Elin:Player Character: Difference between revisions

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== Character Creation ==
== Character Creation ==
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=== Class & Race ===
=== Class & Race ===
A character's [[Elin:Classes|'''<u>Class</u>''']] and [[Elin:Races|'''<u>Race</u>''']] determine many features, such as a character's starting skills, stats, and base potentials.
A character's [[Elin:Class|'''<u>Class</u>''']] and [[Elin:Race|'''<u>Race</u>''']] determine many features, such as a character's starting skills, stats, and base potentials.


Many racial and class feats are completely unique, and cannot be obtained any other way in game.  
Many racial and class feats are completely unique, and cannot be obtained any other way in game.  
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A high base potential means that skills will develop more rapidly, leading to quicker level ups and gains. Potential naturally will not drop below this level without an effect that explicitly decreases potential.  
A high base potential means that skills will develop more rapidly, leading to quicker level ups and gains. Potential naturally will not drop below this level without an effect that explicitly decreases potential.  


Class also determines the player's starting Domains, which effect the appearance of spell books in shops.  
Class also determines the player's starting Domains, which effect the appearance of spell books in shops, damage done of that element, as well as spells learned from the [[Elin:Feats|Dream Waker feat]].


=== Vow ===
=== Vow ===
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==== Personal History ====
==== Personal History ====
This block determines Age, Height, Weight, Parents, Birth Place and Birthday. It is entirely cosmetic, and has no bearing on ingame features.
This block determines Age, Height, Weight, Parents, Birth Place and Birthday. It is entirely cosmetic, and has no bearing on in-game features.


==== Appearance ====
==== Appearance ====
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=== Attributes ===
=== Attributes ===
[[Elin:Attributes|'''<u>Attributes</u>''']] have two categories. Each main attribute also effects the damage of spells of the related domains.
[[Elin:Attributes|'''<u>Attributes</u>''']] are leveled by using the associated skills, and also by consumption of different [[Elin:Food|'''<u>Foods.</u>''']]


==== Main Attributes: ====
Potential is the rate at which you gain experience with the related skills or attributes. It can be raised by feats, drinking from wells, or other methods such as training.


===== Strength =====
Each main attribute also effects the damage of spells of the related domains.
Strength determines the player's carry weight, physical attack and health pool. The related domain is
=== Skills ===
Skills are what the character is good at. These range from active skills like weapon skills, which determine damage and accuracy, or passive skills like weightlifting which increase carrying weight.  


===== Endurance =====
More skills can be learned in [[Elin:Locations|'''<u>Towns</u>''']] from [[Elin:Skills|'''<u>Skill Trainers</u>''']] 
Endurance determines the player's carry weight, and health pool. The related domain is Nether.


===== Dexterity =====
See the [[Elin:Skills|'''<u>Skills</u>''']] page for further details on skills.  
Dexterity determines the player's ranged attack and accuracy.  The related domain is Cut.


===== Perception =====
=== Faith ===
Perception determines the player's accuracy and chance of both making and dodging critical hits. The related domain is
Each god gives the player a passive or active buff, and a passive bonus to stats and skills based on religion. This bonus scales with time spent worshipping, piety, and the faith skill.


===== Learning =====
See the [[Elin:Gods|'''<u>Gods</u>''']] page for further details on each god.
Learning determines mana pool. The related domain is


===== Will =====
=== Spellcasting ===
Will determines the player's health and mana pools.  The related domain is Holy.
See the [[Elin:Spellcasting|'''<u>Spellcasting</u>''']] page for further details on spells.
=== Abilities ===
See the [[Elin:Abilities|'''<u>Abilities</u>''']] page for further details on special abilities learned from various sources.


===== Magic =====
=== Feats ===
Magic determines the player's mana pool. The related domains are Fire, Ice, Lightning
Feats are gained on each level up. The player levels up by gaining levels in individual skills or increasing their stats, each of these things contribute towards feat EXP.


===== Charisma =====
See the [[Elin:Feats|'''<u>Feats</u>''']] page for further details on each feat available to the player.  
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 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 ====
=== Status ===
Life heavily determines the player's health pool.
As the player goes through their daily life, they can become afflicted with various statuses or be under the influence of various blessings, hexes, or transformations.


==== Mana ====
See the [[Elin:Status|'''<u>Status</u>''']] page for a list of various afflictions that can affect the player.  
Mana heavily determines the player's mana pool.


==== Vigor ====
=== Karma ===
Vigor heavily determines the player's stamina pool.
Karma is a measure of the character's lawfulness. Doing quests and returning lost items increases karma.


==== Speed ====
Failing to pay taxes, failing quests, and stealing all lower karma.  
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.
 
=== Skills ===
Skills are what the character is good at. These range from active skills like weapon skills, which determine damage and accuracy, or passive skills like weightlifting which increase carrying weight.  


See the [[Elin:Skills|'''<u>Skills</u>''']] page for further details on skills.  
At negative karma, the player is treated as a criminal, and attacked on sight by guards, and many shopkeepers will not do business with you.


=== Faith ===
The only safe haven for a criminal is the town of Derphy.
Each god gives the player a passive or active buff, and a passive bonus to stats and skills based on religion. This bonus scales with time spent worshipping, piety, and the faith skill.


See the [[Elin:Gods|'''<u>Gods</u>''']] page for further details on each god.
See the '''<u>[[Elin:Karma|Karma]]</u>''' page for a list of actions that increase or decrease karma.
===Ether Disease===
The player will gradually accumulate Ether Disease as they explore the world.


