Attributes

The strengths and weaknesses of any creature are described by six main **attributes**, which in turn determine several different modifiers. Different attributes are attached to different sections of the Talent tree.

# **Strength**

Strength is a measure of raw physical power, brute force, and endurance in combat. High strength allows a creature to endure longer fights. Additionally, it allows the creature to carry more weight before becoming burdened. Most melee weapons depend on the Strength of their user for their damage.

A character heavily focused on Strength wants to end a fight as quickly as possible with a small amount of devastating hits, stunning and knocking down its opponents, especially as it often lacks the physical and mental resources to sustain lengthy battles.

The following schools are affected by Strength to determine the effects of the skills:

 Martial Arts

## Game Mechanics

Affected modifiers
 Carry weight | +6.0 kg

## Formulas

### Health

Health base value is 750. Each point of Strength increases this amount by 50.

### Health Regeneration

Health regeneration base value is 0. Each point of Strength increases this amount by 1.

### Carry Weight

Carry Weight
(
k
g
# )
B
a
s
e
(
S
T
R
∗
6
)

\color[RGB]{180,160,140} \text{Carry Weight } (kg) = Base + (STR \* 6)

*Base = 30kg* for Human players, but can vary depending on creature type.

# **Dexterity**

Dexterity measures a creature quickness, reflex, hand-eye coordination and overall grace in movements. High dexterity allows a creature to move around stealthily, and to evade direct melee damage and large AoE explosions.

Dexterity is the main attribute of nimble fighters and furtive characters that wear light equipment to prevent armor from interfering with their combat abilities and hold (or double-wield) small, fast weapons.

The following schools are affected by Dexterity to determine the effects of the skills:

 Martial Arts
 Hunting

## Game Mechanics

Affected modifiers
 Lockpicking | +25

# Evasion
[
B
a
s
e
(
D
E
X
∗
25
)
]

\color[RGB]{180,160,140} \text{Evasion} = [Base + (DEX \* 25)]

*Base = -150* for Human players, but can vary depending on creature type.

The chance to evade an attack or avoid an effect through Evasion is:

# Chance

T
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1250

\color[RGB]{180,160,140} \text{Chance} = \frac{Target Evasion}{Attacker Accuracy + 1250}

### Attack Speed

Attack Speed
(
%
# )
B
a
s
e
(
D
E
X
∗
2

\color[RGB]{180,160,140} \text{Attack Speed}(\%) = Base + (DEX \* 2%)-(Armor Encumbrance/5)

*Base = -10%* for Human players, but can vary depending on creature type.

# Stealth
[
B
a
s
e
(
D
E
X
∗
25
)
]

\color[RGB]{180,160,140} \text{Stealth} = [Base + (DEX \* 25)]

*Base = -150* for Human players, but can vary depending on creature type.

# Move Speed Modifier
B
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/

5
)

\color[RGB]{180,160,140} \text{Move Speed Modifier} = Base - (Armor Encumbrance/5)

*Base = 100%* for Human players, but can vary depending on creature type.

# **Intelligence**

Intelligence is a measure of cunning, knowledge and affinity with the primal energy stored within any creature in Fractured. High intelligence allows a player to have a larger mana pool and better mana regeneration.

Although Intelligence is an obvious requirement for aspiring mages, it’s recommended to have a minimum intelligence score of 10.

The following schools are affected by the Intelligence of the user to determine the effects of the skills:

 Alteration
 Conjuration
 Invocation
 Restoration
 Necromancy
 Divination
 Enchanting
 Illusionism

## Game Mechanics

Affected modifiers
 Mana regeneration | +1/sec

# Willpower
[
B
a
s
e
(
I
N
T
∗
25
)
]

\color[RGB]{180,160,140} \text{Willpower} = [Base + (INT \* 25)]

*Base = -150* for Human players, but can vary depending on creature type.

The chance to evade an attack or avoid an effect through Willpower is:

# Chance

T
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W
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p
o
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r

A
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A
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1250

\color[RGB]{180,160,140} \text{Chance} = \frac{Target Willpower}{Attacker Accuracy + 1250}

# Mana
B
a
s
e
(
I
N
T
∗
75
)
(
C
H
A
∗
50
)

\color[RGB]{180,160,140} \text{Mana} = Base + (INT \* 75) + (CHA\*50)

*Base = 0* for Human players, but can vary depending on creature type.

# Mana Regeneration
B
a
s
e
(
I
N
T
∗
2
)

\color[RGB]{180,160,140} \text{Mana Regeneration} = Base + (INT \* 2)

*Base = 0* for Human players, but can vary depending on creature type.

