Elin:Attributes: Difference between revisions
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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. | 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/HP==== | ||
Every character has a number of health points (HP) defined by their life statistic (based on choice of race), and their strength, constitution, and will attributes. Generally speaking, this value will begin low and will increase as any of those four factors increases. | |||
Once a character's HP goes below zero, the character is slain. | |||
The formula appears to be: | |||
[INSERT FORMULA HERE] | |||
Temporary bonuses to life or any other HP-altering attributes from equipment, blessed potions of restore body/mind, feats, mutations, or other revocable sources all change maximum hit points. Unequipping items that give an HP-boosting attribute bonus will immediately recalculate your maximum HP, and requipping items that give an HP-boosting attribute bonus will also recalculate your maximum HP to a higher value, but will not increase your current HP. Unlike in Elona, Spells like the Hero spell, which grants temporary strength, '''DO''' add HP. Abilities that drain your attributes until restored at a healer, will reduce your maximum HP. | |||
Generally speaking, Life is the most important attribute determining HP, followed by character level. Of the major attributes, Constitution is the most important, especially when your levels are low. | |||
The [[Elin:Race|Metal]] race (Gold Bells, Silver Bells) has the lowest health point total in the game, due to having a life rating of 1. Even these characters, however, always have a minimum of 15 hit points. | |||
====Mana/MP==== | ====Mana/MP==== | ||
Mana heavily determines the player's mana pool(MP). MP is also determined by magic, will, learning, and perception. | Mana heavily determines the player's mana pool(MP). MP is also determined by magic, will, learning, and perception. |
Revision as of 07:20, 9 December 2024
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 | ||
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
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.
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 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
Every character has a number of health points (HP) defined by their life statistic (based on choice of race), and their strength, constitution, and will attributes. Generally speaking, this value will begin low and will increase as any of those four factors increases.
Once a character's HP goes below zero, the character is slain.
The formula appears to be:
[INSERT FORMULA HERE]
Temporary bonuses to life or any other HP-altering attributes from equipment, blessed potions of restore body/mind, feats, mutations, or other revocable sources all change maximum hit points. Unequipping items that give an HP-boosting attribute bonus will immediately recalculate your maximum HP, and requipping items that give an HP-boosting attribute bonus will also recalculate your maximum HP to a higher value, but will not increase your current HP. Unlike in Elona, Spells like the Hero spell, which grants temporary strength, DO add HP. Abilities that drain your attributes until restored at a healer, will reduce your maximum HP.
Generally speaking, Life is the most important attribute determining HP, followed by character level. Of the major attributes, Constitution is the most important, especially when your levels are low.
The Metal race (Gold Bells, Silver Bells) has the lowest health point total in the game, due to having a life rating of 1. Even these characters, however, always have a minimum of 15 hit points.
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 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.