Characteristics, often referred to as statistics or stats, are what defines your character's potential. These are normally boosted by level, equipment or characteristic scrolls. Some characteristics can be altered via the change your constitution quest.
The six basic characteristics are Vitality, Wisdom, Strength, Intelligence, Chance and Agility. These can be increased permanently by distributing the characteristic points you gain at each new level (see soft caps), by using characteristic scrolls, and by eating certain special food. They can also be increased (and decreased) temporarily with equipment and, during battle, buffs.
Strength, Intelligence, Chance and Agility also have an elemental nature to them. For each point that these characteristics are increased, the character can do 1% more damage in the corresponding element.
How to calculate basics characteristics of a mob
Strength, Intelligence, Chance and Agility can easily be calculated by hitting an enemy protected by spell like truce or immunity :
4 elemental damage weapons like Gobball Royal Sword would give all the information in one strike.
Vitality is mostly appreciated because of its use in making fights last longer.
Equipment boosts in Vitality are different from boosts in Life. With Vitality, your maximum health will increase and remain at 100%. However, a boost in Life increases maximum health, but does not conserve the total amount.
How to calculate wisdom of a monster
Spells which reflect damage are boosted by wisdom. You just have to cast them on a foe and hit them to have an estimation of their wisdom. The best spell to use is blinding protection, as the reflection isn't random.
It is possible to have a more precise result using the % AP and MP loss resistance but one have to remember many foes have % AP or MP loss resistance bonus. So these values can only be used if they give lower results than the max value.
Blinding protection level 5 (6 reflection) on a foe reflect 12 damages means wisdom is between 100 and 116.
If the monster has 55% AP loss resistance and 27% Mp loss resistance, then wisdom is lower or equal to min (55 x 4; 27 x 4) which mean lower or equal to 108.
In conclusion, it has between 100 and 108 wisdom.
The other characteristics are listed below. These are not considered basic only because the points that a player gains at each level cannot be used to increase these characteristics.
Energy can be thought of as your character's life force. You lose energy when you are defeated by a monster or by another player in a non-challenge fight. If your energy reaches zero, you become a ghost.
The base value for everyone is 10,000. When defeated by a monster, you lose 10 energy per character level. When defeated by another player, you lose 10 energy per alignment level and 100 per alignment rank. (Neutral characters who are defeated by an aggressive player, will lose 100 energy.) When defeated in a fight against a Perceptor, you lose 3000 additional energy.
The quickest way to restore energy is by eating certain food items. Another way is by either logging off or switching to merchant mode while your character is in a tavern/inn or in a house. Characters regain 1 energy point per minute of disconnection anywhere, and 2 energy points per minute if they disconnected in taverns, class temples, or houses. Your character will recover energy even if you log back in and play an alternate character. When you log back in as the resting character, a notice in the chat window will tell you how much energy was gained.
Health points keep your character alive in combat. If you reach 0 life (HP), your character is removed from the battle. If everyone on your side is defeated, your character may die; see death for details. If not, you will be restored to 1 HP when the battle ends (unless you received a level as a result of the battle).
Each player character starts with 50 HP and gets 5 extra HP per level. HP is affected by Vitality.
Note: Life earned from equipment will let you increase your overall HP but you have to remember to heal when you use +life equipment, as your beginning HP (before the equip) is of course lower than the post-equip total.
Action Points are used to perform actions during combat. Each spell or attack requires a certain number of AP to attempt. If you don't have the AP, you can't attempt the action. The base value for every class is 6 AP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to perform more actions during their turn, and will accept a decrease in their base value because they are getting a desired gain in another stat or stats. At the start of each turn the base value the character had when combat began is restored, then AP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 permanently increases the base value to 7.
Movement Points are used to move your character during combat. Moving your character one space on the grid requires one MP. The base value for every class is 3 MP. Equipping certain items can raise or lower this base value prior to combat. At the start of each turn the base value the character had when combat began is restored, then MP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 has no effect on the base value of MP.
