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There are 14 core Attributes that almost every [[Clanfellow]] will exhibit (e.g. Babies have no Work Efficiency), and they may be increased or decreased by [[Trait]]s and [[Affliction]]s, which occur in specific situations. | There are 14 core Attributes that almost every [[Clanfellow]] will exhibit (e.g. Babies have no Work Efficiency), and they may be increased or decreased by [[Trait]]s and [[Affliction]]s, which occur in specific situations. | ||
<br>Special Attributes may be present situationally (see below table). | <br> Special Attributes may be present situationally (see below the table). | ||
[[Animal]]s also have Attributes, fewer than the Clanfolk, detailed below. | |||
== Clanfolk Attributes == | == Clanfolk Attributes == | ||
This table lists the 14 Attributes in the order shown on a Clanfellow Infobox. Base Max Value will be largely unchanging through the game or | This table lists the 14 Attributes in the order shown on a Clanfellow Infobox. Base Max Value will be largely unchanging through the game or changing consistently based on Age. The Base Change will be modified by the Traits and Afflictions the Clanfolk have but almost all decrease by default. | ||
<br>''Reduced by'' and ''Increased by'' are not exhaustive listings. | <br> ''Reduced by'' and ''Increased by'' are not exhaustive listings. | ||
<br>Units separators intentionally omitted. | <br> Units separators intentionally omitted. | ||
{| class="wikitable" | {| class="wikitable" | ||
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| Mood || 10 000 || -1/s || (only the Max Value is affected except for lonely) <br> Working <br> Most negative Afflictions <br> Lonely (-5/s) || (only the target Value is affected) <br> Free Time <br> Wearing Plaid (+250 target value) <br> Many positive Afflictions | | Mood || 10 000 || -1/s || (only the Max Value is affected except for lonely) <br> Working <br> Most negative Afflictions <br> Lonely (-5/s) || (only the target Value is affected) <br> Free Time <br> Wearing Plaid (+250 target value) <br> Many positive Afflictions | ||
|- | |- | ||
| Work Efficiency || 10 000 || - || Mood below 5 000 <br> Various Traits and Afflictions: || Mood above 5 000 <br> Various Traits and Afflictions: || Affects Work Speed: <br> 50% at 0 W.E. <br> 100% (neutral) at 5 000 W.E. <br> 200% at 10 000 W.E. | | Work <br> (Efficiency) || 10 000 || - || Mood below 5 000 <br> Various Traits and Afflictions: || Mood above 5 000 <br> Various Traits and Afflictions: || Affects Work Speed: <br> 50% at 0 W.E. <br> 100% (neutral) at 5 000 W.E. <br> 200% at 10 000 W.E. | ||
|- | |- | ||
| Age <br> (Displays as age group name) || Baby: 36 000 <br> Juvenile: 72 000 <br> Adult: 230 400 to 345 600 <br> Senior: 43 200 to 64 800 || +1/s <br> except Seniors: -1/s || colspan="2" | N/A change is constant || Babies: 20 days <br> Juveniles: 40 days <br> Adults: 128 to 192 days <br> Seniors: 24 to 36 days <br> <br> Total lifespan: <br> 212 to 288 days <br> (5.3 to 7.2 years) | | Age <br> (Displays as age group name) || Baby: 36 000 <br> Juvenile: 72 000 <br> Adult: 230 400 to 345 600 <br> Senior: 43 200 to 64 800 || +1/s <br> except Seniors: -1/s || colspan="2" | N/A change is constant || Babies: 20 days <br> Juveniles: 40 days <br> Adults: 128 to 192 days <br> Seniors: 24 to 36 days <br> <br> Total lifespan: <br> 212 to 288 days <br> (5.3 to 7.2 years) | ||
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| Food || Baby & Juvenile: Proportional to Health <br> Adult & Senior: 10 000 ||-3/s || Time || Eating | | Food || Baby & Juvenile: Proportional to Health <br> Adult & Senior: 10 000 ||-3/s || Time || Eating | ||
|- | |- | ||
| Water || Baby & Juvenile: Proportional to Health <br> Adult & Senior: 10 000 || -3/s || Sweating (-2/s) <br> | | Water || Baby & Juvenile: Proportional to Health <br> Adult & Senior: 10 000 || -3/s || Sweating (-2/s) <br> Diarrhoea (-5/s) || Drinking || | ||
|- | |- | ||
| Sleep || Baby & Juvenile: Proportional to Health <br> Adult & Senior: 36 000 || -7/s || Working (-5/s) || Sleeping || | | Sleep || Baby & Juvenile: Proportional to Health <br> Adult & Senior: 36 000 || -7/s || Working (-5/s) || Sleeping || | ||
