Elin:Player Character: Difference between revisions
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===== Strength ===== | ===== Strength ===== | ||
Strength determines the player's carry weight, physical attack and health pool. The related domain is | Strength determines the player's carry weight, physical attack and health pool. The related domain is Cut | ||
===== Endurance ===== | ===== Endurance ===== | ||
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===== Dexterity ===== | ===== Dexterity ===== | ||
Dexterity determines the player's ranged attack and accuracy. The related domain is | Dexterity determines the player's ranged attack and accuracy. The related domain is | ||
===== Perception ===== | ===== Perception ===== | ||
Perception determines the player's accuracy and chance of both making and dodging critical hits. The related domain is | Perception determines the player's accuracy and chance of both making and dodging critical hits. The related domain is Sound | ||
===== Learning ===== | ===== Learning ===== | ||
Learning determines mana pool. The related domain is | Learning determines mana pool. The related domain is Nerve | ||
===== Will ===== | ===== Will ===== |
Revision as of 20:34, 17 February 2024
Some of the text on this page is from the Alpha build of the game. |
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.
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 ingame 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 have two categories. Each main attribute also effects the damage of spells of the related domains.
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, and health pool. The related domain is Nether.
Dexterity
Dexterity determines the player's ranged attack and accuracy. The related domain is
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
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 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
Life heavily determines the player's health pool.
Mana
Mana heavily determines the player's mana pool.
Vigor
Vigor heavily determines the player's stamina pool.
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.
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 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.
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.