Initiative determines who moves first in combat. The combatant with highest initiative goes first, then the highest initiative on the other team, then second highest on the first team, second highest on second team, etc. The base value is equal to your characteristic points in the elemental stats (Strength, Intelligence, Agility, Chance) and initiative/elemental stat bonuses from equipment.
How to calculate initiative
Initiative = (Strength + Intelligence + Agility + Chance + Initiative Bonus) * (HP remaining/Total HP)
Prospecting affects the character's chance of getting drops from monsters. For details, see the drops page. The base value is 120 for followers of Enutrof, 100 for other classes. Every 10 Chance points yields 1 prospecting point. Prospecting equipment is another way to boost your PP.
Note : In French, "poids" means weight.
This statistic determines the number of items you can carry. The base value is 1000. Each profession level of the character gives +5 pods, and each level 100 profession gives an additional +1000 pods. Strength also affects carrying capacity, at the rate of 5 pods per strength point.
A character with items weighing more than carrying capacity is typically called "overloaded". While overloaded, the character cannot move or perform normal actions. It is impossible to take items from a vault or chest that would make you overloaded. While gathering, any resources that would make the character overweight are lost, and no experience is gained from gathering, resulting in 0 items. You cannot become overweight by withdrawing items from the bank, or by making an exchange with another player. Exchanging is not permitted by the game if the items you receive will make you overweight, however you may give enough items in return so that you would not be overloaded. If you are overloaded already, the other player in the exchange cannot offer items in the exchange bar at all. When overloaded, f2p players cannot initiate an exchange, but p2p players can. All overloaded players can accept an exchange. All other ways of gaining inventory items have the possibility of making you overloaded, such as defeating a monster or purchasing a subscription pet that includes resources (such as Croum).
These are attributes that could be considered characteristics, but are usually treated separately.
The care and feeding of energy-based weapons. How to arm and operate weapons that use laser, plasma, or tesla technology.
Initial Level: Starting Energy Weapons skill is equal to 10% + (1% x Agility). Average characters will have a 15% skill.
Energy weapons, depending on the character, are the most versatile and powerful weapons in the Fallout universe. Unfortunately, they're also rare, hard to get and/or expensive. Ammo is rare and pricey so usually an Enclave or supermutant patrol needs to be sacrificed (if you can do it) to feed your hungry gun. However, a character wielding a laser gatling gun, alien blaster or other energy weapons whilst encased in power armour is a walking tank, all but undefeatable. If you can survive the early game until you can get an energy weapon, a PC can be a very happy person as they crisp/melt/vaporize all who stand in their way.
Energy weapons almost always must be tagged to be effective. There are no books or other easy ways to raise Energy Weapons in Fallout (In Fallout 3, there is a book called "Nikola Tesla and you" which raises your Energy Weapons skill however.). So a good combination is Energy Weapons, Small Guns and a non-combat skill. With this configuration, the PC can defend themselves until an energy weapon is found (try the Glow or Sierra Army Depot). Remember, like all weapons, energy guns come useful and useless so find one that suits you and stick to it. Remember, a character doesn't have to aim energy weapons as they are devastating even prior to a critical hit. To really make a fight one-sided, take perks such as sharpshooter and more criticals to really start the plasma flying.
Energy weapons are rare, expensive and require (usually) that energy weapons be a tag skill. A PC must set aside perks and skill points early in anticipation for these super weapons or else be unable to use them. This runs the risk of premature termination if the player has no other combat skills. However, an upgraded plasma rifle, gatling laser, alien blaster, or similar is usually capable of vaporizing most enemies (including Brotherhood of Steel & Enclave) in one hit. So, in a fight, properly prepared and armoured, it will be the PC in a field of ash and fried enemies. Power to the plasma!
In addition, energy weapons have very spectacular "overkill" animation; that is, if you manage to score an instant-kill damage multiplication critical hit or have the Bloody Mess trait. Laser weapons cut the enemy in half at the waist or burn them to ash, plasma weapons disintegrate the enemy into a pile of goo, while pulse weapons cause an effect comically similar to massive electrocution, after which the victim turns into a skeleton then falls to the ground into a pile of dust.