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| Cleanliness || Baby & Juvenile: Proportional to Health <br> Adult & Senior: 10 000 || -3/s || Working (-5/s) <br> Pooping || Wash Zone <br> Bathtub || | | Cleanliness || Baby & Juvenile: Proportional to Health <br> Adult & Senior: 10 000 || -3/s || Working (-5/s) <br> Pooping || Wash Zone <br> Bathtub || | ||
|- | |- | ||
| Bathroom || Baby & Juvenile: Proportional to Health <br> Adult & Senior: 10 000 || -5/s || | | Bathroom || Baby & Juvenile: Proportional to Health <br> Adult & Senior: 10 000 || -5/s || Diarrhoea (-10/s, -1000 max) || Poop Hole <br> Toilet || | ||
|- | |- | ||
| Social || Varies per Clanfellow || || Time spent without socializing || Talking (+125/s) <br> Listening (+75/s) || | | Social || Varies per Clanfellow || || Time spent without socializing || Talking (+125/s) <br> Listening (+75/s) || | ||
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|- | |- | ||
| Plaid || 10 000 || || - || Wearing plaid (+2000) || +0.125 target Mood per point | | Plaid || 10 000 || || - || Wearing plaid (+2000) || +0.125 target Mood per point | ||
|- | |||
! Attribute !! Base Max Value !! Base Change !! Reduced by !! Increased by !! Notes | |||
|} | |} | ||
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=== Special Attributes === | === Special Attributes === | ||
In addition to the Attributes listed in the table above, some Special Attributes are possible. | In addition to the Attributes listed in the table above, some Special Attributes are possible. | ||
==== Pregnancy ==== | |||
If an Adult couple are both happy enough, sharing a private Room, with a double bed; it is possible for the woman to become Pregnant. Pregnancy will last 36000s (20 days) and is shown third in the Attribute listing. Women do not become pregnant soon after giving birth and are somewhat indisposed caring for the child for the duration of Babyhood. (More details [[Pregnancy]].) | |||
==== Satisfaction ==== | ==== Satisfaction ==== | ||
Visitors to the players Clan ([[Trader]]s, [[Traveller]]s, [[Worker]]s) will, in addition to the above Attributes, also have a Satisfaction Attribute at the top of their listing. When Visitors leave the Map their Satisfaction will impact the [[Reputation]] their Clan has with the players Clan. Satisfaction is increased or decreased by several Afflictions. Should satisfaction drop too far the Visitor will leave the Map unprompted. | Visitors to the players Clan ([[Trader]]s, [[Traveller]]s, [[Worker]]s) will, in addition to the above Attributes, also have a ''Satisfaction'' Attribute at the top of their listing. When Visitors leave the [[Map]] their Satisfaction will impact the [[Reputation]] their Clan has with the players Clan. Satisfaction is increased or decreased by several Afflictions. Should satisfaction drop too far the Visitor will leave the Map unprompted. | ||
* '''Workers''': Most closely | * '''Workers''': Most closely analogous with the players Clanfolk, having them use the Skill they like and avoid what they hate is important. Time Off can provide massive improvement to Satisfaction. With high enough Satisfaction the Worker may ask to join the players Clan. | ||
* '''Travellers''': Want good quality food, large private rooms. Dislike small shared rooms, basic food, bad temperature. | * '''Travellers''': Want good quality food, large private rooms. Dislike small shared rooms, basic food, bad temperature. | ||
* '''Traders''': Want to trade more Items and Animals, the greater the value the better. | * '''Traders''': Want to trade more Items and Animals, the greater the value the better. | ||
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==== Courage ==== | ==== Courage ==== | ||
Visitors engaging in Negotiations with the player Clan will have a Courage Attribute shown at the top of their listing. | Visitors engaging in Negotiations with the player Clan will have a Courage Attribute shown at the top of their listing. | ||
== Animal Attributes == | == Animal Attributes == | ||
Livestock have | [[Animal]]s also have Attributes. <br> Livestock and Pets have these six basic Attributes, most of which work similarly to the Clanfolk attributes. (Wildlife will have neither Care nor Manure.) | ||
* '''Age''' - maximum dependant on species. Also displays as age range, eg. Chicken may be listed as Pullet. | * '''Age''' - maximum dependant on species. Also displays as age range, eg. Chicken may be listed as Pullet. | ||
