Attributes: Difference between revisions

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They are capped at no more than 48.
They are capped at no more than 48.
{|
{|
  |[[Attributes/Physique|Physique]]
  |Physique
  |used to increase Might, Matter and Toughness
  |used to increase Might, Matter and Toughness
  |-
  |-
  |[[Attributes/Coordination|Coordination]]
  |Coordination
  |used to increase Might, Reaction and Dexterity
  |used to increase Might, Reaction and Dexterity
  |-
  |-
  |[[Attributes/Reasoning|Reasoning]]
  |Reasoning
  |used to increase Dexterity, Perception and Rationality
  |used to increase Dexterity, Perception and Rationality
  |-
  |-
  |[[Attributes/Will|Will]]
  |Will
  |used to increase Matter, Rationality and Etheriality
  |used to increase Matter, Rationality and Etheriality
  |-
  |-
  |[[Attributes/Instinct|Instinct]]
  |Instinct
  |used to increase Reaction, Perception and Charm
  |used to increase Reaction, Perception and Charm
  |-
  |-
  |[[Attributes/Vitality|Vitality]]
  |Vitality
  |used to increase Toughness, Etheriality and Charm
  |used to increase Toughness, Etheriality and Charm
  |}
  |}
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In Order to raise a Cross Attribute by 1, you have to spend 2 pickpoints on the corresponding Basic Attributes. (e.g. to increase Might by 1 you have to spend 2 pickpoints on Physique or Coordination)
In Order to raise a Cross Attribute by 1, you have to spend 2 pickpoints on the corresponding Basic Attributes. (e.g. to increase Might by 1 you have to spend 2 pickpoints on Physique or Coordination)
{|
{|
  |[[Attributes/Might|Might]]
  |Might
  |affects the amount you can carry (Might*20) and the damage you deal in combat
  |affects the amount you can carry (Might*20) and the damage you deal in combat
  |-
  |-
  |[[Attributes/Matter|Matter]]
  |Matter
  |affects the maximum material points (Matter*5)
  |affects the maximum material points (Matter*5)
  |-
  |-
  |[[Attributes/Toughness|Toughness]]
  |Toughness
  |reduces the amount of damage taken in combat
  |reduces the amount of damage taken in combat
  |-
  |-
  |[[Attributes/Charm|Charm]]
  |Charm
  |gives a chance to summon two creatures for the cost of one (Charm = chance in %)
  |gives a chance to summon two creatures for the cost of one (Charm = chance in %)
  |-
  |-
  |[[Attributes/Reaction|Reaction]]
  |Reaction
  |helps you avoid being hit in combat
  |helps you avoid being hit in combat
  |-
  |-
  |[[Attributes/Perception|Perception]]
  |Perception
  |makes you see better in low light conditions
  |makes you see better in low light conditions
  |-
  |-
  |[[Attributes/Rationality|Rationality]]
  |Rationality
  |reduces research time, increases the amount of experience gained, increases strenght of spells
  |reduces research time, increases the amount of experience gained, increases strenght of spells
  |-
  |-
  |[[Attributes/Dexterity|Dexterity]]
  |Dexterity
  |increases chance to score a hit in combat
  |increases chance to score a hit in combat
  |-
  |-
  |[[Attributes/Ethereality|Ethereality]]
  |Ethereality
  |increases the maximum ethereal points (Ethereality*8)
  |increases the maximum ethereal points (Ethereality*8)
  |}
  |}
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== Nexii ==
== Nexii ==
{|
{|
  |Human || limits the kind of equipment you can wear ([[Armour/Index|Armor]], [[Weapons/Index|Weapons]], ...)
  |Human
|limits the kind of equipment you can wear ([[Armour/Index|Armor]], [[Weapons/Index|Weapons]], ...)
  |-
  |-
  |Animal || limits the kind of creatures you can [[Summoning/Index|summon]]
  |Animal
|limits the kind of creatures you can [[Summoning/Index|summon]]
  |-
  |-
  |Vegetal || limits the kind of [[Potions/Index|Potions]] you can make
  |Vegetal
|limits the kind of [[Potions/Index|Potions]] you can make
  |-
  |-
  |Inorganic || limits the kind of minerals and ores you can [[Harvestables/Index|harvest]]
  |Inorganic
|limits the kind of minerals and ores you can [[Harvestables/Index|harvest]]
  |-
  |-
  |Artificial || limits the kind of [[Armour/Index|Armor]], [[Weapons/Index|Weapons]] and [[Engineering/Index|Engineering items]] you can make
  |Artificial
|limits the kind of [[Armour/Index|Armor]], [[Weapons/Index|weapons]] and [[Engineering/Index|Engineering items]] you can make
  |-
  |-
  |Magic || limits the kind of magic items you can make ([[Crafting/Index|Crafting items]], [[Weapons/Index#Enchanted_Swords|Enchanted Swords]])
  |Magic
|limits the kind of magic items you can make ([[Crafting/Index|crafting items]], [[Weapons/Index#Enchanted_Swords|enchanted swords]])
  |}
  |}


