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Elin:Attributes: Difference between revisions

Reflects updates on the JP side. Specified the scope of effect of the attribute based on the analysis data.
(Reflects updates on the JP side. Specified the scope of effect of the attribute based on the analysis data.)
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|Strength
|Strength
|Melee Damage, Maximum HP, Weight Carried
|Melee Damage and Accuracy, Maximum HP, Weight Carried
|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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|Endurance
|Endurance
|Maximum HP, Weight Carried
|Maximum HP, Weight Carried, Stamina
|Swimming, Lumberjacking, Taming, Farming, Regeneration, Heavy Armor, Shield
|Swimming, Lumberjacking, Taming, Farming, Regeneration, Heavy Armor, Shield
|Staff, Polearm, Mace
|Staff, Polearm, Mace
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|Dexterity
|Dexterity
|Melee Attacks, Ranged Attacks, Defense
|Melee Accuracy, Ranged Accuracy,(excluding cane) , Defense
|Lockpicking, Pickpocket, Disarm Trap, Jewelry, Weaving, Crafting, Throwing, Light Armor, Dual Wield
|Lockpicking, Pickpocket, Disarm Trap, Jewelry, Weaving, Crafting, Throwing, Light Armor, Dual Wield
|Bow, Shortsword
|Bow, Shortsword
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|Perception
|Perception
|Melee Attack,  
|Evasion of melee and ranged attacks, power of rods
Ranged Accuracy
|Stealth, Spot Hidden, Tactics, Marksman, Eye of Mind, Evasion, Greater Evasion  
|Stealth, Spot Hidden, Tactics, Marksman, Eye of Mind, Evasion, Greater Evasion  
|Gun, Crossbow
|Gun, Crossbow
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|Will
|Will
|MP, HP
|Max HP, Max MP, Cane Accuracy, Debuff Resistance
|Riding, Travel, Fishing, Meditation, Faith
|Riding, Travel, Fishing, Meditation, Faith
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|Magic
|Magic
|MP
|Max MP, power of rods
|Control Magic, Magic Capacity, Casting, Magic Device  
|Control Magic, Magic Capacity, Casting, Magic Device  
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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.  
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=====
Strength determines the player's carry weight and health pool. The related domain is Cut.
Strength determines the player's melee damage, carry weight and health pool.  
 
The related domain is Cut.
=====Endurance=====
=====Endurance=====
Endurance determines the player's carry weight, health pool, and stamina. The related domain is Nether.
Endurance determines the player's carry weight, health pool, and stamina.  
 
The related domain is Nether.
=====Dexterity=====
=====Dexterity=====
Dexterity has a small effect on accuracy for all weapons except canes. The related domain is Poison.
Dexterity affects a player's accuracy in proximity and defense, and has a small effect on accuracy for all weapons except canes.  
 
The related domain is Poison.
=====Perception=====
=====Perception=====
Perception affects the player's chance to dodge and crit. The related domain is Sound.
Perception affects the player's chance to evasion of melee and ranged attacks, power of rods.
 
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. It has a small effect on Cane accuracy. The related domain is Holy.
Will determines the player's health and mana pools, Cane Accuracy, Debuff Resistance.
 
  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 and power of rods.  
 
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.
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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.
====Vigor/SP====
====Vigor/SP====
Vigor heavily determines the player's stamina pool(SP).  SP is also determined by 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 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.
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.
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