SPECIAL
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☢ MISFITS NUCLEAR WASTELAND — SPECIAL ☢
MISFITS SANCTUARY WIKI — WASTELAND OPERATIONS MANUAL
⚠ MANDATORY READING ⚠
This page describes server SPECIAL behavior. Read code references if tuning differs.
Getting Started
Quick Links |
New Player?Start here: read Survival Basics then pick a faction. SPECIAL affects combat, crafting, and lathe use; see below. |
Quick Reference
Use this table for a fast lookup — paste into guides or tooltips.
| Level | Curved Δ | Strength: melee × (1 + Δ * 0.02) | Strength: carry/pull (−8% @1 → +10% @10) | Perception: spread ( +15% @1 → −25% @10 ) | Endurance: health adj (±20 @ ends) | Intelligence: medical speed (1 + (I−5)*0.1) | Agility: move speed (−7.5% @1 → +7.5% @10) | Luck: single‑shot crit (≈25% @10) |
|---|---|---|---|---|---|---|---|---|
| 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% |
Detailed Effects
These sections explain each stat and reference the code paths used by the server.
Strength
Strength applies to melee damage, heavy weapon handling, and carrying/pulling.
- Melee damage multiplier: 1 + (curvedΔ) × 0.02. (Code: SpecialCombatSystem.ApplyStrengthMeleeModifier)
- Carry/pull speed: scaled from −8% at 1 to +10% at 10 (code: SpecialStrengthSystem.OnCarryPullSpeedModifier).
- Heavy gun handling: aim/recoil scaled with endpoints +18% @1 → −10% @10; clamped to [0.70, 1.40].
Perception
Perception controls ranged precision and cadence.
- Spread/recoil: interpolated keepFraction (endpoints +15% @1 → −25% @10).
- Fire rate: multiplied by 1 / (1 + modifier) (code: SpecialPerceptionSystem).
Endurance
Endurance modifies health thresholds, need decay, stamina recovery, and toxin resistance.
- Health thresholds: adjusted by an additive value interpolated −20→+20 (code: SpecialEnduranceSystem.ApplyHealthThresholds).
- Hunger/Thirst decay: multiplier interpolated +15% @1 → −12% @10.
- Stamina recovery: interpolated −15% @1 → +20% @10.
- Toxin damage types are multiplied by a scaled multiplier (code: SpecialEnduranceSystem.OnDamageModify).
Charisma
Charisma affects economy and presentation.
- Loadout points at character creation: RoundAwayFromZero(curvedΔ × 2). (Used in SharedLoadoutSystem.)
- Trade price modifiers: endpoints ±10% applied to buy/sell flows (code: NcStoreLogicSystem.ApplyCharismaBuyPrice / ApplyCharismaSellReward).
- Chat font size increases for Charisma ≥ 7.
Intelligence
Intelligence affects medical action speed and lathe production.
- Medical/timed action speed: multiplier = max(0.1, 1 + (I − 5) × 0.1). (SharedSpecialSystem.GetIntelligenceMedicalActionSpeed)
- Lathe production time: Intelligence ≤4 increases production time; Intelligence ≥5 reduces time to a min multiplier (default 0.50 at 10). (LatheSystem.GetIntelligenceLatheProductionTime)
- Lathe material use: above-average Intelligence grants material discounts up to 25% at 10.
Agility
Agility provides movement and action cadence improvements.
- Movement speed multiplier: interpolates between −7.5% at 1 and +7.5% at 10 (SpecialMovementSystem).
- Action/melee cadence: action delay interpolates from +8% at 1 to −10% at 10 (SpecialAgilitySystem).
Luck
Luck affects critical hits and chance-based rewards.
- Single-shot crit chance scales to 25% at Luck=10; implementation uses curvedΔ proportion (SpecialCombatSystem.GetLuckCriticalChance).
- Unlucky chance: small extra failure probabilities at low Luck (2→5%, 3→3%, 4→1%).
- Loot/roll hooks: use SharedSpecialSystem.GetLuckRollChance(baseChance, chancePerPoint).
Code & Tuning References
- Core: SharedSpecialSystem.cs
- Tuning: Resources/Prototypes/_Misfits/Special/special_tuning.yml
- Strength: Content.Shared/_Misfits/SpecialStats/SpecialStrengthSystem.cs
- Perception: Content.Shared/_Misfits/SpecialStats/SpecialPerceptionSystem.cs
- Endurance: Content.Shared/_Misfits/SpecialStats/SpecialEnduranceSystem.cs
- Intelligence: Content.Server/Lathe/LatheSystem.cs and SharedSpecialSystem helpers
Notes
- Values on this page assume the repository default tuning YAML. If your server customizes the prototype, recompute using the same curved Δ table.