Strength
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Strength
Strength determines the damage that you do in melee.
Thuggery - Every blow you strike with a truncheon deals 100% more concussive damage.
Salting the Wound - You now deal 25% increased damage to enemies affected by negative status effects (i.e cripple, bleed, sunder).
Slice and Dice - Each light attack you do inflicts 10% more damage.
Brutal Strikes - Each heavy attack now inflicts 25% more damage.
Blood-mad Berserker - Whenever your hitpoints fall below 25%, you deal 50% more melee damage.
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Agility
Agility is a measure of ability to move when wearing different clothing types. It has a direct effect on armor.
Iron Endurance - Sprinting drains less stamina.
Cat-like - Falling damage is halved.
Effortless Leap - Jumping no longer costs stamina.
Nimble Tumbler - When dodging, your armor counts as one weight-class lower than normal.
Extended Leap - Jump while in the air to do a second jump.
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Vitality
Vitality determines the size of your health pool.
Deep Beath - Your breath timer is doubled.
Impervious - All temperature effects are diminished.
Fierce Vitality - You gain passive health regeneration.
Receptive - Increases the healing effect of consumables and dancers by 100%.
Gluttonous Gains - Eating food now counts as a healing potion, and provides a healing burst at the end of the regeneration effect.
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Accuracy
Accuracy determines the damage that you do with ranged weapons.
Eye for Injury - Crippling shots with a bow are more severe.
Trick Shot - Shots fired from your bow will ricochet if you miss your target.
Steady Hands - All ranged and thrown weapons now do 10% more damage.
Crevice in the Armor - Increases your armor penetration of any weapon you wield by 50%.
Shafted - Every headshot deals 50% more damage.
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Grit
Grit determines the size of your stamina pool.
Strong Grip - You use 10% less stamina whenever you climb.
Barbaric Tenacity - You gain an additional 10% stamina per regeneration tick.
Iron-hard Muscles - You gain a natural resistance to damage. (+15 armor)
Fluid Swings - Your basic attacks cost less stamina.
Artful Dodger - Dodging costs less stamina.
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Encumbrance
Encumbrance is a measure of how much you can carry.
Balance and Counterbalance - You deal 10% extra melee damage while over-encumbered but swing using 10% less stamina when no over-encumbered.
Sure-footed - Crippling effects are less severe.
Pack Mule - Your max carry weight is increased by 10%.
Deflection - You have a chance to ignore armor and shield durability loss when hit.
Momentum - When over-encumbered, you can move at full speed.
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Survival
Survival is a measure of your ability to live in harsh conditions. It affects how easily you metabolize food.
Raw and Bloody - You do not have to cook raw meat to avoid food poisoning.
Hard Worker - You harvest resource nodes twice as fast.
Efficient Buthery - Every animal harvested provides extra resources.
Antidote of one - Invulnerability to poisons and diseases. Strength of detrimental status effects are reducded by 20%.
Bronzed Physique - All direct combat damage you take is reduced by 10%.
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- Health:
- Stamina:
- Encumbr:
- Melee:
- Ranged:
- Armor: +
- Resist:
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Agility
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Vitality
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Accuracy
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Grit
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Encumbrance
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Survival
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