=== Spellcasting ===
These mutations can be cured with potions of ether antibody, found at the casino and elsewhere.
See the [[Elin:Spellcasting|'''<u>Spellcasting</u>''']] page for further details on spells.  


=== Feats ===
For a list of potential Ether Mutations see [[Elin:Ether Disease|'''<u>Ether Disease</u>''']]
Feats are gained on each level up. The player levels up by gaining levels in individual skills or increasing their stats, each of these things contribute towards feat EXP.


See the [[Elin:Feats|'''<u>Feats</u>''']] page for further details on each feat available to the player.  
===Mutations===
As the player drinks from water sources or drinks potions of mutation, they will gain mutations. Mutations can be both positive or negative along a spectrum for each type of mutation.  


For a list of mutations, see [[Elin:Mutations|'''<u>Mutations</u>''']]


=== Death ===
If the HP becomes negative, the player dies.


Selecting “Buried” will take you back to the title and start over from the last saved point.


Choosing “Crawl up” will restart the game from My Home or the last town you stopped in, but at the penalty of dropping your possessions to the point of death, decreasing the experience of your attributes, and lowering your parameters.


For more information on death penalties and other details, see '''[[Elin:死|<u>Death</u>]].'''
[[Category:Elin Mechanics]]
[[Category:Elin Mechanics]]
[[Category:EN]]

Latest revision as of 00:30, 10 August 2024


Character Creation

At character creation, several important factors for the character are decided at the beginning of the game. Many of these features have no way to be changed going forward, and thus have the biggest impact on your game.

Class & Race

A character's Class and Race determine many features, such as a character's starting skills, stats, and base potentials.

Many racial and class feats are completely unique, and cannot be obtained any other way in game.

Class and Race bonuses to potentials, stats, and skills are additive.

A high base potential means that skills will develop more rapidly, leading to quicker level ups and gains. Potential naturally will not drop below this level without an effect that explicitly decreases potential.

Class also determines the player's starting Domains, which effect the appearance of spell books in shops, damage done of that element, as well as spells learned from the Dream Waker feat.

Vow

Currently, there are two vows in game, and a third option to go without vow.

Vow Effect Permadeath
No Vow Player character can quicksave and load anywhere at anytime. No
Vow of Destiny Manual save and load will be disabled in your journey. No
Vow of Eternity You are granted the "Fate" feat at the start of your journey.

Manual save and load will be disabled in your journey. If you die, everything will be lost.

Yes

Cosmetic Features

Alias

A character's alias is the callsign they are known by in game. It is not to be confused with title, which is how the residents of My Home refer to the player.

Gender

Gender only has a bearing on the pronouns used in game for the player.

There are three options, Male, Female, and ???.

Personal History

This block determines Age, Height, Weight, Parents, Birth Place and Birthday. It is entirely cosmetic, and has no bearing on in-game features.

Appearance

The player's sprite can be edited by clicking the quill and scroll next to the portrait selection. This can be changed in-game later with no restriction. Further features for appearance are accessible at a mirror or dresser.

Progression

Attributes

Attributes are leveled by using the associated skills, and also by consumption of different Foods.

Potential is the rate at which you gain experience with the related skills or attributes. It can be raised by feats, drinking from wells, or other methods such as training.

Each main attribute also effects the damage of spells of the related domains.

Skills

Skills are what the character is good at. These range from active skills like weapon skills, which determine damage and accuracy, or passive skills like weightlifting which increase carrying weight.

More skills can be learned in Towns from Skill Trainers

See the Skills page for further details on skills.

Faith

Each god gives the player a passive or active buff, and a passive bonus to stats and skills based on religion. This bonus scales with time spent worshipping, piety, and the faith skill.

See the Gods page for further details on each god.

Spellcasting

See the Spellcasting page for further details on spells.

Abilities

See the Abilities page for further details on special abilities learned from various sources.

Feats

Feats are gained on each level up. The player levels up by gaining levels in individual skills or increasing their stats, each of these things contribute towards feat EXP.

See the Feats page for further details on each feat available to the player.

Status

As the player goes through their daily life, they can become afflicted with various statuses or be under the influence of various blessings, hexes, or transformations.

See the Status page for a list of various afflictions that can affect the player.

Karma

Karma is a measure of the character's lawfulness. Doing quests and returning lost items increases karma.

Failing to pay taxes, failing quests, and stealing all lower karma.

At negative karma, the player is treated as a criminal, and attacked on sight by guards, and many shopkeepers will not do business with you.

The only safe haven for a criminal is the town of Derphy.

See the Karma page for a list of actions that increase or decrease karma.

Ether Disease

The player will gradually accumulate Ether Disease as they explore the world.

These mutations can be cured with potions of ether antibody, found at the casino and elsewhere.

For a list of potential Ether Mutations see Ether Disease

Mutations

As the player drinks from water sources or drinks potions of mutation, they will gain mutations. Mutations can be both positive or negative along a spectrum for each type of mutation.

For a list of mutations, see Mutations

Death

If the HP becomes negative, the player dies.

Selecting “Buried” will take you back to the title and start over from the last saved point.

Choosing “Crawl up” will restart the game from My Home or the last town you stopped in, but at the penalty of dropping your possessions to the point of death, decreasing the experience of your attributes, and lowering your parameters.

For more information on death penalties and other details, see Death.