* '''Health''' - decreases when Care is low. Young animals have less health to lose than full grown. | * '''Health''' - decreases when Care is low. Young animals have less health to lose than full grown. | ||
* '''Food''' - replenished in a number of ways, typically eating wild grass. Through Winter want a Food Trough | * '''Food''' - replenished in a number of ways, typically eating wild grass. Through Winter want a Food Trough. | ||
* '''Water''' - replenished at a [[Lake]] (or River), or a Water Trough | * '''Water''' - replenished at a [[Lake]] (or River), or a Water Trough. Drinking Ice depletes Care. | ||
* '''Care''' - increases when Well Fed and in an Animal Bed. Being in a Room away from the elements is also useful. | * '''Care''' - increases when Well Fed and in an [[Bed#Animals|Animal Bed]]. Being in a Room away from the elements is also useful. | ||
* '''Manure''' - dependant on species. | * '''Manure''' - dependant on species. | ||
=== Special Animal Attributes === | === Special Animal Attributes === | ||
* '''Milk''' - attribute for Cows and Nanny Goats. Resets with the use of a Milking Bucket. | * '''Milk''' - attribute for Cows and Nanny Goats. Resets with the use of a Milking Bucket. Fills twice a day for Cows, once daily for Nanny Goats. | ||
* '''Wool''' - attribute for Sheep. Resets with the use of Shears. | * '''Wool''' - attribute for Adult and Senior Sheep. Resets with the use of Shears. Takes one year to fill. | ||
* '''Pregnancy''' - possible temporary attribute for Adult females, if a compatible male is present. (Not Chickens) | * '''Pregnancy''' - possible temporary attribute for Adult females, if a compatible male is present. (Not Chickens) | ||
* '''Instinct''' - Cats have an urge to hunt, even if well fed they will eventually go and kill a Bunny or Rat. | * '''Instinct''' - Cats have an urge to hunt, even if well fed they will eventually go and kill a Bunny or Rat. | ||
[[Category:Game Mechanics]] | |||
Latest revision as of 03:41, 31 October 2025
Attributes are needs Clanfolk must satisfy to survive.
There are 14 core Attributes that almost every Clanfellow will exhibit (e.g. Babies have no Work Efficiency), and they may be increased or decreased by Traits and Afflictions, which occur in specific situations.
Special Attributes may be present situationally (see below the table).
Animals also have Attributes, fewer than the Clanfolk, detailed below.
Clanfolk Attributes
This table lists the 14 Attributes in the order shown on a Clanfellow Infobox. Base Max Value will be largely unchanging through the game or changing consistently based on Age. The Base Change will be modified by the Traits and Afflictions the Clanfolk have but almost all decrease by default.
Reduced by and Increased by are not exhaustive listings.
Units separators intentionally omitted.
| Attribute | Base Max Value | Base Change | Reduced by | Increased by | Notes |
|---|---|---|---|---|---|
| Mood | 10 000 | -1/s | (only the Max Value is affected except for lonely) Working Most negative Afflictions Lonely (-5/s) |
(only the target Value is affected) Free Time Wearing Plaid (+250 target value) Many positive Afflictions | |
| Work (Efficiency) |
10 000 | - | Mood below 5 000 Various Traits and Afflictions: |
Mood above 5 000 Various Traits and Afflictions: |
Affects Work Speed: 50% at 0 W.E. 100% (neutral) at 5 000 W.E. 200% at 10 000 W.E. |
| Age (Displays as age group name) |
Baby: 36 000 Juvenile: 72 000 Adult: 230 400 to 345 600 Senior: 43 200 to 64 800 |
+1/s except Seniors: -1/s |
N/A change is constant | Babies: 20 days Juveniles: 40 days Adults: 128 to 192 days Seniors: 24 to 36 days Total lifespan: 212 to 288 days (5.3 to 7.2 years) | |
| Health | Baby: 0 -> ? Juvenile: ? -> 10 000 Adult: 10 000 Senior: 10 000 decreasing |
0 | Starving (-10/s) Brawling Fire Fighting (potentially) Death's Door <40% Max Injured <80% Max |
Bed Rest (+2/s) Well Fed (+4/s) |
|
| Food | Baby & Juvenile: Proportional to Health Adult & Senior: 10 000 |
-3/s | Time | Eating | |
| Water | Baby & Juvenile: Proportional to Health Adult & Senior: 10 000 |
-3/s | Sweating (-2/s) Diarrhoea (-5/s) |
Drinking | |
| Sleep | Baby & Juvenile: Proportional to Health Adult & Senior: 36 000 |
-7/s | Working (-5/s) | Sleeping | |
| Warmth | 10 000 | Varies based on difference between current and target value | Cold weather Linen Clothing Rooms with Mountain Roofs and/or Ice Jugs |