Energy Weapons have become more commonplace by Fallout 3, with the smaller Laser Pistol available early on at the Super Duper Mart. Making friends with the Brotherhood of Steel (and then robbing them blind) and making scrap out of Protectrons should net you some ammo. Although energy weapons are more commonly seen in Fallout 3, they are also much less powerful in comparison to conventional weaponry. A conventional assault rifle is more than capable of going toe-to-toe with a laser rifle in terms of damage, and can hold its own even against the more powerful Plasma Rifle. However, Energy Weapons are for the most part, more accurate, more durable, and have higher crits, and the Alien Blaster is still the paragon of Energy Weapons everywhere, outclassing almost every other weapon in the game.
The plethora of exceptional and unusual Energy Weapons such as the Alien Blaster, Firelance, and Mesmetron seem to make up for the fact that there are no homemade weapons or schematics for the Energy Weapons enthusiast while there is one or more for every other weapon skill.
If you do not wish to use Energy Weapons, they can be turned in to the Ofile:///C:/Program%20Files%20(x86)/Bethesda%20Softworks/Fallout%203/FalloutLauncher.exeutcast members (see: The Outcast Collection Agent) at Fort Independence, south of Megaton, and adjacent to Fairfax Ruins. In return, you get your choice of 5.56mm Round, Frag Grenade, Rad Away, or Stimpak.
In addition to assigning Skill Points at level up, Energy Weapons can be permanently raised by taking the Cyborg Perk, finding the Energy Weapons bobblehead at Raven Rock (which is only possible during and sometimes after The American Dream), and reading Nikola Tesla and You. Energy Weapons can be temporarily raised by wearing various clothing which enhances Perception. Notable among these pieces of clothing are the Armored Vault Suit and Tesla Power Armor. The Enclave Officer Uniform also increases the Energy Weapon skill, +5 for armor and +5 for hat.
An interesting quality about energy weapons in Fallout 3 is that if you get a critical hit on an enemy with a laser weapon (the gatling laser works too) and the enemy dies from it (it doesn't matter if the enemy is a robot or not), then your target will disintegrate into a pile of ashes. If you do the same with a plasma weapon (including plasma grenades), then your opponent will turn into a goo pile. Neither one affects what the enemy drops, though they can no longer be cannibalized afterwards.
The add-ons for Fallout 3 introduce several new Energy Weapons;
Some weapons, such as the Gatling Laser, Vengeance, Operation: Anchorage's Jingwei's Shock Sword, and Broken Steel's Precision Gatling Laser are not classed as Energy Weapons, even though their design is more associated with Energy Weapons; the Gatling Lasers are in the Big Guns group, while the Shock Sword is classed as a melee weapon.
|Concentrated Fire||60||18||Small Guns 60|
Perks that improve damage:
|NAME||DMG /SHOT||DPS||SPRD||CRIT %MULT||CRITDMG||MDPS||AMMO||MAG||WG||V:W||AP||DMG/ AP||HP||TYPE||Notes|
|Laser Pistol||12||11||0||x1.5||+12||12||Energy Cell||30||3||107||17||0.71||350||Pistol|
|Smuggler's End||18||17||0||x1.5||+18||18||Energy Cell||30||2||225||17||1.06||500||Pistol||Unique Laser Pistol|
|Protectron's Gaze||24||71||2.5||x1||+24||75||Energy Cell||20||3||107||17||1.41||500||Pistol-Shotgun||Fires 5 beams at once but only uses 1 ammo unit; Unique Laser Pistol|
|Colonel Autumn's Laser Pistol||10||60||0||x0.17||+22||61||Energy Cell||30||2||210||17||1.18||500||Pistol-Automatic||Automatic; Unique Laser Pistol|
|Plasma Pistol||25||23||0.5||x2||+25||25||Energy Cell||16||3||120||17||1.47||400||Pistol|
|Alien Blaster||100||125||0||x100||+100||250||Alien Power Cell||10||2||250||20||5.00||500||Pistol|
|Firelance||80 / (120)||100 / (150)||0||x100||+80 / (+120)||200 / (300)||Alien Power Cell||10||2||375||20||4.00 / (6.00)||200||Pistol||+2 Fire Dmg/5s; Unique Alien Blaster|
|Laser Rifle||23||21||0||x1.5||+22||23||MF Cell||24||8||125||17||1.35||1000||Rifle|
