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Difference between revisions of "Stats"
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− | * [[Test of the Singing Cicada]], you gain one point every time you are in the top 21 for the first 7 points. Thereafter you gain points | + | * [[Test of the Singing Cicada]], you gain one point every time you are in the top 21 for the first 7 points. Thereafter you gain points depending on how many times you gain an advance (2^(Speed - 7) + 6) - a full table can be found on the Test page. |
* [[Test of the Fisherman]], you gain one point when you complete your fourth Fish list. | * [[Test of the Fisherman]], you gain one point when you complete your fourth Fish list. | ||
Latest revision as of 15:07, 1 October 2017
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Attributes
There are seven character attributes:
- Strength (abbreviated Str)
- Dexterity (abbreviated Dex)
- Endurance (abbreviated End)
- Speed (abbreviated Spd)
- Constitution (abbreviated Con)
- Focus (abbreviated Foc)
- Perception (abbreviated Per)
Each attribute starts at zero.
Increasing stats
Each stat can be changed permanently and temporarily.
Permanent
Permanent increases to stats are possible by the following means:
Strength
- Test of the Safari, you gain 1 point for every 4 animals you add to your logbook for the. It is only possible to catch 4 of each animal for the logbook, giving a maximum of 7 Strength Points.
- Test of the Fisherman, you gain one point when you complete your first Fish list.
Dexterity
- Test of the Acrobat, your first point is given when you learn your first new move, and you get a further point for every block of 4 moves you learn (up to 7 dexterity points for all 28 moves)
- Test of the Bedouin, you gain one point each day you advance up to a maximum of 7 dexterity points.
- Test of the Fisherman, you gain one point when you complete your second Fish list.
Endurance
- Test of the Oyster Catcher, you gain points as you fill in your necklace. The formula is (3 + 7*(Huge + Large/2 + Medium/4) + Small)/4, in short a Huge will get you an endurance point, smaller sizes gain points as you add a few of them.
- Test of the Fisherman, you gain one point when you complete your third Fish list.
Speed
- Test of the Singing Cicada, you gain one point every time you are in the top 21 for the first 7 points. Thereafter you gain points depending on how many times you gain an advance (2^(Speed - 7) + 6) - a full table can be found on the Test page.
- Test of the Fisherman, you gain one point when you complete your fourth Fish list.
Constitution
- Test of the Darkest Night, you gain two points on completing your first list, then one point for your third list, and each list until 7 lists are done.
- Test of the Fisherman, you gain one point when you complete your fifth Fish list.
Focus
- Test of the Ritual Tattoo, you gain one point for each tattoo earned. You can continue to gain focus points even after passing the test
- Test of the Archaeologist, a base of 7, a bonus for surpassing week's best, and a bonus for each week as Egypt's top score.
- Test of the Fisherman, you gain one point when you complete your sixth Fish list.
For Focus, you can get a detail of how your specific focus was obtained by looking at the menu Self > Special... > Explain my Focus
Perception
- Test of the Fisherman, you gain one point when you complete your seventh Fish list.
- You gain one point after gaining 7 masterpiece meals. Further points are granted with a gastronomy of 49, 343 and 2401.
- You gain one point after gaining 7 Beer Tasting. Further points are granted with Beer Tasting of 49, 343 and 2401.
- You gain one point after gaining 7 Fumeology. Further points are granted with a Fumeology of 49, 343 and 2401.
- You gain one point for each completed Wine Notebook
Temporary
Temporary changes to stats are possible by:
- Grilled Foods - these give you small (+1 or +2) boost for 10 min. They cancel raw herb or cooked food effects. You grill food on a Firepit.
- Cooked food - lasts for a variable length of time (several hours for the best recipes) and can give a bonus that can get quite high depending upon cooking skill and ingredients used. They cancel raw herb or grilled food effects.
- Raw Herbs - eaten directly from the plant affect the same stats as the herbs can do when cooked, and last 3 minutes. They do not cancel grilled or cooked foods, but stack less than additively.
