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SPECIAL

From Misfits Nuclear Wasteland
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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

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.

SPECIAL Quick Reference — endpoints & core formulas
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.