|Wazer Wifle||28||26||0||x1.5||+28||28||MF Cell||30||8||113||17||1.65||1800||Rifle||Unique Laser Rifle|
|Plasma Rifle||45||42||0.2||x2||+44||46||MF Cell||12||8||225||25||1.80||900||Rifle|
|A3-21's Plasma Rifle||50||47||0.2||x2.5||+50||53||MF Cell||12||8||275||25||2.00||1200||Rifle||Unique Plasma Rifle|
|Gauss Rifle||100||29||0||x5||+50||MF Cell||1||12||42||38||2.63||1500||Rifle||Operation: Anchorage add-on; Only repairable by NPC|
|Mesmetron||1||1||0||x1||0||1||Mesmetron Power Cell||5||2||250||65||0.015||100||Other|
|Metal Blaster||55||52||2.5||x1.5||+27||69.23||MF Cell||24||8||125||17||3.24||1000||Rifle-Shotgun||The Pitt add-on; Unique Laser Rifle; Fires 9 beams per shot|
|Tri-Beam Laser Rifle||75||71||2.0||x1.5||+15||74.20||MF Cell||24||9||111||23||3.26||1000||Rifle-Shotgun||Broken Steel add-on; Unique Laser Rifle; Fires 3 beams per shot, uses 3 MF cells|
|Tesla Cannon||120||30||0||x2||+30||30.75||Electron Charge Pack||1||8||225||37||3.24||900||Energy Cannon||Broken Steel add-on|
|Microwave Emitter||60||?||0.2||x2||+100||?||MF Cell||5||8||63||30||2.00||900||Other||Point Lookout add-on; Unique Mesmetron|
Energy is a spell only available in Crisis Core -Final Fantasy VII-. The spell is a level below Ultima. It shoots homing non-elemental balls of energy to hit all enemies a great number of times in row to deal extreme damage. Energy costs 33 MP to cast. It also seems to bear a few resemblances to the Black Magic Scathe from Final Fantasy XII.
|Aero - Aeroga - Bio - Blind - Blizzard - Blizzara - Blizzaga - Blizzaja - Break - Breakga - Death - Drain - Fire - Fira - Firaga - Firaja - Flare - Flood - Freeze - Hold - Meteor - Osmose - Poison - Quake - Rasp - Scourge - Shock - Sleep - Stone - Stonega - Thunder - Thundara - Thundaga - Thundaja - Toad - Tornado - Warp - Water - Watera - Waterga - Ultima|
|Focus - Focara - Haste - Kill - Muddle - Saber - Sleepra - Slow - Slowra - Stop - Stun - Temper|
|Final Fantasy II|
|Aura - Curse - Destroy|
|Final Fantasy III|
|Erase - Raze - Shade|
|Final Fantasy IV|
|Crisis Core -Final Fantasy VII-|
|Electrocute - Energy - Dark Fire - Dark Fira - Dark Firaga - Hell Firaga - Tri-Fire - Dark Blizzard - Dark Blizzara - Dark Blizzaga - Hell Blizzaga - Dark Thunder - Dark Thundara - Dark Thundaga - Drainra - Drainga - Hell Thundaga - Osmoga - Tri-Thundaga|
|Final Fantasy IX|
|Demi - Doomsday|
|Final Fantasy XI|
|Absorb-AGI - Absorb-CHR - Absorb-DEX - Absorb-INT - Absorb-MND - Absorb-STR - Absorb-TP - Absorb-VIT - Aero II - Aero III - Aero IV - Aeroga II - Aeroga III - Bind - Bio II - Bio III - Biora - Bioga - Blaze Spikes - Blind II - Blizzard II - Blizzard III - Blizzard IV - Blizzaga II - Blizzaga III - Burn - Burst - Burst II - Choke - Drain II - Dread Spikes - Drown - Escape - Fire II - Fire III - Fire IV - Firaga II - Firaga III - Flare II - Flood II - Freeze II - Frost - Gravity - Ice Spikes - Klimaform - Luminohelix - Poison II - Poisonga - Quake II - Rasp - Retrace - Shock Spikes - Sleep II - Sleepga II - Stone II - Stone III - Stone IV - Stonega II - Stonega III - Stun - Thunder II - Thunder III - Thunder IV - Thundaga II - Thundaga III - Tornado II - Tractor - Warp II - Water II - Water III - Water IV - Waterga II - Waterga III|
|Final Fantasy XII|
|Ardor - Blindga - Scathe - Silence - Silencega - Sleepga - Stoneja - Toxify|
|Final Fantasy Crystal Chronicles: Ring of Fates|
|Meteorga - Quaga - Ultiga|
All characters have an innate energy capacity of 20. This doesn't change based on level, but can be increased via certain armor pieces, weapons, weapon upgrades, or in the case of Elementalists, increasing the Energy Storage attribute. All standard Warrior armor sets provide no modifier to maximum energy, while all Ranger, Assassin, and Dervish armor sets provide +5 maximum energy. Most sets of spell caster and Paragon armor provide +10 maximum energy. The Radiant Insignia also provides energy in an amount dependent on the body location of the armor it is applied to.
