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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. | 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. Life is a multiplier on the number of hit points your character has. 100 life is the standard value for most races, but some races have less life than others and as such will have less HP despite having higher strength, constitution, and will. Some feats such as Ascetic can increase life by 4 for every feat level, up to +20 life. More life can also be attained from equipment attributes. Some equipment materials guarantee additional life, such as armor made from rubynus. | ||
Once a character's HP goes below zero, the character is slain. | Once a character's HP goes below zero, the character is slain. | ||
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[INSERT FORMULA HERE] | [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 | 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 reequipping 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. | 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. | ||
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====Mana/MP==== | ====Mana/MP==== | ||
Every character has a number of mana points (MP) defined by their mana statistic (based on choice of race), and their learning, will, and magic attributes. As these attributes increase, so does the amount of MP the character can use. | |||
The formula for MP is: | |||
[INSERT FORMULA HERE] | |||
Much like life, equipment, spells, potions, mutations, and the like also may add or take away mana points. However, unlike HP, characters can still cast magic and survive once their MP goes below 0. You can have negative MP as a result of MP being drained (such as from failing to read a spellbook or ancient book), by overcasting (casting with insufficient MP). When your MP goes negative, a magic reaction occurs in which you take a large amount of HP damage that increases the more negative your MP gets. This reaction can easily by fatal to some characters, but this can be reduced through the [[Elin:Skills|Magic Capacity]] skill. [[Elin:Race|Elea]] and [[Elin:Race|Eulderna]] both have the racial feat that drastically reduces mana overflow as a result of casting magic while having negative MP. | |||
====Vigor/SP==== | ====Vigor/SP==== | ||
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]]'''. |
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