Attribute

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An attribute is...
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An ''attribute'' is a measurable property of a given [[character]]. Generally attributes define how developed a character is in regards to different aspects of the game. Sometimes attributes will remain the same throughout the duration of the game, while other times, as a character progresses, these might be altered by the game. Character [[class|classes]] might also play a role in determining default attributes for a character. Below is an list of some common attributes used:
  
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*Strength: A measure of physical force that can be exerted upon other things, or the ability of a character to perform some physical action.
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*Dexterity: A measure of physical control, accuracy, or precision in relation to certain actions.
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*Agility: A measure of speed or the deftness of movement.
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*Vitality: Also "constitution" or "vigor". A measure of health or the ability to resist physical ailments like [[poison]] or illness.
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*Toughness: Also "stamina" or "fortitude". A measure of the ability to resist fatigue and strain resulting from activity, combat, or otherwise. Sometimes interchangeable with "vitality".
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*Wisdom: A measure of mental aptitude, which might affect the strength or efficiency of [[magic]], and the ability to detect things or have some sort of increased foresight.
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*Luck: A measure of how favorable the odds are against the character, for things such as treasure drops or damage rolls.
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*Charisma: Although generally near useless it does warrant mentioning since several major roguelikes inherited it as part of standard D&D attribute set. Measure of how good a character is at bartering in spite of what the name suggests.
  
A list of attributes is given below. The definition given is not specific to any game or gaming system.
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===Non-static attributes===
  
Static:
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Some attributes are constantly changing, depending on the situations in the game:
*Strength: Greatness of the physical force that can be exerted upon other things.
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*Dexterity: Physical control, grace.
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*Agility: Speed and deftness of movement.
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*Vitality
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*Toughness, Stamina, Fortitude: Resistance to fatigue and strain (resulting from activity, combat, or otherwise)
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*Wisdom
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*Luck
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Non-Static:
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*Health: Also "[[hit points]]". A measure of how much damage a character can sustain. [[Death]] almost always occurs after health falls to a certain point. Health can usually be regained by using [[potion|potions]] or [[spell|spells]], or through [[regeneration]].
*Health
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*[[Mana]]: A measure of the character's ability to perform magic or other skills. Mana can usually be recovered by using potions or regeneration, similar to health.
*Mana
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*[[Hunger]]: A measure of how "hungry" a character is. Usually this describes how inept a character is to perform a given action, or might cause death once reaching a critical point. [[Food]] will decrease the amount of hunger a character has, but the availability of it may or may not be scarce.
*Fatigue
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*Fatigue: A measure of how physically and mentally able a character is, and how the character is affected in-game.
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*Wealth: Some games do not treat possessed gold as physical item but instead opt just to hold numerical value of collected money.
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*Accuracy: More often labeled "to hit chance". Describes how likely a character is to successfully hit. Melee and ranged accuracy are often two different attributes.
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*Damage inflicted: A measure of how capable a character is at killing monsters with attacks that hit. Usually expressed as a range and is not always explicitly stated.
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*[[Encumbrance]]: Indicates how much weight is carried. Passing certain levels of encumbrance may inflict penalties on character.
  
Advancement:
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===Advancement attributes===
*Experience
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*Level
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[[Category:Articles]]
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Attributes that continually increase (or increment in one direction), have their own classification. They may reset after reaching a certain point, but generally these will accumulate, reflecting the progress the character has made.
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*[[Experience]]: A measure of how much a character has developed, usually over the course of a game. This might be increased by defeating enemies, collecting items, completing quests, or simply progressing through the game. Many experience systems award an increase in character level after a certain mark has been reached.
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*[[Level]]: An extension of the experience attribute. Typically, once enough experience has been gathered, a character may advance to a higher level, where more spells, abilities, locations, et cetera, may now be accessible.
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[[Category:Concepts]]

Latest revision as of 20:39, 30 July 2011

An attribute is a measurable property of a given character. Generally attributes define how developed a character is in regards to different aspects of the game. Sometimes attributes will remain the same throughout the duration of the game, while other times, as a character progresses, these might be altered by the game. Character classes might also play a role in determining default attributes for a character. Below is an list of some common attributes used:

  • Strength: A measure of physical force that can be exerted upon other things, or the ability of a character to perform some physical action.
  • Dexterity: A measure of physical control, accuracy, or precision in relation to certain actions.
  • Agility: A measure of speed or the deftness of movement.
  • Vitality: Also "constitution" or "vigor". A measure of health or the ability to resist physical ailments like poison or illness.
  • Toughness: Also "stamina" or "fortitude". A measure of the ability to resist fatigue and strain resulting from activity, combat, or otherwise. Sometimes interchangeable with "vitality".
  • Wisdom: A measure of mental aptitude, which might affect the strength or efficiency of magic, and the ability to detect things or have some sort of increased foresight.
  • Luck: A measure of how favorable the odds are against the character, for things such as treasure drops or damage rolls.
  • Charisma: Although generally near useless it does warrant mentioning since several major roguelikes inherited it as part of standard D&D attribute set. Measure of how good a character is at bartering in spite of what the name suggests.

[edit] Non-static attributes

Some attributes are constantly changing, depending on the situations in the game:

  • Health: Also "hit points". A measure of how much damage a character can sustain. Death almost always occurs after health falls to a certain point. Health can usually be regained by using potions or spells, or through regeneration.
  • Mana: A measure of the character's ability to perform magic or other skills. Mana can usually be recovered by using potions or regeneration, similar to health.
  • Hunger: A measure of how "hungry" a character is. Usually this describes how inept a character is to perform a given action, or might cause death once reaching a critical point. Food will decrease the amount of hunger a character has, but the availability of it may or may not be scarce.
  • Fatigue: A measure of how physically and mentally able a character is, and how the character is affected in-game.
  • Wealth: Some games do not treat possessed gold as physical item but instead opt just to hold numerical value of collected money.
  • Accuracy: More often labeled "to hit chance". Describes how likely a character is to successfully hit. Melee and ranged accuracy are often two different attributes.
  • Damage inflicted: A measure of how capable a character is at killing monsters with attacks that hit. Usually expressed as a range and is not always explicitly stated.
  • Encumbrance: Indicates how much weight is carried. Passing certain levels of encumbrance may inflict penalties on character.

[edit] Advancement attributes

Attributes that continually increase (or increment in one direction), have their own classification. They may reset after reaching a certain point, but generally these will accumulate, reflecting the progress the character has made.

  • Experience: A measure of how much a character has developed, usually over the course of a game. This might be increased by defeating enemies, collecting items, completing quests, or simply progressing through the game. Many experience systems award an increase in character level after a certain mark has been reached.
  • Level: An extension of the experience attribute. Typically, once enough experience has been gathered, a character may advance to a higher level, where more spells, abilities, locations, et cetera, may now be accessible.
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