Elin:Attributes: Difference between revisions
(→Luck) |
Sakumashiki (talk | contribs) m (Mirroring info from JP side. Added explanations regarding Critical PV, Potential Power, and Weakening/Strengthening (Translated by machine. Please make appropriate corrections.)) |
||
| (5 intermediate revisions by 4 users not shown) | |||
| Line 13: | Line 13: | ||
!Message when decreasing | !Message when decreasing | ||
|- | |- | ||
| | |[[File:Elin Icon UI S Strength.png|center|frameless]] | ||
|Strength | |Strength | ||
|Melee Damage and Accuracy, Maximum HP, Weight Carried | |Melee Damage and Accuracy, Maximum HP, Weight Carried | ||
| Line 22: | Line 22: | ||
|muscles feel softened | |muscles feel softened | ||
|- | |- | ||
| | |[[File:Elin Icon UI S Endurance.png|center|frameless]] | ||
|Endurance | |Endurance | ||
|Maximum HP, Weight Carried, Stamina | |Maximum HP, Weight Carried, Stamina | ||
| Line 31: | Line 31: | ||
|loses patience | |loses patience | ||
|- | |- | ||
| | |[[File:Elin Icon UI S Dexterity.png|center|frameless]] | ||
|Dexterity | |Dexterity | ||
|Melee Accuracy, Ranged Accuracy,(excluding cane) , Defense | |Melee Accuracy, Ranged Accuracy,(excluding cane) , Defense | ||
| Line 40: | Line 40: | ||
|clumsy | |clumsy | ||
|- | |- | ||
| | |[[File:Elin Icon UI S Perception.png|center|frameless]] | ||
|Perception | |Perception | ||
|Evasion of melee and ranged attacks, power of rods | |Evasion of melee and ranged attacks, power of rods | ||
| Line 49: | Line 49: | ||
|out of touch with the world | |out of touch with the world | ||
|- | |- | ||
| | |[[File:Elin Icon UI S Learning.png|center|frameless]] | ||
|Learning | |Learning | ||
|Maximum MP | |Maximum MP | ||
| Line 58: | Line 58: | ||
|loses curiosity | |loses curiosity | ||
|- | |- | ||
| | |[[File:Elin Icon UI S Will.png|center|frameless]] | ||
|Will | |Will | ||
|Max HP, Max MP, Cane Accuracy, Debuff Resistance | |Max HP, Max MP, Cane Accuracy, Debuff Resistance | ||
| Line 67: | Line 67: | ||
|Will softens | |Will softens | ||
|- | |- | ||
| | |[[File:Elin Icon UI S Magic.png|center|frameless]] | ||
|Magic | |Magic | ||
|Max MP, power of rods | |Max MP, power of rods | ||
| Line 76: | Line 76: | ||
|magic degrades | |magic degrades | ||
|- | |- | ||
| | |[[File:Elin Icon UI S Charisma.png|center|frameless]] | ||
|Charisma | |Charisma | ||
|Ally Cap, Recruitment, Investing, Trade goods | |Ally Cap, Recruitment, Investing, Trade goods | ||
| Line 105: | Line 105: | ||
| | | | ||
|Speed | |Speed | ||
| | |The higher the value, the sooner your turn comes. | ||
|- | |- | ||
| | | | ||
| Line 122: | Line 122: | ||
|Elemental Damage Reduction | |Elemental Damage Reduction | ||
|Reduces non-physical damage | |Reduces non-physical damage | ||
|- | |||
| | |||
|Fatal PV | |||
|Ability to mitigate fatal damage. | |||
|} | |} | ||
| Line 128: | Line 132: | ||
In addition, raising the related attribute of each spell increases the damage of the corresponding spell. | In addition, raising the related attribute of each spell increases the damage of the corresponding spell. | ||
=== Potential === | |||
Each primary ability has a potential value. The higher the potential, the faster the primary ability grows. | |||
Potential functions as a multiplier for experience points gained. For example, potential 200 yields twice the experience points compared to potential 100. | |||
Potential consists of '''base potential''' and '''temporary bonuses'''. | |||
'''Base potential''' is 80 for all characters. The base value does not decrease even when the primary ability increases, but methods to raise the base value are limited to [[Elin:Feats|Feats]] and valuable food items. | |||
'''Temporary Bonuses''' are potential ability bonuses that primarily increase or decrease through meals. Temporary bonuses can be raised up to 1000, and the bonus value decreases proportionally each time the primary ability increases. | |||
=== Temporary Enhancements/Weakening === | |||
Each primary ability may receive temporary enhancements or weakening through [[Elin:Status|Status Effects]] or [[Elin:Equipment/Enchantments|Enchantments]]. The details of temporary buffs/debuffs can be viewed by hovering the cursor over the primary attribute in the character panel. | |||
Disease states and debuffs from sources like rats or ghosts cause semi-permanent reductions to primary attributes. | |||
Reduced attributes are displayed in red text. Note that these reductions persist until removed by a healer's recovery service, or through the restore mind or body. | |||
=== Effects of Primary Attributes === | |||
=====Strength===== | =====Strength===== | ||
Strength determines the player's melee damage, carry weight and health pool. | Strength determines the player's melee damage, carry weight and health pool. | ||
