Player Attributes

From the Fear Nightfall wiki · Fear Nightfall

Player Attributes are the numeric stats that the pack's mods attach to players, mobs and gear. They shape how a spell is cast, how hard a hit lands, how far a block drops experience and how fast the player mines. Most of them come from Iron's Spells 'n Spellbooks, which adds the magic stats such as maximum mana, spell power and school resistances. Iron's Lib, the library mod that the magic mod depends on, adds eight combat, mining and experience stats. Sons of Sins adds one cooldown stat. Gear tooltips show the effect of each stat, and a player cares about them because they are what separate a caster, a melee fighter and a miner in this pack.

How attributes work

Every attribute has a base value that means no change. Armor, weapons, rings, charms, spellbooks and status effects add modifiers on top of that base. The modifiers used for these stats add a percentage of the base, so two items that each give +10 percent give +20 percent in total. Most stats below are stored as multipliers, where 1.0 means 100 percent and no change. The text gives the base value in those terms.

Every living entity has every attribute, including mobs and players. A mob's spell power or resistance is therefore an ordinary attribute value, and the mod sets some mob values at spawn. The Spellcasting page lists the default school resistances.

Magic attributes (Iron's Spells 'n Spellbooks)

Mana

max_mana has a base of 100. Spell Books, Rings, Amulets and Charms and Mage Armor add to it. mana_regen has a base of 1.0. Every 10 ticks, the player gains maximum mana multiplied by mana_regen and by 1 percent, then multiplied by the server's manaRegenMultiplier (default 1.0). At the base values, a player with 100 maximum mana gains 1 mana every 10 ticks. Casting rules, including how spells spend mana, are on Spellcasting.

Spell power

spell_power multiplies the effect of every spell. Each of the nine schools also has its own spell power attribute, such as fire_spell_power or holy_spell_power, which multiplies only that school's spells. The two stack. The base value of each is 1.0. Staffs, School Armor Sets and the school pages, such as Fire Spells and Holy Spells, list the bonuses for each school.

Cooldown reduction

cooldown_reduction has a base of 1.0. The cooldown of each spell is multiplied by 2 minus a soft-capped value of the attribute. The soft cap starts at 1.5, so each point above that gives less reduction than the one before.

Cooldown reduction Cooldown multiplier
100 percent (base) 1.00
115 percent 0.85
150 percent 0.50
200 percent 0.25

Swords imbued with a spell have a further cooldown multiplier of 0.5. See Spellcasting for the rules.

Cast time reduction

cast_time_reduction has a base of 1.0. For most spells, the cast time is multiplied by the same curve as the cooldown, so 115 percent gives 0.85 of the base cast time. Continuous spells, which last as long as the player holds the cast, use the raw value instead, so a higher value makes them last longer. The Hastened and Slowed effects change this attribute by a few percent per level.

Casting movement speed

casting_movespeed has a base of 1.0. While the player is casting, the movement input is multiplied by 0.2 plus the attribute value minus 1. A base caster therefore moves at 20 percent of normal speed while casting. An 80 percent bonus brings the player to full speed. Boots of Speed in Mage Armor add 60 percent.

Summon damage

summon_damage has a base of 1.0. Damage dealt by a summon, such as a vex, a polar bear or a summoned sword, is multiplied by the summoner's value. See Summoned Creatures.

Spell resist and school resistance

Each school has a *_magic_resist attribute, and there is one spell_resist attribute. Both have a base of 1.0. When a spell of a school hits an entity, the damage is multiplied by 2 minus a soft-capped product of that school's resistance and the entity's spell_resist. A value below 1.0 means more damage taken, and a value above 1.0 means less. For example, undead take 1.5 times holy damage at their default holy resistance of 0.5, and take half blood damage at their default blood resistance of 1.5. Only spell damage is affected. The sources that raise spell resist are listed in the table at the end of the page.