- Aqueducts - increase a single stat by +3 for 24 hours, and stack with any other effects.
- Incense - increases one stat and decreases another by up to +/- 7 and lasting up to about 2 hours (both depending upon quality of incense). They stack with all other effects.
- Stone phoenixes - gives a small bonus to a single stat that lasts 1 hour, if you polish their wings between 6am and 7am game time.
- Test of the Banquet - gives a +7 bonus to all stats for its 21 participants, lasting 8 hours.
By skill, specific changes are possible by:
Strength
- Eating Grilled Cucumbers gives a temporary +2 boost
Dexterity
- Eating Grilled Eggplant gives a temporary +2 boost
- After passing the Test of the Bedouin, characters gain the Bedouin Speed ability. When used it increases their Dexterity by 21 points for 30 seconds with a 10 minute cooldown between uses.
Endurance
- Eating Grilled Onions gives a temporary +2 boost
- Eating a Grilled Fish gives a temporary +1 boost
Speed
- Eating Grilled Cabbage gives a temporary +2 boost
Constitution
- Eating Grilled Watermelon gives a temporary +2 boost
Focus
- Eating Grilled Garlic gives a temporary +2 boost
Perception
- Eating Grilled Carrots gives a temporary +2 boost
Uses
Stats are useful for the following:
Strength
- Controls how much weight you may carry. If you have positive Strength, you can carry 500 * (1 + STR) weight. If you have negative or 0 Strength, you can carry 500 / (1 - STR) weight.
- Governs the timer used when separating Coconut Meat and Coconut Water in a kitchen.
- Strength score is added to the amount a Deep Well is wound from one pull.
- Strength score is added to the amount a Barrel Grinder is grinding from one pull.
- Controls timer for stirring cement in Clinker Vat along with Endurance.
- Increases the distance you push a Pyramid Block
Dexterity
- Controls how much bulk you may carry. If you have positive Dexterity, you can hold 500 * (1 + DEX) bulk. If you have negative or 0 Dexterity, you can hold 500 / (1 - DEX) bulk.
- Increases your off-road running speed by 3%(?) per Dexterity point (cap unknown). The bonus is NOT affected by how much you are carrying.
- Increases your chance of getting a Rabbit Pelt when slaughtering a rabbit.
- Increases your chance of getting bones when slaughtering various animals.
Endurance
- Controls timers for flax processing
- Controls timer for digging (with a shovel at a hole)
- Controls timers for gathering dirt and limestone
- Controls timer for Deep Well mines (but Strength is more important)
- Controls timer for stirring cement in a Clinker Vat, along with Strength.
- Controls timer for grinding with a Barrel Grinder (but Strength is important)
Speed
- Increases your on-road running speed. Tests seem to imply the increase is about 3% per point (Grilled Cabbage reduced a 22-second run to 21-second, and 3% would be in line with Dex).
- Increases the chance of catching fish, especially some types of rare fish. A speed of 22 guarantees no lost fish due to a lack of speed.
- Increases the chance of not losing bees when harvesting from an apiary. A speed of 22 guarantees no loss of bees.
Constitution
- Governs the timer used when making substances in a Chemistry Laboratory or Toxin Kitchen.
- Governs the timer used for Fumeology.
Focus
- Governs the timer used when dowsing.
- Governs the timer used when carving.
- Governs the timer used when tapping pyramid blocks.
- Governs the timer used when inspecting installed blades in a Carpentry Shop.
- Helps removing pearls from your necklace (See Test of the Oyster Catcher).
Perception
- Used when Dowsing for metal veins (higher Perception allows detection of more metal types).
- Required for finding marble deposits - see Rocks of the Ages
- Allows gaining an extra wood from trees (but causes the refresh time of that tree to increase proportionally).
Timers
Various activities require a period of recovery before they can be performed again. For example, you must rest between uses of a loom. The length of time you must wait is controlled by a timer based on one of the seven statistics.
