Elin:Attributes: Difference between revisions

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__NOTOC__{{Beta}}
== Attributes ==
{| class="wikitable"
{| class="wikitable"
|+
|+Quick Reference Table
!Icon
!Icon
!Trait
!Trait
!Effect
!Effect
!Secondary Effect
!Skills
!Skills
!Weapons
!Weapons
!Domain Damage Boosted
!Domain Damage Boosted
!Message when increasing
!Message when decreasing
|-
|-
|
|
|Strength
|Strength
|
|Melee Damage, Maximum HP, Weight Carried
|HP, Weight Carried
|Mining, Digging, Weightlifting, Carpentry, Blacksmith, Two Handed
|Mining, Digging, Weightlifting, Carpentry, Blacksmith, Two Handed,
|Martial Art, Long Sword, Axe, Scythe
|Martial Art, Long Sword
|Cut
|Cut
|muscles feel stronger
|muscles feel softened
|-
|-
|
|
|Endurance
|Endurance
|
|Maximum HP, Weight Carried
|HP, Weight Carried
|Lumberjacking, Farming, Regeneration, Heavy Armor, Shield
|
|Staff, Polearm, Mace
|
|Nether
|Nether
|likes being hit hard
|loses patience
|-
|-
|
|
|Dexterity
|Dexterity
|
|Melee Attacks, Ranged Attacks, Defense
|Accuracy
|Lockpicking, Pickpocket, Disarm Trap, Jewelry, Weaving, Crafting, Throwing, Light Armor, Dual Wield
|
|Bow, Shortsword
|
|Poison
|Poison
|dexterous
|clumsy
|-
|-
|
|
|Perception
|Perception
|
|Melee Attacks,
|Accuracy
Ranged Attacks, Accuracy
|
|Stealth, Spot Hidden, Tactics, Marksman, Eye of Mind, Evasion, Greater Evasion
|
|Gun, Crossbow
|Sound
|Sound
|in touch with the world
|out of touch with the world
|-
|-
|
|
|Learning
|Learning
|
|Maximum MP
|MP
|Gathering, Literacy, appraising, Anatomy, Memorization, Alchemy, Cooking
|
|
|
|Nerve
|Nerve
|studious
|loses curiosity
|-
|-
|
|
|Willpower
|Will
|
|MP, HP
|HP, MP
|Riding, Travel, Fishing, Meditation, Faith
|
|
|
|Holy
|Holy
|Will hardens
|Will softens
|-
|-
|
|
|Magic
|Magic
|
|MP
|MP
|
|Control Magic, Magic Capacity, Casting, Magic Device
|
|
|Fire, Ice, Lighting, Magic, Darkness, Acid, Chaos, Ether
|Fire, Ice, Lighting, Magic, Darkness, Acid, Chaos, Ether
|magic improves
|magic degrades
|-
|-
|
|
|Charisma
|Charisma
|
|Ally Cap, Recruitment, Investing, Trade goods
|Recruitment
|Symbiosis, Music, Investing, Negotiation
|
|
|
|Mind
|Mind
|enjoy showing off your body
|avoid eyes of people
|}
{| class="wikitable"
|+Other Attributes
!Icon
!Trait
!Effect
|-
|-
|
|
|Life
|Life
|HP
|HP
|
|
|
|
|-
|-
|
|
|Mana
|Mana
|MP
|MP
|
|
|
|
|-
|-
|
|
|Vigor
|Vigor
|Stamina
|Stamina
|
|
|
|
|-
|-
|
|
|Speed
|Speed
|
|
|-
|
|
|Luck
|Chance to improve dice roll results
|-
|
|
|Perfect Evasion
|Chance to completely evade physical attacks
|-
|
|
|Physical Damage Reduction
|Reduces physical damage
|-
|
|
|Elemental Damage Reduction
|Reduces non-physical damage
|}
|}
== Main Attributes ==
=====Strength=====
Strength determines the player's carry weight, physical attack and health pool.  The related domain is Cut.
=====Endurance=====
Endurance determines the player's carry weight, health pool, ans stamina. The related domain is Nether.
=====Dexterity=====
Dexterity determines the player's ranged attack and accuracy.  The related domain is Poison.
=====Perception=====
Perception determines the player's accuracy and chance of both making and dodging critical hits. The related domain is Sound.
=====Learning=====
Learning determines mana pool. The related domain is Nerve.
=====Will=====
Will determines the player's health and mana pools.  The related domain is Holy.
=====Magic=====
Magic determines the player's mana pool.  The related domains are Fire, Ice, Lightning, Magic, Darkness, Acid, Chaos and Ether.
=====Charisma=====
Charisma determines the amount of companions the player can have before receiving a penalty.  The player gains one extra companion slot per 10 Charisma, capping at 5 allies before feats.
Charisma is also used to determine ability to recruit NPCs to My Home. The player's charisma must be higher than the target's highest main attribute to successfully recruit them.
The related domain is Mind.
== Status Attributes ==
Status attributes have a strong bearing on the related stats, and contribute heavily to formulae involving them. These are very hard to raise compared to main attributes.
====Life/HP====
Life heavily determines the player's health pool(HP). HP is also determined by strength, endurance, and will.
====Mana/MP====
Mana heavily determines the player's mana pool(MP). MP is also determined by magic, will, learning, and perception.
====Vigor/SP====
Vigor heavily determines the player's stamina pool(SP).  SP is also determined by sum of all '''[[Elin:Skills|skills]]'''.
====Speed====
Speed is a measure of how fast the player is in relation to other enemies. This can determine how many turns the player takes per global turn, allowing fast players to take several turns before other npcs or creatures, and vice versa.
====Luck====
Luck has a chance to improve any decision using dice values, such as weapon or magic damage rolls or judging the amount of recovery.
Each point of luck is a percentage chance that the player will reroll when attempting dice roll in game, and they will take the better result.
The default luck is universally 0, before feats and equipment.
Each 100 points of luck adds another chance to reroll- at 100 luck, the player would always roll twice, and at 200, three times.
== Special Attributes ==
These are special stats set for certain races. The only way to enhance them acquired is through the effects of equipping some artifacts.
==== Perfect Evasion ====
This gives you percentage chance to completely evade physical attacks.
===== Physical Damage Reduction =====
This reduces physical damage by a percentage.
==== Elemental Damage Reduction ====
Reduces non-physical damage by a percentage.
[[Category:Elin Mechanics]]
[[Category:EN]]

