Difference between revisions of "Stats Tab - Creatures"

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While this article currently doesn't cover what each individual value of an attribute does for a creature, it '''does''', however, list what the basic effect of an attribute is.
While this article currently doesn't cover what each individual value of an attribute does for a creature, it '''does''', however, list what the basic effect of an attribute is.


*'''Attributes:''' All eight attributes are displayed, but Personality is located under the health, spell points, and fatigue tabs.
*'''Attributes:''' All eight attributes are displayed, but Personality is located under the health, spell points, and fatigue tabs.


*'''Endurance:''' For creatures, this does not modify their health values, though their breath capacity is modified by endurance, and modifies it in roughly the same fashion as it does for the player.
*'''Endurance:''' For creatures, this does not modify their health values, though their breath capacity is modified by endurance, and modifies it in roughly the same fashion as it does for the player.


*'''Strength:''' When applied to a creature, strength's sole purpose is to modify their encumbrance values, damage is not modified by strength.
*'''Strength:''' When applied to a creature, strength's sole purpose is to modify their encumbrance values, damage is not modified by strength.


*'''Speed:''' While athletics does not seem to exist for creatures, speed still has the same function for creatures, but creatures receive drastically more from each point of speed than a player does. For a creature, any more than 40 speed typically results in the creature falling to its own death because it moves too quickly for the collision detector.
*'''Speed:''' While athletics does not seem to exist for creatures, speed still has the same function for creatures, but creatures receive drastically more from each point of speed than a player does. For a creature, any more than 40 speed typically results in the creature falling to its own death because it moves too quickly for the collision detector.


*'''Intelligence:''' This does not modify the creature's spell points, and instead seems to serve as an 'IQ meter' for creatures.  
*'''Intelligence:''' This does not modify the creature's spell points, and instead seems to serve as an 'IQ meter' for creatures.  
Above a certain value, which is commonly claimed to be 30, creatures may open doors. (Creatures with values low as 20 also have opened doors, however.) It is also claimed to assist creatures when they are climbing stairs, though this appears to be a model orientation issue rather than an intelligence issue. (The only creatures who seem to easily climb stairs are horses and human like creatures.)
:Above a certain value, which is commonly claimed to be 30, creatures may open doors. (Creatures with values low as 20 also have opened doors, however.) It is also claimed to assist creatures when they are climbing stairs, though this appears to be a model orientation issue rather than an intelligence issue. (The only creatures who seem to easily climb stairs are horses and human like creatures.)
 


*'''Willpower:''' This assumedly improves the spell point regeneration speed of creatures, though if it does not, then Willpower may be the only attribute with out a real function.
*'''Willpower:''' This assumedly improves the spell point regeneration speed of creatures, though if it does not, then Willpower may be the only attribute with out a real function.


*'''Agility:''' For creatures, while agility does not modify values for skills typically related to it, agility assumedly modifies the chance of being staggered by attacks against it. When referring to mounted horses, agility may or may not modify their jump height, though it appears to be that mounted horses do respond to acrobatics modifications in the same fashion players do.
*'''Agility:''' For creatures, while agility does not modify values for skills typically related to it, agility assumedly modifies the chance of being staggered by attacks against it. When referring to mounted horses, agility may or may not modify their jump height, though it appears to be that mounted horses do respond to acrobatics modifications in the same fashion players do.


*'''Luck:''' Presumably, Luck has the same effect on creatures as it does for NPCs - modifying the values on top of the Magic skill which creatures possess, though, may not actually do that, and instead have an AI function.


*'''Luck:''' Assumedly, Luck has the same effect on creatures as it does for races - modifying the values on top of the Magic skill which creatures possess, though may not actually do that, and instead have an AI function.
*'''Health:''' Health has exactly the same function for creatures as it does for players. However, unlike the player, creature health is not modified by endurance. For PC level offset creatures the entered value is multiplied by the level of the creature, so it can scale up to match the player's level (within the min/max offset range specified). If you specify 0 health for a creature, it will automatically spawn in the cell as dead, just as NPCs do.  
 
 
*'''Health:''' Health does exactly the same function for creatures as it does for players, and 0 health creatures are automatically spawned in the cell as dead, just as races are.
The only noticeable difference, however, is that health is not modified by endurance. For PC level offset creatures the entered value is based on by the level of the creature, via addition. (That is, upon every time the player gains a level, a creature gains +X Health.)
 
 
*'''Spell Points:''' This is the creature version of Magicka value. For PC level offset creatures the entered value is based on by the level of the creature, via addition. (That is, upon every time the player gains a level, a creature gains +X Spell Points.)


*'''Spell Points:''' This is the creature version of Magicka value. For PC level offset creatures the entered value is multiplied by the level of the creature, so it can scale up to match the player's level (within the min/max offset range specified).