Buffer
However, In T4 there was introduced an "overdraft" buffer that allows you to borrow limited amounts of action time.
Ordinarily, the buffer is empty. When you first perform an action that uses a stat, the buffer is filled with the cost of that action, and is sized to also give 38 unused seconds. You can continue to perform actions while the buffer has any unused time remaining in it. The buffer empties over time, at a rate determined by your stats.
When the buffer is completely full, the stat name goes bright red in your stats window. If you try to perform the action, you will get a popup telling you how long you will have to wait before you will be allowed to use it (based on your current stats).
The stat name changes to a darker red when the buffer once more has some credit in it, and you are able to perform that sort of action again. When the buffer has at least 18 seconds left, the stat name goes back to black. However, the buffer may take substantially longer to empty completely.
Recovery
The recovery rate is (1 + stat/7) seconds of action buffer per second. So Endurance 7 recovers twice as fast as Endurance 0.
Table of timers
Activity | Stat | Time |
---|---|---|
Capturing a bullfrog (Safari) | Endurance | 300s |
Carving (barrel tap) | Focus | 120s |
Carving (crudely carved handle) | Focus | 30s |
Carving (large crude handle) | Focus | 60s |
Carving (rawhide strips) | Focus | 20s |
Carving (sharpened stick) | Focus | 30s |
Carving (tinder) | Focus | 30s |
Carving (wooden peg) | Focus | 20s |
Carving (wooden pestle) | Focus | 10s |
Collecting dirt (shovel) | Endurance | 20s |
Collecting limestone (Heavy Mallet & Lead Chisel) | Endurance | 30s |
Digging for stones (hole & shovel) | Endurance (+28 to solo with a 9k shovel, ) | 40s |
Dowsing | Focus | 120s |
Inspect a blade (Carpentry Shop) | Focus | 120s |
Make Gunpowder | Constitution | 12s |
Make Ink | Constitution | 4s |
Quarrying marble | Endurance | 30s |
Raking flax for straw and tow | Endurance | 30s |
Raking flax for lint | Endurance | 50s (male), 60s (female) |
Search for falcon roosts (Safari) | Endurance | 120s |
Separating a coconut | Strength | 6s |
Smoking a Hookah Pipe | Constitution | 45s |
Stirring cement | Strength & Endurance (+21 on both to solo) | 45s |
Weaving | Endurance | 80s (male), 60s (female) |
Winding barrel grinder | Endurance (+36 to solo) | 120s |
Winding deep well | Endurance | 180s |
Timers that still need to be measured: tapping bore rods (lead hammer) and other pyramid block operations
Changes in time for modified stats
Stat Bonus | 40s | 45s | 60s | 80s | 90s | 120s | 180s | 10m | 30m |
---|---|---|---|---|---|---|---|---|---|
7 | 20s | 23s | 30s | 40s | 45s | 60s | 90s | 5.0m | 15.0m |
14 | 13s | 15s | 20s | 27s | 30s | 40s | 60s | 3m20 | 10.0m |
21 | 10s | 11s | 15s | 20s | 23s | 30s | 45s | 2m30 | 7.5m |
28 | 8s | 9s | 12s | 16s | 18s | 24s | 36s | 2.0m | 6.0m |
35 | 7s | 8s | 10s | 13s | 15s | 20s | 30s | 1m40 | 5.0m |
42 | 6s | 7s | 9s | 12s | 13s | 17s | 26s | 1m26 | 4.3m |
49 | 5s | 6s | 8s | 10s | 12s | 15s | 23s | 1m20 | 3.8m |
Additional Timers
Some activities have their own timers, which are not tied into the stat timers:
- Lessons for teaching a University learned skill to another player - 5 minutes (Number of lessons/skill varies by skill and mentor-leadership mods)
- Attempting to repair a building with the Structure Repair skill - 60 secs if you fail
- Upgrading a guild hall with camp decoration - 1 week (unconfirmed)