Perception
Perception (PER) - Driven by char [n-1].
* Absent - Treated as "blind", generally unaware of surroundings.
* Natural - Treated as "aware". Gets boost to accuracy, advance visual/audio cues before "surprise" events (e.g. falling stones before monster attacks thru ceiling), battle sounds and music trigger sooner, and more items highlight on hover. Perception is an awareness of what HAPPENS NEXT. In dialog, player generally gets any advantage awareness (or appearance of it) can grant reasonably.
* Trained - Alternative to "natural", effects better than Natural, but fade with tiredness. NPC feedback based on tiredness.
* Expert - Requires Trained or Natural. Requires alignment to guild/group/quests offering training. Significant end-game multiplier for Natural/Trained. Treated as "prophet", "chessmaster", "one step ahead".
Perceptive
- Character has deeper awareness of NPCs & possible events.
- Character gains more EXP and better hover tips from new place, new NPC, and new enemy discoveries.
- Character gets battle music cues faster, less fog of war effects.
- Character is described as observant, but unwise.
- Character has advantages with Fire elemental magic.
- Character may train for Intelligence, but this is treated as remedial in dialog, and the advantages diminish when the character is tired.
- Default face type: Angular
Type
Physiological

Comments