A special case is exhaustion, which temporarily lowers the maximum amount of the player's energy. It is caused on its caster by many elementalist spells and can also be inflicted on a foe by skills of other professions.
Any temporary effects on energy capacity also modify current energy by the same amount, albeit also temporarily. For example, if a character with 15 of 40 energy has his maximum energy reduced by 12 (perhaps by unequipping a focus), he would then have 3 of 28 energy. It is possible to reduce current energy below zero in this manner. In such a case, the UI will indicate the character has zero energy until his energy is once again greater than zero (cause by any means, whether by equipping an item, natural energy regeneration, or other sources of energy). This is often used to "hide" energy so that it cannot be lost due to hostile skills such as many Mesmer spells.
As with Health, the rate at which Energy regenerates (or degenerates) is represented by small arrows or "pips" that appear in the energy bar. Each "pip" indicates 1 point of energy recovery every 3 seconds (arrows pointing to the right) or loss (arrows pointing to the left). The maximum regeneration or degeneration is 10 pips.
The primary attribute of most professions allows secondary sources of energy besides natural regeneration. Examples are a Necromancer's Soul Reaping attribute, an Assassin's Critical Strikes attribute, etc.
Unlike Health, Energy regenerates even while in combat and players have a natural regen of +2 pips that does not increase naturally. As with Energy capacity, Energy regeneration can be increased via certain armor pieces. Warrior and Paragon armor sets provide no extra Energy regeneration, Ranger sets provide a +1 bonus, and all other professions (Necromancer, Mesmer, Elementalist, Monk, Ritualist, Dervish, and Assassin) get a +2 bonus from their armor. Thus, Warriors and Paragons have an energy regeneration of +2, Rangers of +3, and all other professions +4.
Some enchantments require energy degeneration to maintain, often referred to as "upkeep". Some items combine Energy bonuses at the cost of energy degeneration.
Armor stats refer to 'energy regeneration' as 'energy recovery'.
Energy regeneration will not stack to exceed -10 pips or +10 pips.
The highest possible maximum energy a character can have is 249. This is only possible with a primary elementalist character and involves a combination of many different effects.
|20 Energy Storage1||60|
|10% Morale Boost2||8|
|Inherent armor bonus||10|
|4 Runes of Attunement||8|
|"Seize the Day" wand inscription||15|
|"Live For Today" focus inscription||15|
|Inherent focus bonus||12|
|Grail of Might||10|
Energy is the fuel we need from food to function and be active. Energy requirements vary depending on your age, body size and physical activity. It’s important to monitor your energy consumption as too much energy can lead to weight gain.
Energy (sometimes also called Stamina or Run) is a player's ability to run rather than walk around the landscape, and is measured as a percentage. Players all run at the same rate, unless their energy is at 0%, in which case they cannot run at all. Running is exactly twice as fast as walking. A player running covers 20 squares per 6 seconds, while a player walking covers 10 squares per 6 seconds. Energy gradually depletes whilst the player is running, and recovers whilst they are not.
