Astrology: Difference between revisions

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[[Category:Astrology| ]]
[[Category:Astrology| ]]

Revision as of 21:38, 8 December 2010

General description

As the gypsy looks into her crystal ball, you see a cloud of darkness wells up inside of it; fate, your cruel mistress, is about to kick your sorry behind again!

Unlike in other realms, in Eternal Lands, astrology is real and follows the well-known principle of "there's sunshine after rain" and vice versa. In other words: sometimes you win and sometimes you lose.

The basic idea behind astrology is that stars influence our everyday Eternal Lands life, sometimes for the better and sometimes for the worse. The only way to escape is to take the Skeptic Perk.

Celestial influences

The following elements of Eternal Lands are influenced by astrology

  • Attack and defense level
  • Chance of critical to damage and critical to hit
  • Accuracy
  • Strength of magic spells
  • Failure rate when mixing
  • Chance to make rare items when mixing
  • Equipment degrade/break rate during combat
  • Harvesting event frequency

Indicator and predictor stones

Your astrology modifiers change continuously at variable speeds. Indicator stones show your current astrology modifiers for the associated attributes/stats. Indicators can be made with the engineering skill or purchased from Urania in Arius City in Irilion (C2). Predictor stones show how your astrology modifiers will change in the next 20, 40, and 60 minutes. Predictors can only be purchased from Urania. For both types of stones, a green bar means "good", and an orange bar means "bad". You must "use" a stone to see the associated information. You should learn about probability to understand the precise specifics.

Construing the stones

  • The chance to make rare items and the degrade rate (brake rate) work on a 10k basis which is modified by the astrology bonus. (The bonus number is added to 10k).
    • Example 1 (make rare): Let's assume the chance to make a Potion of Extra Mana is 1 in 1k and your astrology bonus towards making a rare item is +200. The chance to make an EMP, then, is 10 in 10k, and with the bonus, it's 10 in 10,200. That shows that a positive bonus to make a rare item is bad. A bonus of say -400 would lead to a chance of 10 EMP's in 9600.
    • Example 2 (degrade): Let's assume the chance to break a Crown of Life is 1 in 10k, and your degrade modifier is +200. Then, the chance for the crown to break is 1 in 10200, which is better than 1 in 10k.
    • A No More Tears Cape gives a factor of 4 which is applied to the modified chance to degrade for equipped items. In the above "Degrade" example, the chance to break would be 1 in 4*10200=40800 and not 1 in 4*10000+200=40200.
  • Harvesting events
    • unknown effect
  • Attack and defense level
    • unknown effect
  • Magic
    • unknown effect
  • Criticals
    • unknown effect
  • Accuracy
    • unknown effect