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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. 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.
Life heavily determines the player's health pool(HP). HP is also determined by strength, endurance, and will.
 
Once a character's HP goes below zero, the character is slain.
 
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.
 
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====
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.
Mana heavily determines the player's mana pool(MP). MP is also determined by magic, will, learning, and perception.
 
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 points (SP).  SP is also determined by endurance and sum of all '''[[Elin:Skills|skills]]'''. Every action the player takes whether it is crafting, cooking, fighting, spellcasting, performing, or getting beaten by an angry mob, all of these drain the stamina pool. As SP decreases, various status effects may be imposed on the player as a result of having low SP. For example, when a character's SP goes to 0, the player character will begin to take damage. Much like mana reactions as a result of spellcasting with negative MP, performing actions with negative SP will hurt the player, and the more negative the value, the greater the damage. There are very few ways of recovering stamina points outside of sleeping, and as such beginner characters will require far more sleep than mid or late-game characters due to the former having far less SP to work with.
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. 100 speed is the default value for most characters and a global turn is also 100 speed. Therefore, characters with much higher speed than a global turn will be able to perform more actions than other characters per global turn. There are numerous factors that affect speed whether it is in-map movement or on the world map. Some status effects like Very Sleepy or Burden! negatively impact speed, with both lowering speed by 20%. Having too many party members can also negatively impact speed. However, speed can also be improved via unlockable feats, racial feats, spells, and by equipment attributes. Riding a pet that is faster than your character will also allow your character to 'borrow' their mount's speed, so long as your character's Riding skill is high enough and the mount itself has good aptitude for being ridden to begin with.
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====
Luck has a chance to improve any decision using dice values, such as weapon or magic damage rolls or judging the amount of recovery.  
Luck has a chance to improve any decision using dice values, such as weapon or magic damage rolls or judging the amount of recovery.  
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