> For the complete documentation index, see [llms.txt](https://docs.department77.com/department-77/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.department77.com/department-77/guides/droids/attributes.md).

# Attributes

Droids have skills and traits, all rated between 0-100. In general, skills help them complete specific missions, and traits usually determine overall behaviour.

<figure><img src="/files/Ipzkqrs9hiK1hxmNMEGL" alt=""><figcaption><p>These attributes are not reflected on-chain yet, but will be in the future</p></figcaption></figure>

## **Skills**

* **Strategy** (primary skill for *bounty missions*)
* **Smuggling** (secondary skill for *scavenging* and *support contracts*)
* **Logic** (secondary skill for *bounty missions*)
* **Hacking** (secondary skill for *bounty missions*)
* **Scavenging** (primary skill for *scavenging*)
* **Damage Modifier** (decides impact of damage - lower is better)
* **Broker Modifier** (primary skill for *broker missions -* higher is better)

Skills can only be increased permanently through training, or temporarily using buffs. Skills are randomised between 1-5 on box fresh base models upon minting one (due to manufacturing variations) and between 5-10 on modified models. Some contraband and specialised models can start on a 10-15 base roll.

## **Traits**

* **Intelligence** (primary skill for *bounty missions*)
* **Mechanical Reliability** (decides recovery speed)
* **Energy Efficiency** (no use yet)
* **Piloting** (primary skill for *ships*)
* **Mechanics** (primary skill for *ships*)
* **Navigation** (primary skill for *ships*)
* **Fuel Mastery** (primary skill for *ships*)

Intelligence, Mechanical Reliability and Energy Efficiency all start on 20 for all models except a few contraband variants, the other traits work like the skills randomisation above. Like skills, traits can only be increased through training or buffs.
