakthrough Delay Timer, Breakthrough Time Multiplier, Building Success Rate, Caught Fish, Comprehension Intelligence Multiplier, Condemnation Bonus, Construction Injury Chance, Demonic Artifact Quantity, Demonic Attack Power, Demonic Qi, Digging Injury Chance, Earth Law Matching Bonus, Energy Consumption Bonus, Energy Replenishment Bonus, Essence Consumption Bonus, Estimated Artwork Value, Favor Changing Rate, Fire Law Matching Bonus, Food Consumption Bonus, Food Replenishment Bonus, Forging Injury Chance, Forging Quality Gains, Handicraft Quality Gains, Heaviest Fish, Inner Cauldron Limit Bonus, Level of Stable Mental State, Lifespan, Lifespan Diminish Rate, Manual Limit, Maximum Craft Quality, Maximum Healing, Metal Law Matching Bonus, Minimum Craft Quality, Minimum Healing, Mood Multiplier, Mood affects the speed at which Mental State changes, Mood affects the speed at which Mental State changes, Natural Resilience for Inner Injuries, Nightmare Occurring Chance, Potential Bonus, Qi Absorption Speed Bonus, Recreation Consumption Bonus, Recreation Replenishment Bonus, Remolding Fail Chance Bonus, Sewing Quality Gains, Spell Cooldown Bonus,
Stamina Replenishment Bonus, Sweetdream Occurring Chance, Test Data, Undefined Law Matching Bonus, Water Consumption Bonus, Water Law Matching Bonus, Water Replenishment Bonus, Wood Law Matching Bonus

## References

1. ↑ `XiaWorld.PropertyMgr.GetNormalProperty`
2. ↑ `XiaWorld.PropertyMgr._GetNormalProperty` (line 373, float cast to integer)
3. ↑ XiaWorld.PropertyDataBase.GetValue() & `Settings/Property/PracticeProperty.xml [NpcLingMaxValue], Addion is 0 so GetValue leaves the value unchanged.`
4. ↑ 4.0 4.1 4.2 `XiaWorld.PropertyMgr._GetNormalProperty`
5. ↑ `Settings\Property\PracticeProperty.xml`