Death Road To Canada Wiki
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'''Stats '''can be found within the in-game menu, under the 'Status' window. Each survivor will have an individual level for each of the character stats detailed below.
 
'''Stats '''can be found within the in-game menu, under the 'Status' window. Each survivor will have an individual level for each of the character stats detailed below.
   
Stats can be increased or decreased through various NPCs, [[Events]], and use of books and magazines. The minimum value a stat can be is 0, while the maximum is 6. Each value is indicated by a small face emoticon.
+
Stats can be increased or decreased through various NPCs, [[Events]], and use of books and magazines. The minimum value a stat can be is 0, while the maximum is 6. Each value is indicated by a small face emoji
{| class="article-table" align="center"
+
{| class="article-table"
  +
|Value
| style="width: 20%" |'''Value'''
 
 
|Description
| style="width: 10%" |0
 
 
|Icon
| style="width: 10%" |1
 
| style="width: 10%" |2
 
| style="width: 10%" |3
 
| style="width: 10%" |4
 
| style="width: 10%" |5
 
| style="width: 10%" |6
 
 
|-
 
|-
 
|0
|'''Description'''
 
 
|Worst
 
|Worst
|Terrible
 
|Bad
 
|Average
 
|Good
 
|Great
 
|Best
 
|-
 
|'''Icon'''
 
 
|[[File:Zero.png|thumb|30x30px|centre]]
 
|[[File:Zero.png|thumb|30x30px|centre]]
  +
|-
  +
|1
 
|Terrible
 
|[[File:One.png|thumb|30x30px|centre]]
 
|[[File:One.png|thumb|30x30px|centre]]
  +
|-
  +
|2
 
|Bad
 
|[[File:Two.png|thumb|30x30px|centre]]
 
|[[File:Two.png|thumb|30x30px|centre]]
  +
|-
  +
|3
 
|Average
 
|[[File:Three.png|thumb|30x30px|centre]]
 
|[[File:Three.png|thumb|30x30px|centre]]
  +
|-
  +
|4
 
|Good
 
|[[File:Four.png|thumb|30x30px|centre]]
 
|[[File:Four.png|thumb|30x30px|centre]]
  +
|-
  +
|5
 
|Great
 
|[[File:Five.png|thumb|30x30px|centre]]
 
|[[File:Five.png|thumb|30x30px|centre]]
  +
|-
  +
|6
 
|Best
 
|[[File:Six.png|thumb|30x30px|centre]]
 
|[[File:Six.png|thumb|30x30px|centre]]
 
|}
 
|}

Revision as of 05:05, 19 June 2017

Stats can be found within the in-game menu, under the 'Status' window. Each survivor will have an individual level for each of the character stats detailed below.

Stats can be increased or decreased through various NPCs, Events, and use of books and magazines. The minimum value a stat can be is 0, while the maximum is 6. Each value is indicated by a small face emoji

Value Description Icon
0 Worst
Zero
1 Terrible
One
2 Bad
Two
3 Average
Three
4 Good
Four
5 Great
Five
6 Best
Six
Seven

Ex.

Some Rare Characters can exceed the cap for certain stats. In these cases the face symbol will glow to indicate it's gone over, or under the value.

Characters that have certain values in two different stats may acquire options for a Stat Combo.

Morale

Morale is the measure of how happy and motivated a survivor is. When a survivor's Morale reaches its minimum limit, that survivor may leave the group or cause Morale loss for other survivors. Rare Characters may have other negative consequences for low Morale, such as damaging the group or causing a party member to be killed.

Morale can be affected by a large number of events; actions that benefit the group or their personal well-being will generally raise it, while actions that negatively affect the group like bandits or bad weather will often lower it. If the group is able to eat a 'decent meal,' anyone with a Morale level lower than 'bad' will increase by one level. If a survivor's Morale is bad or higher, it will not change.

Combat Stats

Fighting stats are used to deliver damage to hordes of zombies by either melee or shooting. A party well-rounded in all combat stats is nearly essential for surviving all the way to Canada. All three stats listed can be negatively affected by the 'Tired' status.

Strength

Strength is the measure of how physically capable a survivor is. The stat affects the damage and attack speed a survivor deals when using a Melee Weapon. It also affects the chance of succeeding in strength-based events. Survivors with a high Strength stat can have unique event options available to them when talking to strength trainers and some bandits.

The Strength stat affects the what furniture a survivor is able to pick up and throw. A character with maximum Strength can expect to be able to lift beds and wardrobes, while a character with minimum Strength will be limited to little more than small chairs.