| Line 162: | Line 187: | ||
The related domains are Fire, Ice, Lightning, Magic, Darkness, Acid, Chaos and Ether. | The related domains are Fire, Ice, Lightning, Magic, Darkness, Acid, Chaos and Ether. | ||
=====Charisma===== | =====Charisma===== | ||
Charisma determines the amount of | Charisma determines the amount of [[Elin:Ally|allies]] and [[Elin:Ally#Summoned Monsters|summoned monsters]] the player can have. | ||
For allies, any number can be taken without Charisma, but Charisma determines the number that can be taken without receiving a speed penalty for yourself and allies. The player gains one extra ally slot per 10 Charisma, capping at 5 allies before feats. | |||
For summoned monsters, the maximum allowed does not increase at fixed intervals to your charisma. | |||
Charisma is also used to determine | Charisma is also used to determine [[Elin:Ally#1.7 Befriending and recruiting NPCs|recruiting 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. | The related domain is Mind. | ||
| Line 177: | Line 206: | ||
Vigor heavily determines the player's stamina pool(SP). SP is also determined by endurance and sum of all '''[[Elin:Skills|skills]]'''. | Vigor heavily determines the player's stamina pool(SP). SP is also determined by endurance and sum of all '''[[Elin:Skills|skills]]'''. | ||
====Speed==== | ====Speed==== | ||
Speed is a measure of how fast the player is in relation to other enemies. This | Speed is a measure of how fast the player is in relation to other enemies. This allows fast players to take several turns before other npcs or creatures, and vice versa. | ||
Note that your character's speed does not affect the passage of time. Whether you have high or low speed, each hour in-game takes the same number of turns. | |||
====Luck==== | ====Luck==== | ||
Luck has a chance to improve any decision using dice | Luck has a chance to improve any decision using dice ranges, 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. | 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. | ||
| Line 188: | Line 220: | ||
On the other hand, if luck is negative, the same chance of reroll will be applied, except the worse result will apply. | On the other hand, if luck is negative, the same chance of reroll will be applied, except the worse result will apply. | ||
Luck also affects your chance of winning a gamble chest when opening one. Specifically, every 100 points of luck is an additive additional 1% chance to win with a base chance of 1% at 0 luck. | |||
Luck also affects your ability to resist your equipment from getting cursed. Specifically, every point of luck is worth 5 power of curse. | |||
== Special Attributes == | == Special Attributes == | ||
| Line 200: | Line 236: | ||
==== Elemental Damage Reduction ==== | ==== Elemental Damage Reduction ==== | ||
Reduces non-physical damage by a percentage. | Reduces non-physical damage by a percentage. | ||
==== Fatal PV ==== | |||
When taking damage exceeding 10% of your maximum HP, damage is reduced based on your Fatal PV value. | |||
[[Category:Elin Mechanics]] | [[Category:Elin Mechanics]] | ||
[[Category:EN]] | [[Category:EN]] | ||
Latest revision as of 12:46, 6 November 2025
| Some of the text on this page is from the Early Access release of the game. このページにはアーリーアクセス版の情報が含まれています。 |
Attributes
| Icon | Trait | Effect | Skills | Weapons | Domain Damage Boosted | Message when increasing | Message when decreasing |
|---|---|---|---|---|---|---|---|
| Strength | Melee Damage and Accuracy, 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, Stamina | Swimming, Lumberjacking, Taming, Farming, Regeneration, Heavy Armor, Shield | Staff, Polearm, Mace | Nether | likes being hit hard | loses patience | |
| Dexterity | Melee Accuracy, Ranged Accuracy,(excluding cane) , Defense | Lockpicking, Pickpocket, Disarm Trap, Jewelry, Weaving, Crafting, Throwing, Light Armor, Dual Wield | Shortsword, Bow | Poison | dexterous | clumsy | |
| Perception | Evasion of melee and ranged attacks, power of rods | 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 | Max HP, Max MP, Cane Accuracy, Debuff Resistance | Riding, Travel, Fishing, Meditation, Faith | Holy | Will hardens | Will softens | ||
| Magic | Max MP, power of rods | 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 |
| Icon | Trait | Effect |
|---|---|---|
| Life | HP | |
| Mana | MP | |
| Vigor | Stamina | |
| Speed | The higher the value, the sooner your turn comes. | |
| 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 | |
| Fatal PV | Ability to mitigate fatal damage. |
Main Attributes
Each skill has a corresponding attribute that improves it. For example, weapons gain damage and accuracy from their corresponding attribute. Apart from that, Attributes have the following effects.
