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SPECIAL

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☢ MISFITS SPECIAL REFERENCE ☢
Nuclear-14 WIKI — SPECIAL (S.P.E.C.I.A.L.) — DETAILED REFERENCE

Quick Reference

Paste this at the top of guides for fast lookup.

SPECIAL Quick Reference — endpoints & core formulas
Level Curved Δ Strength: melee × (1 + Δ * 0.02) Strength: carry/pull × (endpoints −8% @1 → +10% @10) Perception: spread keepFraction (endpoints +15% @1 → −25% @10) Endurance: health adj (±20 @ ends) Intelligence: medical speed × (1 + (I−5)*0.1) Agility: move speed × (endpoints −7.5% @1 → +7.5% @10) Luck: single‑shot crit ≈ (25% @10 scaled by Δ/7.5)
1 -5 0.900 (−10%) 0.92 (−8%) 1.15 (+15%) −20 0.60× 0.925 (−7.5%) 0%
2 -3.5 0.930 (−7%) 0.944 (−5.6%) 1.105 (+10.5%) −14 0.70× 0.9475 (−5.25%) 0% (unlucky 5%)
3 -2.25 0.955 (−4.5%) 0.964 (−3.6%) 1.0675 (+6.75%) −9 0.80× 0.9663 (−3.37%) 0% (unlucky 3%)
4 -1 0.980 (−2%) 0.984 (−1.6%) 1.030 (+3%) −4 0.90× 0.985 (−1.5%) 0% (unlucky 1%)
5 0 1.000 (0%) 1.00 (0%) 1.000 (0%) 0 1.00× 1.000 (0%) 0%
6 +1 1.020 (+2%) 1.013 (+1.3%) 0.9667 (−3.33%) +2.67 1.10× 1.010 (+1.0%) ≈3.3%
7 +2.25 1.045 (+4.5%) 1.030 (+3.0%) 0.925 (−7.5%) +6 1.20× 1.0225 (+2.25%) ≈7.5%
8 +3.75 1.075 (+7.5%) 1.050 (+5.0%) 0.875 (−12.5%) +10 1.30× 1.0375 (+3.75%) ≈12.5%
9 +5.5 1.110 (+11.0%) 1.073 (+7.33%) 0.8167 (−18.33%) +14.67 1.40× 1.055 (+5.5%) ≈18.33%
10 +7.5 1.150 (+15.0%) 1.100 (+10.0%) 0.750 (−25.0%) +20 1.50× 1.075 (+7.5%) 25.0%

Full Breakdown

All numbers use the repository tuning defaults (Resources/Prototypes/_Misfits/Special/special_tuning.yml) and the curved effect scale:

  • 1 → −5, 2 → −3.5, 3 → −2.25, 4 → −1, 5 → 0, 6 → +1, 7 → +2.25, 8 → +3.75, 9 → +5.5, 10 → +7.5.

Strength

Strength affects melee damage, heavy/large-weapon handling and carry/pull speed.

  • Melee damage: multiplier = 1 + (curvedDelta) * 0.02 (tuning.StrengthMeleeDamageMultiplierPerPoint).
  • Carry / pull speed: endpoint at 1 = −8%, at 10 = +10% (curved-scale interpolation).
  • Heavy gun handling: angles & recoil scaled by keepFraction = 1 + curved-scaled value (endpoints +18% @1 → −10% @10), clamped to [0.70, 1.40].

(See quick table above for per-level values.)

Perception

Perception affects ranged spread/recoil, fire cadence, and mining speed.

  • Spread/recoil: keepFraction interpolates from +15% at 1 to −25% at 10.
  • Fire delay: FireRate is multiplied by 1 / (1 + modifier) where modifier is the curved-scale interpolation (clamped to avoid extreme values).
  • Mining/action delays use similar endpoints: +25% delay at 1 → −25% delay at 10.

Endurance

Endurance changes survivability, needs decay, stamina recovery, and toxin resistance.

  • Health thresholds: modified by interpolation from −20 (at 1) to +20 (at 10) added to soft‑crit/crit/dead thresholds.
  • Hunger/Thirst decay multiplier: interpolates from +15% decay at 1 to −12% decay at 10.
  • Stamina recovery multiplier: interpolates from −15% at 1 to +20% at 10.
  • Toxin damage types (Poison, Radiation, Caustic, Cellular) are multiplied by toxin multiplier interpolated: +12% at 1 → −15% at 10.

Charisma

Charisma influences trade prices, loadout points on character creation, and presentation hooks.

  • Loadout point modifier = RoundAwayFromZero(curvedDelta * 2). Example: Charisma 1 = −10, Charisma 10 = +15.
  • Trade price modifier: buying/selling amount × (1 + curvedScaledModifier) where scaled endpoints are ±10%.
  • Chat font size increases by +2 for Charisma ≥ 7; low Charisma produces examine/speech flavor text.

Intelligence

Intelligence speeds medical/timed actions and reduces lathe production time / material use.

  • Medical/timed actions: speed multiplier = max(0.1, 1 + (I − 5) × 0.1). Action delay = baseDelay / speedMultiplier.
  • Lathe production time: linear interpolation: Intelligence ≤4 increases production time with +15% per point below 5; Intelligence ≥5 reduces time linearly to min multiplier (default 0.50 at 10). Example multipliers: 1→1.60, 5→1.00, 10→0.50.
  • Lathe material use: only rewards above-average Intelligence; at 10 material use multiplier ≈ 0.75 (25% discount) with linear scaling in-between.

Agility

Agility affects movement speed and action cadence.

  • Movement speed: interpolates from −7.5% at 1 to +7.5% at 10 (small but consistent).
  • Action/melee cadence: action delay interpolates from +8% delay at 1 to −10% delay at 10.

Luck

Luck drives critical hits and chance-based reward hooks.

  • Single‑shot critical chance scales to 25% at Luck=10. Implementation uses curved Δ proportion of the endpoint and clamps to [0,1]. Revolver-style single-shot weapons double this chance.
  • Unlucky chance: low Luck introduces small chances of an unlucky hit: Luck 2→5%, 3→3%, 4→1%.
  • Generic luck rolls (loot, etc.) use GetLuckRollChance(baseChance, chancePerPoint) where chancePerPoint is tuning-dependent (default tuning.LuckLootChancePerPoint).

Implementation & References

  • Core implementation: Content.Shared._Misfits.Special.SharedSpecialSystem.cs
  • Tuning defaults: Resources/Prototypes/_Misfits/Special/special_tuning.yml
  • Stat consumers: Content.Shared._Misfits.SpecialStats and server combat/lathe systems.

Using this page

  • Quick reference at top is suitable for guides and tooltips.
  • For exact runtime behavior, consult the referenced code files above if your server uses custom tuning YAML.