Fitness

Fitness is the measure of a survivor's athletic stamina. The stat affects how quickly a survivor will get tired when repeatedly swinging weapons. Characters need a high Fitness value to be able to effectively swing heavy weapons, otherwise they will take a long time to wind up the weapon for another swing, making it easy to be overwhelmed by hordes of zombies. Fitness will affect the chance of succeeding in Fitness-based events.

Shooting

Shooting is a measure of how accurate a survivor is with firearms. A character with high Shooting has a better chance to pierce zombies with bullets, will be more likely to bounce bullets off walls, and will be able to achieve better accuracy when aiming from further away in less time. The chance of succeeding in Shooting-based events is also impacted by this stat.

Support Stats

Support stats are utility-based; one survivor can excel in a support stat to benefit the entire team, particularly during driving intermissions.

Medical

Medical affects how many medical supplies are used by a survivor when treating wounds. A character with higher Medical skills uses up less medical supplies and, at the maximum level, has a chance to treat wounds through 'improvisation' if there are no medical supplies left. In addition to this, it will also affects the chance of succeeding in medical-based events.

Mechanical

Mechanical is the measure of a survivor's technical skill and knowledge of machines including vehicles. When the party's car breaks down, a character with great Mechanical skills will be able to repair it. Better Mechanical means the party is less likely to lose a day to repairs. Each vehicle in the game will require a different level of Mechanical skill to repair. Other Mechanical-based events will also be affected by this skill.

Personality Stats

Personality stats dictate how a survivor interacts with their environment and and other survivors. Combinations of certain personality traits will also grant a survivor additional abilities. Unlike combat or support stats, personality stats usually do not fluctuate frequently.

Wits

Wits are the measure of how well a survivor is able to create solutions on the spot. A high Wits value can potentially save a character from negative consequences if they fail a test against other stats. Wits will additionally impact the chance of succeeding in Wits-based events. With low enough Wits and Composure a character can tell people to 'Cool It.'

Attitude

Attitude is a measure of a survivor's general outlook and how friendly or cooperative they are. Attitude will affect changes in morale. High Attitude will result in less morale decrease and more morale increase, while a low attitude will result in the opposite. Characters with low Attitude are much more likely to get into arguments with other members of the party while driving, which often causes Morale loss.

Composure

Composure is the measure of a survivor's ability to remain cool under pressure, and otherwise stressful situations. It affects the chance of succeeding in composure-based events. With low enough Composure and Wits, a character can tell people to 'Cool It.'

Loyalty

Loyalty is the measure of a survivor's allegiance to the group. Loyalty can be the difference between a character selling the party out to bandits or risking their life to help overcome an obstacle. Loyalty is unique in that it will impact whether the character is effectively 'good' or 'evil.'

Characters with high Loyalty will gain Morale for helping strangers, successfully rescuing survivors, and otherwise being a decent human being. They lose Morale if someone in the party acts mean or selfish. Inversely, characters with very low Loyalty will not only lose Morale for being kind to others, but will also gain Morale by successfully stealing, screwing strangers over, and otherwise being selfish. This is known as guilt. Loyalty-based events will be affected by this skill.

Hidden Stats

Hidden stats are stats that do not fit into other categories in that they cannot be raised and lowered using common training methods and do not follow a worst-to-best scale like other stats do.

Vitality

Vitality is a hidden stat that determines each character's total health. Most characters will start with 3 Vitality which equates to 3 hit points. Dogs will always begin with 2 Vitality which equates to 2 hit points. Some Rare Characters can vary with some having only 1 Vitality, while some boast up to 6.

Certain Perks and Traits can alter the starting Vitality score of a character, such as BERSERK! or Frantic Whiner. Random events such as the Toilet Genie will offer the player opportunities to increase a survivor's Vitality.

Dexterity

Dexterity is a hidden stat that determines the movement speed of each character. Most characters will have a default value but certain Perks and Traits can alter the starting Dexterity score of a character, such as Big Bruiser or Frantic Whiner. Characters with higher Dexterity will have a bigger window to escape the clutches of a zombie before they are bitten.

Pets start with a higher dexterity value, as do some Rare Characters. All survivors will receive one dexterity level just before the final Siege on most Game Modes.

Cool It

The 'Cool It' stat is a hidden character stat that can be increased by having the character say "COOL IT" during choice events. The 'Cool It' stat functions somewhat like a special charge meter. As a character continues to say "COOL IT" in events, the stat will continue to rise until it hits the cap.

Once the stat is at its cap a special option will appear during some events that allows the character to say "COOL IT!!!" (with three glowing exclamation marks). Using this special "COOL IT!!!" option will always provide a party-wide benefit and reset the stat to minimum, forcing the character to build it back up again.