The energy level is displayed in the game's options screen and is displayed (along with Summoning for members, Hitpoints and Prayer) on the left-hand side of the minimap. These values show how much longer a player can run. Players can switch this option on to run everywhere they go, or they can run to one particular destination by holding down Ctrl when they click to move (see Game controls). Free players and players with agility level of 1, have a recovery rate of 1% energy per 6 seconds.
There was also an unused rest option that was recently released with the text "Coming Soon..." On 1 April 2009 the "rest" option was removed. It was re-implemented on 9 June 2009 along with the run energy update, where clicking rest will allow the player to sit down and recover run energy at a much faster rate (2.8 energy per second instead of 0.45 for agility level 1).
Energy starts at 100% by default, but decreases as the player runs around. The rate at which it goes down increases with the weight of the items they are carrying (i.e. items in the inventory and any items they are wearing or have equipped). The rate at which energy decreases by running can be improved by having a negative weight (by wearing weight-reducing equipment such as the boots of lightness) instead of 0 kg.
When the energy reaches 0%, the player can only walk until their energy recovers. The "run" option is also automatically switched off.
Energy gradually recovers (increasing up to a maximum of 100%) any time that the player is not running, i.e. walking or standing still, except at certain times when the player is doing something else, such as crossing an agility obstacle. The rate at which it recovers increases with the player's agility level, but does not recover at all when the player is logged out of the game. The natural recovery rate at level 1 agility is 1% per 2.25 seconds.
Energy can be recovered more quickly by using a number of items:
|Name||Percentage-points of energy recovered|
|White tree fruit||16|
|Energy potion||20 (per dose)|
|Summer pie||20 (per bite)|
|Super energy potion||40 (per dose)|
|Bandages (only usable in Castle Wars)||30|
|Bandages (only usable in Soul Wars)||50|
|Sq'irk juice||Winter: 5, Spring: 10, Autumn: 15, Summer: 20|
|Abyssal Whip's special attack Energy Drain||
25% of the opponent player's energy. (doesn't work on NPCs)
|Explorer's ring||50% (Can be used 1, 2, or 3 times every 24 hours for bronze, silver and gold, respectively)|
|Tireless run scroll (when a Spirit terrorbird is summoned)||50% of the players Agility level, rounded up (using a scroll costs 8 special move points)|
|Unburden scroll||50% of the player's Agility level, rounded up. Using the scroll will cost the familiar 12 special move points.|
|Resting||With 1 agility; approximately 2.85 every second (35 seconds to restore from 0-100)|
|Listening to a musician||With 1 agility; approximately 4 every second (25 seconds to restore from 0-100)|
One can partially restore another player's energy using the Lunar spell Energy Transfer.
Listening to musicians help restore run energy faster. These NPCs were introduced with the run energy update.
Table of contents
The Potential Energy (PE) property of the resouce determines how effective it is as a power source:
This means that 3000 units of a PE 100 resource, 3000 units of a PE 500 resource, and 2000 units of a PE 750 resource all provide the same amount of power. So the rate on a PE 628 will have ~1.25(1&1/4)/unit, so 4 units is~5 power. The formula looks like... PE (over 500) / 500; or on PE's > 500 it's PEx1.
Radioactive resources are surveyed using the Mineral Survey Device mineral survey tool and can be harvested with either one of the mining installations or a Fusion Power Generator (the power generator is much more cost effective). Radioactive ores can be hand-sampled as well, but cause health damage when harvested due to "radiation poisoning". Radioactive resources tend to have higher concentrations and often have PE over 500.
For extensive information on the many types of energy currently available on each server, check out http://www.SWGCraft.co.uk.
Energy is one of the six types of magical damage. It comes in Many Forms.
Energy Damage appears in cyan text.
When you are Electrified, this Icon appears under your ring slot:
When you are electrified, you will lose 30HP of initial damage, and then an additional hit for 25HP after you walked off the Energy Field that electrified you. But if you remain on the energy field, you will lose 30 HP every few seconds.
Total Damage: 55 hitpoints
See also: NRG