Hot Weather Clothing except Linen Smithy (high) Cooking Fire (medium) Stone Fireplace (medium) Kitchen (medium) Bloomery (medium) Charcoal Kiln (medium) Kiln (medium) Wall Torch (low) Standing Torch (low) |
|
| Cleanliness | Baby & Juvenile: Proportional to Health Adult & Senior: 10 000 |
-3/s | Working (-5/s) Pooping |
Wash Zone Bathtub |
|
| Bathroom | Baby & Juvenile: Proportional to Health Adult & Senior: 10 000 |
-5/s | Diarrhoea (-10/s, -1000 max) | Poop Hole Toilet |
|
| Social | Varies per Clanfellow | Time spent without socializing | Talking (+125/s) Listening (+75/s) |
||
| Fun | 7200 | -2/s | Bored (-1/s) | Playing an Instrument (+90/s for 30s per use) Free Time (+20/s) |
|
| Environment | - | Variety of factors detailed on Environment page including Room Size, Building material, Objects, Items Negated while in darkness |
+/- 0.5 target Mood per point | ||
| Plaid | 10 000 | - | Wearing plaid (+2000) | +0.125 target Mood per point | |
| Attribute | Base Max Value | Base Change | Reduced by | Increased by | Notes |
Mood and Warmth have a "Target Value", depicted by a thin vertical white line on the bar. This target value changes instantly depending on clothing, weather and other factors; however, the Current Value moves slowly towards the target value. The further it is from the target, the faster it moves towards that target.
In-game, the modifiers displayed when hovering an attribute may be misleading, as they display "500 Max" or "-500 Max" instead of "+500 target value" or "-500 target value" respectively.
Special Attributes
In addition to the Attributes listed in the table above, some Special Attributes are possible.
Pregnancy
If an Adult couple are both happy enough, sharing a private Room, with a double bed; it is possible for the woman to become Pregnant. Pregnancy will last 36000s (20 days) and is shown third in the Attribute listing. Women do not become pregnant soon after giving birth and are somewhat indisposed caring for the child for the duration of Babyhood. (More details Pregnancy.)
Satisfaction
Visitors to the players Clan (Traders, Travellers, Workers) will, in addition to the above Attributes, also have a Satisfaction Attribute at the top of their listing. When Visitors leave the Map their Satisfaction will impact the Reputation their Clan has with the players Clan. Satisfaction is increased or decreased by several Afflictions. Should satisfaction drop too far the Visitor will leave the Map unprompted.
- Workers: Most closely analogous with the players Clanfolk, having them use the Skill they like and avoid what they hate is important. Time Off can provide massive improvement to Satisfaction. With high enough Satisfaction the Worker may ask to join the players Clan.
- Travellers: Want good quality food, large private rooms. Dislike small shared rooms, basic food, bad temperature.
- Traders: Want to trade more Items and Animals, the greater the value the better.
Courage
Visitors engaging in Negotiations with the player Clan will have a Courage Attribute shown at the top of their listing.
Animal Attributes
Animals also have Attributes.
Livestock and Pets have these six basic Attributes, most of which work similarly to the Clanfolk attributes. (Wildlife will have neither Care nor Manure.)
- Age - maximum dependant on species. Also displays as age range, eg. Chicken may be listed as Pullet.
- Health - decreases when Care is low. Young animals have less health to lose than full grown.
- Food - replenished in a number of ways, typically eating wild grass. Through Winter want a Food Trough.
- Water - replenished at a Lake (or River), or a Water Trough. Drinking Ice depletes Care.
- Care - increases when Well Fed and in an Animal Bed. Being in a Room away from the elements is also useful.
- Manure - dependant on species.
Special Animal Attributes
- Milk - attribute for Cows and Nanny Goats. Resets with the use of a Milking Bucket. Fills twice a day for Cows, once daily for Nanny Goats.
- Wool - attribute for Adult and Senior Sheep. Resets with the use of Shears. Takes one year to fill.
- Pregnancy - possible temporary attribute for Adult females, if a compatible male is present. (Not Chickens)
- Instinct - Cats have an urge to hunt, even if well fed they will eventually go and kill a Bunny or Rat.