In addition, raising the related attribute of each spell increases the damage of the corresponding spell.
Potential
Each primary ability has a potential value. The higher the potential, the faster the primary ability grows.
Potential functions as a multiplier for experience points gained. For example, potential 200 yields twice the experience points compared to potential 100.
Potential consists of base potential and temporary bonuses.
Base potential is 80 for all characters. The base value does not decrease even when the primary ability increases, but methods to raise the base value are limited to Feats and valuable food items.
Temporary Bonuses are potential ability bonuses that primarily increase or decrease through meals. Temporary bonuses can be raised up to 1000, and the bonus value decreases proportionally each time the primary ability increases.
Temporary Enhancements/Weakening
Each primary ability may receive temporary enhancements or weakening through Status Effects or Enchantments. The details of temporary buffs/debuffs can be viewed by hovering the cursor over the primary attribute in the character panel.
Disease states and debuffs from sources like rats or ghosts cause semi-permanent reductions to primary attributes.
Reduced attributes are displayed in red text. Note that these reductions persist until removed by a healer's recovery service, or through the restore mind or body.
Effects of Primary Attributes
Strength
Strength determines the player's melee damage, carry weight and health pool.
The related weapons are Martial Art, Long Sword, Axe, Scythe. The related domain is Cut.
Endurance
Endurance determines the player's carry weight, health pool, and stamina.
The related weapons are Staff, Polearm, Mace. The related domain is Nether.
Dexterity
Dexterity affects a player's accuracy in proximity and defense, and has a small effect on accuracy for all weapons except canes.
The related weapons are Shortsword, Bow. The related domain is Poison.
Perception
Perception affects the player's chance to evasion of melee and ranged attacks, power of rods.
The related weapons are Gun, Crossbow. 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, Cane Accuracy, Debuff Resistance.
The related domain is Holy.
Magic
Magic determines the player's mana pool and power of rods.
The related domains are Fire, Ice, Lightning, Magic, Darkness, Acid, Chaos and Ether.
Charisma
Charisma determines the amount of allies and summoned monsters the player can have.
For allies, any number can be taken without Charisma, but Charisma determines the number that can be taken without receiving a speed penalty for yourself and allies. The player gains one extra ally slot per 10 Charisma, capping at 5 allies before feats.
For summoned monsters, the maximum allowed does not increase at fixed intervals to your charisma.
Charisma is also used to determine recruiting 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 endurance and sum of all skills.
Speed
Speed is a measure of how fast the player is in relation to other enemies. This allows fast players to take several turns before other npcs or creatures, and vice versa.
Note that your character's speed does not affect the passage of time. Whether you have high or low speed, each hour in-game takes the same number of turns.
Luck
Luck has a chance to improve any decision using dice ranges, 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.
On the other hand, if luck is negative, the same chance of reroll will be applied, except the worse result will apply.
Luck also affects your chance of winning a gamble chest when opening one. Specifically, every 100 points of luck is an additive additional 1% chance to win with a base chance of 1% at 0 luck.
Luck also affects your ability to resist your equipment from getting cursed. Specifically, every point of luck is worth 5 power of curse.
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.
Fatal PV
When taking damage exceeding 10% of your maximum HP, damage is reduced based on your Fatal PV value.