Abilities are inborn qualities expressed by numbers. Each species and breed
has set ability values separately. There are 13 abilities that are considered
in each species (or breed). Each stat can have value of ability points (AP)
from -3 up to +5.
For purebloods is inborn sum of all these values always 25, so all mountable
animal breeds and species are balanced on that number. Except for dragons,
crossbreeds and defected offsprings. Defected offspring have abilities
decreased by 13 AP (see
breeding info).
On the end of this page are charts with numbers for all mountable species in
Colderra and basic abilities determined for incoming equine breeds (for
crossbreeding).
THE 13 ABILITIES
- [SPE] Speed: how fast animal can get from point A to point B no matter if ground, water or air.
- [END] Endurance: how long can animal keep up high intensity physical movement or work
- [JUM] Jumping: how high/far can animal jump.
- [GRA] Ground agility: how agile is animal on a ground, how fast it can turn around on spot, how well he can maneuver in fast motion.
- [AIA] Air agility: how agile is animal it the air, how fast it can turn around on spot, how well he can maneuver in fast motion, if he can hover on a spot. Negative ability number means species cannot naturally fly.
- [WAA] Water agility: how agile is animal in a water, how fast it can turn around on spot, how well he can maneuver in fast motion. Water agility determines also how well animal can swim and how well it can dive.
- [STR] Strength: how strong animals is in carry or draught
- [ELE] Elegance: how is perceived beauty of animal by general audience, how elegantly it can move.
- [INT] Intellect: how smart animal is, how fast it can learn, how trainable animal is.
- [DRE] Dreadness: how deadly animal is, how creepy it looks. How grave injury it can cause, how high is chance that you will be attacked, how aggressive animal is.
- [OBE] Obedience: how easy/hard is to control animal while ridden, how obedient it is without tack
- [COU] Courage: how brave or cowardly the animal is, how usable it is in dangerous or scary situation.
-
[RES] Resistance: how much can mount withstand in terms of
physical damage, both battle or intoxication.
THE NUMBERS
Mason, what do they mean?
Each numbers' value can be verbally descripted for better idea.
- -3 - even if perked, mount still won't get especially good (mostly used with heavy mounts and air agility stat)
- -2 - ultrabad, catastrophe if tries (air agility -2 means mount cannot fly, water agility -2 means that mount cannot swim)
- -1 - bad, low chance of success (air agility -1 means that mount can possibly glide for short amount of time, water agility -1 means that mount will not drown, but is bad at swimming)
- 0 - neutral, average ability (air agility 0 means that mount can fly, but isn't explicitly good in it, same with water agility)
- 1 - little more knowledge and assurance than average
- 2 - most of time is better than average
- 3 - all the time is better than average
- 4 - damn he's good
- 5 - mounts prime stat, like HELLA GOOD
INHERITING ABILITIES [click me]
Those abilities do not have to be counted by player. They are counted automatically by admin with creation of official import. But I want you to know, how are abilities set.- Healthy mounts have full abilities = 25 AP (30 in case of a dragon).
- Defected mount has decreased abilities by 13 AP, which leaves them with 12 AP. The points evenly subtracted from each ability. If ability is already on -3, point is subtracted from ability above, unless it's first ability in chart. Then it's subtracted from ability below.
- Heritable defections come only from breeding penalties (see breeding info). Battle injuries, perk defects and items doesn't affect protentional offspring.
- If both parents have sum of 25 pureblood offspring must have sum of 25 too.
- If one or both parents are defected, offspring might not have full AP number.- Distribution of AP can be done by averaging number of each AP of both parents (sire: strength 5; dam: strength 0 = offspring: strength 2,5 - which will be rounded up to 3) or by calculation from percentage (sire: strength 80% of 5; dam: strength 20% of 0 = offspring: strength 100% of 4)