Combat attributes (Iron's Lib)

Dodge chance

dodge_chance has a base of 1.0, which means no dodge. The attribute's value minus 1.0 is the chance that an incoming hit is cancelled, so 1.2 gives a 20 percent chance. The check applies to every damage source, not only melee. A dodge plays a sound and gives the player 20 ticks of invulnerability. The spells that dodge hits in a different way are on Ender Spells and Iron's Spellbooks Effects.

Armor pierce

armor_pierce has a base of 0 and is not a multiplier. When a living entity hits another, the target's armor value in the damage calculation is reduced by the whole part of the attribute value, down to a minimum of 0. Each whole point of armor pierce ignores one point of armor.

Critical damage

crit_damage has a base of 1.0. Its value minus 1.0 is added to the critical hit multiplier. Vanilla critical hits deal 1.5 times the normal damage, so a value of 1.25 raises a critical hit to 1.75 times.

Healing received

healing_received has a base of 1.0. It multiplies the amount of every heal the entity receives. The Blight effect and the Soul Burn effect reduce healing in the magic mod.

Arrow damage and projectile damage

arrow_damage and projectile_damage each have a base of 1.0. Arrow damage multiplies the damage of arrows, and projectile damage multiplies the damage of other projectiles, such as thrown items. Each one applies only to the matching direct entity.

Mining and experience (Iron's Lib)

Mining speed

mining_speed has a base of 1.0 and multiplies the break speed of the player. Hastened and Slowed effects also change it, and the Butchery Tools hammers list their own mining speed. The Ores and Mining page lists the pack's mineable blocks.

Experience gained

experience_gained has a base of 1.0. It multiplies the experience that a block drops for any player who breaks it, and the experience that a mob drops when the attacking player has the attribute. The Emerald Stoneplate Ring multiplies mob experience by 1.25 per ring. Its effect is separate from the attribute and compounds with it.

Sons of Sins: cooldown cap

sons_of_sins:cooldown_cap is added to every player and villager. Its default is 0 and its maximum is 240. The Blud behaviour reads the value and stops one of its branches once the value reaches 240. The attribute is synced to clients.

Where the attributes come from

Source Main attributes Page
Mage Armor and School Armor Sets Max mana, spell power, school spell power Mage Armor, School Armor Sets
Staffs Spell power, mana regeneration, cast time Staffs
Rings, amulets and charms Max mana, cooldown reduction, cast time, mana regeneration, summon damage, spell resist Rings, Amulets and Charms
Spell Books Max mana, one school's spell power, cooldown reduction, cast time, spell resist Spell Books
Upgrade Orbs and the Arcane Anvil Spell power, spell resist and max mana from orbs; attribute modifiers from anvil upgrades Upgrade Orbs, Arcane Anvil
Status effects Movement, attack speed, cast time, mining speed, healing Iron's Spellbooks Effects
Accessories Any of the above, through Curios slots Accessories and Curios
Butchery and Iron's Spellbooks weapons Mining speed and spell resist on some tools and weapons Butchery Tools, Iron's Spellbooks Weapons

Fear Nightfall changes

  • Curios is installed, so the Iron's Lib remap for Curios accessories is active.
  • Apotheosis is not part of the pack. The Iron's Lib remap to Apotheosis attributes is therefore inactive.
  • Iron's Spells loot now reaches the chests that the pack maps to vanilla chests, so magic gear that carries these stats can be found in structures. See Iron's Spells 'n Spellbooks.
  • The pack redirects the phone-home calls of Iron's Lib to localhost. This does not affect its attributes.

Tips

  • Check the tooltip of each piece before crafting. Several stats only show there, and a stack of items that each add a small percentage can change a fight.
  • Cooldown reduction has diminishing returns above 150 percent. Spreading the bonus across rings and spellbooks works better than stacking one source.
  • Armor pierce works in whole points. A value of 0.9 does nothing, so aim for whole numbers when it matters.
  • Keep magic resistance in mind for the horror mobs. Undead and fire-immune mobs take extra or less damage from certain schools, so check the mob's page before choosing a school.