# **Constitution**

Constitution measures a creature's overall health and well-being. Given the impact of Constitution on the resilience of your character, it’s recommended you don’t lower it too much, unless you’re planning to be able to defend yourself otherwise through magical means. The effect of many consumables is also dependent on the Constitution of the user.

The following schools are affected by the Constitution of the user to determine the effects of the skills:

## Game Mechanics

Affected modifiers
 Rest Loss

# Fortitude
[
B
a
s
e
(
C
O
N
∗
25
)
]

\color[RGB]{180,160,140} \text{Fortitude} = [Base + (CON \* 25)]

*Base = -150* for Human players, but can vary depending on creature type.

The chance to avoid an effect through Fortitude is:

# Chance

T
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F
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A
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1250

\color[RGB]{180,160,140} \text{Chance} = \frac{Target Fortitude}{Attacker Accuracy + 1250}

### Health

Health base value is 750. Each point of Constitution increases this amount by 75.

# **Perception**

Perception measures a creature precision, ability to pick on details, and overall awareness of its surroundings. Creatures with high perception are extremely good at landing their attacks and spells with accuracy and steady hand on their targets, often spotting and hitting their weak spots, inflicting critical damage. Additionally, creatures with high perception are more likely to detect hidden enemies, traps and treasures around them.

Some people need years of study and practice, others just get it naturally. Instinct, keen sight, and acute intuition are essential for bounty hunters, rangers, and assassins. Their senses give them a natural expertise with most weapons and combat techniques, and allow them to quickly identify the best magical items and valuables among unclaimed treasures and the corpses of their victims.

The following schools are affected by the Perception of the user to determine the effects of the skills:

 Divination
 Assassination

## Game Mechanics

Affected modifiers
 Detection | +25

# Accuracy
(
B
a
s
e
)
(
P
E
R
∗
25
)

\color[RGB]{180,160,140} \text{Accuracy} = (Base) + (PER \* 25)

Base Accuracy vary on creature type.

### Critical Chance

Critical Chance
(
%
# )
(
B
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)
(
P
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∗
1
%
)

\color[RGB]{180,160,140} \text{Critical Chance }(\%) = (Base) + (PER \* 1\%)

Base Critical Chance vary on creature type. The result cannot go below 0%.

### Critical Damage

Critical Damage
(
%
# )
B
a
s
e

\color[RGB]{180,160,140} \text{Critical Damage }(\%) = Base

Critical damage is affected only by item bonuses and talents.

Base Critical Damage vary on creature type. The result cannot go below 50% or above 300%.

# Detection
[
B
a
s
e
(
P
E
R
∗
25
)
]

\color[RGB]{180,160,140} \text{Detection} = [Base + (PER \* 25)]

Base Detection vary on creature type.

# **Charisma**

Charisma measures a creature attitude towards others, its inclination towards leadership, and its overall luck due to its firm positive mindset. Creatures with high charisma tend to spend much of their
time in groups and parties, and their presence provides several bonuses to all their allies. Additionally, this attribute allows players to be much better at dealing with animals and other creatures, allowing them to tame the most dangerous pets.

Some say luck is blind, but knowing yourself and having faith in your abilities often helps a lot! Charisma is used by leaders and kings to raise among people, by minstrels to convey emotions to the souls of their audience, by tricksters to deceive their victims with illusions, and by trainers to earn the respect of their pets.

When chances between life and death depend on the throw of a dice, Charisma makes the difference, skewing the balance towards the best result.

Charisma also contributes to the total mana pool of the character.

The following schools are affected by the Charisma of the user to determine the effects of the skills:

 Musicianship
 Enchanting
 Illusionism
 Conjuration (Summons)
 Necromancy (Summons)

## Game Mechanics

Affected modifiers
 Mana | +50

# Luck
[
B
a
s
e
(
C
H
A
∗
25
)
]

\color[RGB]{180,160,140} \text{Luck} = [Base + (CHA \* 25)]

*Base = -250* for Human players, but can vary depending on creature type.

Assuming a random roll with a certain *Chance* to succeed (e.g. 25%, represented as 0.25), *Biased Chance* is the actual success chance altered by the player's Luck.

# △
C
h
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−
C
h
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e

(
1

L
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1000

)

\color[RGB]{180,160,140} \triangle = Chance - Chance^{(1 + \tfrac{Luck}{1000})}

# Biased Chance
C
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e
△

\color[RGB]{180,160,140} \text{Biased Chance} = Chance + \triangle

# Mana
B
a
s
e
(
I
N
T
∗
75
)
(
C
H
A
∗
50
)

\color[RGB]{180,160,140} \text{Mana} = Base + (INT \* 75) + (CHA\*50)

*Base = 0* for Human players, but can vary depending on creature type.