Latest revision as of 13:04, 19 September 2024


Attributes

Quick Reference Table
Icon Trait Effect Skills Weapons Domain Damage Boosted Message when increasing Message when decreasing
Strength Melee Damage, Maximum HP, Weight Carried Mining, Digging, Weightlifting, Carpentry, Blacksmith, Two Handed Martial Art, Long Sword, Axe, Scythe Cut muscles feel stronger muscles feel softened
Endurance Maximum HP, Weight Carried Lumberjacking, Farming, Regeneration, Heavy Armor, Shield Staff, Polearm, Mace Nether likes being hit hard loses patience
Dexterity Melee Attacks, Ranged Attacks, Defense Lockpicking, Pickpocket, Disarm Trap, Jewelry, Weaving, Crafting, Throwing, Light Armor, Dual Wield Bow, Shortsword Poison dexterous clumsy
Perception Melee Attacks,

Ranged Attacks, Accuracy

Stealth, Spot Hidden, Tactics, Marksman, Eye of Mind, Evasion, Greater Evasion Gun, Crossbow Sound in touch with the world out of touch with the world
Learning Maximum MP Gathering, Literacy, appraising, Anatomy, Memorization, Alchemy, Cooking Nerve studious loses curiosity
Will MP, HP Riding, Travel, Fishing, Meditation, Faith Holy Will hardens Will softens
Magic MP Control Magic, Magic Capacity, Casting, Magic Device Fire, Ice, Lighting, Magic, Darkness, Acid, Chaos, Ether magic improves magic degrades
Charisma Ally Cap, Recruitment, Investing, Trade goods Symbiosis, Music, Investing, Negotiation Mind enjoy showing off your body avoid eyes of people
Other Attributes
Icon Trait Effect
Life HP
Mana MP
Vigor Stamina
Speed
Luck Chance to improve dice roll results
Perfect Evasion Chance to completely evade physical attacks
Physical Damage Reduction Reduces physical damage
Elemental Damage Reduction Reduces non-physical damage

Main Attributes

Strength

Strength determines the player's carry weight, physical attack and health pool. The related domain is Cut.

Endurance

Endurance determines the player's carry weight, health pool, ans stamina. The related domain is Nether.

Dexterity

Dexterity determines the player's ranged attack and accuracy. The related domain is Poison.

Perception

Perception determines the player's accuracy and chance of both making and dodging critical hits. The related domain is Sound.

Learning

Learning determines mana pool. The related domain is Nerve.

Will

Will determines the player's health and mana pools. The related domain is Holy.

Magic

Magic determines the player's mana pool. The related domains are Fire, Ice, Lightning, Magic, Darkness, Acid, Chaos and Ether.

Charisma

Charisma determines the amount of companions the player can have before receiving a penalty. The player gains one extra companion slot per 10 Charisma, capping at 5 allies before feats.

Charisma is also used to determine ability to recruit NPCs to My Home. The player's charisma must be higher than the target's highest main attribute to successfully recruit them.

The related domain is Mind.

Status Attributes

Status attributes have a strong bearing on the related stats, and contribute heavily to formulae involving them. These are very hard to raise compared to main attributes.

Life/HP

Life heavily determines the player's health pool(HP). HP is also determined by strength, endurance, and will.

Mana/MP

Mana heavily determines the player's mana pool(MP). MP is also determined by magic, will, learning, and perception.

Vigor/SP

Vigor heavily determines the player's stamina pool(SP). SP is also determined by sum of all skills.

Speed

Speed is a measure of how fast the player is in relation to other enemies. This can determine how many turns the player takes per global turn, allowing fast players to take several turns before other npcs or creatures, and vice versa.

Luck

Luck has a chance to improve any decision using dice values, such as weapon or magic damage rolls or judging the amount of recovery.

Each point of luck is a percentage chance that the player will reroll when attempting dice roll in game, and they will take the better result.

The default luck is universally 0, before feats and equipment.

Each 100 points of luck adds another chance to reroll- at 100 luck, the player would always roll twice, and at 200, three times.

Special Attributes

These are special stats set for certain races. The only way to enhance them acquired is through the effects of equipping some artifacts.

Perfect Evasion

This gives you percentage chance to completely evade physical attacks.

Physical Damage Reduction

This reduces physical damage by a percentage.

Elemental Damage Reduction

Reduces non-physical damage by a percentage.