Elin:Attributes: Difference between revisions
Hachimitsu (talk | contribs) m (→Attributes: Luck) |
Sakumashiki (talk | contribs) m (Endurance also determines stamina) |
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|Strength | |Strength | ||
|Melee Damage, Maximum HP, Weight Carried | |Melee Damage, Maximum HP, Weight Carried, Stamina | ||
|Mining, Digging, Weightlifting, Carpentry, Blacksmith, Two Handed, | |Mining, Digging, Weightlifting, Carpentry, Blacksmith, Two Handed, | ||
|Martial Art, Long Sword, Axe, Scythe | |Martial Art, Long Sword, Axe, Scythe | ||
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=====Strength===== | =====Strength===== | ||
Strength determines the player's carry weight, physical attack and health pool. The related domain is Cut | Strength determines the player's carry weight, physical attack and health pool. The related domain is Cut. | ||
=====Endurance===== | =====Endurance===== | ||
Endurance determines the player's carry weight, | Endurance determines the player's carry weight, health pool, ans stamina. The related domain is Nether. | ||
=====Dexterity===== | =====Dexterity===== | ||
Dexterity determines the player's ranged attack and accuracy. The related domain is Poison | Dexterity determines the player's ranged attack and accuracy. The related domain is Poison. | ||
=====Perception===== | =====Perception===== | ||
Perception determines the player's accuracy and chance of both making and dodging critical hits. The related domain is Sound | 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 Nerve | Learning determines mana pool. The related domain is Nerve. | ||
=====Will===== | =====Will===== | ||
Will determines the player's health and mana pools. The related domain is Holy. | Will determines the player's health and mana pools. The related domain is Holy. | ||
=====Magic===== | =====Magic===== | ||
Magic determines the player's mana pool. The related domains are Fire, Ice, Lightning, Magic, Darkness, Acid, Chaos and Ether | Magic determines the player's mana pool. The related domains are Fire, Ice, Lightning, Magic, Darkness, Acid, Chaos and Ether. | ||
=====Charisma===== | =====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 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. |
Revision as of 03:48, 23 July 2024
Some of the text on this page is from the Beta build of the game. |
Attributes
Icon | Trait | Effect | Skills | Weapons | Domain Damage Boosted |
---|---|---|---|---|---|
Strength | Melee Damage, Maximum HP, Weight Carried, Stamina | Mining, Digging, Weightlifting, Carpentry, Blacksmith, Two Handed, | Martial Art, Long Sword, Axe, Scythe | Cut | |
Endurance | Maximum HP, Weight Carried | Lumberjacking, Farming, Regeneration, Heavy Armor, Shield, | Staff, Polearm, Mace | Nether | |
Dexterity | Melee Attacks, Ranged Attacks, Defense | Lockpicking, Pickpocket, Disarm Trap, Jewelry, Weaving, Crafting, Throwing, Light Armor, Dual Wield | Bow, Shortsword | Poison | |
Perception | Melee Attacks,
Ranged Attacks, Accuracy |
Stealth, Spot Hidden, Tactics, Marksman, Eye of Mind, Evasion, Greater Evasion, | Gun, Crossbow | Sound | |
Learning | Maximum MP | Gathering, Literacy, appraising, Anatomy, Memorization, Alchemy, Cooking, | Nerve | ||
Willpower | MP, HP | Riding, Travel, Fishing, Meditation, Faith | Holy | ||
Magic | MP | Control Magic, Magic Capacity, Casting, Magic Device, | Fire, Ice, Lighting, Magic, Darkness, Acid, Chaos, Ether | ||
Charisma | Ally Cap, Recruitment, Investing, Trade goods | Symbiosis, Music, Investing, Negotiation | Mind | ||
Life | HP | ||||
Mana | MP | ||||
Vigor | Stamina | ||||
Speed | |||||
Luck | Chance to improve everything you do. |
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
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.
Luck
Luck has a chance to improve everything the player does. Each point of luck is a % chance that the player will reroll when attempting anything 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.