*'''Fatigue:''' For creatures, fatigue doesn't appear to affect damage values like it does for players, instead, it appears to be for determining when the actor will pass out due to 0 fatigue count.  
*'''Fatigue:''' For creatures, fatigue doesn't appear to affect damage values like it does for players, instead, it appears to be for determining when the actor will pass out due to 0 fatigue count.  
For PC level offset creatures the entered value is based on by the level of the creature, via addition. (That is, upon every time the player gains a level, a creature gains +X Fatigue.)
:For PC level offset creatures the entered value is multiplied by the level of the creature, so it can scale up to match the player's level (within the min/max offset range specified).
 
 
*'''Soul:''' Unlike race souls, which default to a specific value, creatures have varying levels of soul value, and Black Soul Gems may take the souls of creatures. When a creature is functioning under Player level offset, the soul value fluctuates, depending on the level the player, eventually stopping at a Grand soul level.


*'''Soul:''' Unlike NPC souls, which default to a specific value, creatures have varying levels of soul value, and Black Soul Gems may take the souls of creatures. When a creature is functioning under Player level offset, the soul value fluctuates, depending on the level the player, eventually stopping at a Grand soul level.


*'''Combat:''' Used as a condensed version of blade, blunt, hand to hand (marksman, oddly, is categorized as Combat for creatures rather than Stealth.) The damage output is assumed to be not modified, and so Combat skill is most likely used to emulate mastery levels.  
*'''Combat:''' Used as a condensed version of blade, blunt, hand to hand (marksman, oddly, is categorized as Combat for creatures rather than Stealth.) The damage output is assumed to be not modified, and so Combat skill is most likely used to emulate mastery levels.  
Athletics, armorer, and heavy/light armor may or may not be included, as creature movement speed doesn't appear to be modified by any athletic improvement.
:Athletics, armorer, and heavy/light armor may or may not be included, as creature movement speed doesn't appear to be modified by any athletic improvement.
 
 
*'''Magic:''' This is essentially condensed version of all the various magic skills, such as destruction and restoration, though alchemy may not be included, as creatures don't appear to have been designed with any reason (or ability) to pick up ingredients.
 


*'''Stealth:''' Exists to emulate sneak and other stealth related skills, and acrobatics may be included in 'Stealth', to modify fall damage taken, though in the case of mounted horses, this may also modify the height of their jump.
*'''Magic:''' This is essentially a condensed version of all the various magic skills, such as destruction and restoration, though alchemy may not be included, as creatures don't appear to have been designed with any reason (or ability) to pick up ingredients.  


*'''Stealth:''' Exists to emulate sneak and other stealth-related skills. This may include acrobatics to modify fall damage taken. In the case of mounted horses, this may also modify the height of their jump.


*'''Attack Damage:''' How much damage is done with a normal melee attack. If the creature is PC level offset, this is the base value. Just as health/spell points/fatigue work when under the influence of player level offset, the damage is increased via addition. (If a creature has a damage mult of 1, it will do 45 damage at level 45.)
*'''Attack Damage:''' How much damage is done with a normal melee attack. If the creature is PC level offset, this is the base value.  
 
:For PC level offset creatures the entered value is multiplied by the level of the creature, so it can scale up to match the player's level (within the min/max offset range specified).


*'''Attack Reach:''' This is what determines how far away its melee attacks may reach, though may or may not modify the maximum distance the creature considers appropriate for ranged attack use.
*'''Attack Reach:''' This is what determines how far away its melee attacks may reach, though may or may not modify the maximum distance the creature considers appropriate for ranged attack use.


*'''Turning Speed:''' This modifies how quickly the creature may turn. In some cases, however, the creature still demonstrates a very slow turn speed, even when set to 0.00, horses being one example.
*'''Turning Speed:''' This modifies how quickly the creature may turn. In some cases, however, the creature still demonstrates a very slow turn speed, even when set to 0.00, horses being one example.


*'''Foot Weight:''' Used to make up for the fact that creatures can't make real use of foot items. The larger the foot weight value, the more likely a creature is to be heard when sneaking.
*'''Foot Weight:''' Used to make up for the fact that creatures can't make real use of foot items. The larger the foot weight value, the more likely a creature is to be heard when sneaking.


*'''Base Scale''': Makes the creature larger or small than the base model, and seems to modify the creature's collision appropriately. It appears to affect the creature's movement speed as well, just as height does for players.
*'''Base Scale''': Makes the creature larger or small than the base model, and seems to modify the creature's collision appropriately. It appears to affect the creature's movement speed as well, just as height does for players.


[[Category:Creatures]]
[[Category:Creatures]]
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