== Skills ==
== Skills ==
*[[Attributes/Attack|Attack]]
{|
*[[Attributes/Defense|Defense]]
|Attack
*[[Attributes/Harvesting|Harvesting]]
|used to calculate the chance of hitting your opponent in combat
*[[Attributes/Alchemy|Alchemy]]
|-
*[[Attributes/Magic|Magic]]
|Defense
*[[Attributes/Potion|Potion]]
|used to calculate the chance of dodging the hit of your opponent in combat
*[[Attributes/Summoning|Summoning]]
|-
*[[Attributes/Manufacture|Manufacture]]
|[[Harvestables/Index|Harvesting]]
*[[Attributes/Crafting|Crafting]]
|used to calculate the failure rate when harvesting or mining
*[[Attributes/Engineering|Engineering]]
|-
*[[Attributes/Overall|Overall]]
|[[Alchemy/Index|Alchemy]]
|used to calculate the failure rate when making essences or bars
|-
|[[Magic/Index|Magic]]
|used to calculate the failure rate when casting spells
|-
|[[Potions/Index|Potion]]
|used to calculate the failure rate when making potion
|-
|[[Summoning/Index|Summoning]]
|used to calculate the failure rate when summoning
|-
|Manufacture
|used to calculate the failure rate when manufacturing [[Armour/Index|armor]] or [[Weapons/Index|weapons]]
|-
|[[Crafting/Index|Crafting]]
|used to calculate when crafting jewelry
|-
|[[Engineering/Index|Engineering]]
|used to calculate the failure rate when making engineering items
|-
|[[Tailoring/Index|Tailoring]]
|used to calculate the failure rate when tailoring clothes
|-
|Overall
|not a skill itself - combination of the experience from all your skills
|}

Revision as of 13:28, 16 February 2008

Basic Attributes

Basic Attributes can be increased by spending pickpoints at the Wraith on Isla Prima.
They are capped at no more than 48.

Physique used to increase Might, Matter and Toughness
Coordination used to increase Might, Reaction and Dexterity
Reasoning used to increase Dexterity, Perception and Rationality
Will used to increase Matter, Rationality and Etheriality
Instinct used to increase Reaction, Perception and Charm
Vitality used to increase Toughness, Etheriality and Charm

Cross Attributes

In Order to raise a Cross Attribute by 1, you have to spend 2 pickpoints on the corresponding Basic Attributes. (e.g. to increase Might by 1 you have to spend 2 pickpoints on Physique or Coordination)

Might affects the amount you can carry (Might*20) and the damage you deal in combat
Matter affects the maximum material points (Matter*5)
Toughness reduces the amount of damage taken in combat
Charm gives a chance to summon two creatures for the cost of one (Charm = chance in %)
Reaction helps you avoid being hit in combat
Perception makes you see better in low light conditions
Rationality reduces research time, increases the amount of experience gained, increases strenght of spells
Dexterity increases chance to score a hit in combat
Ethereality increases the maximum ethereal points (Ethereality*8)

Nexii

Human limits the kind of equipment you can wear (Armor, Weapons, ...)
Animal limits the kind of creatures you can summon
Vegetal limits the kind of Potions you can make
Inorganic limits the kind of minerals and ores you can harvest
Artificial limits the kind of Armor, weapons and Engineering items you can make
Magic limits the kind of magic items you can make (crafting items, enchanted swords)

Skills

Attack used to calculate the chance of hitting your opponent in combat
Defense used to calculate the chance of dodging the hit of your opponent in combat
Harvesting used to calculate the failure rate when harvesting or mining
Alchemy used to calculate the failure rate when making essences or bars
Magic used to calculate the failure rate when casting spells
Potion used to calculate the failure rate when making potion
Summoning used to calculate the failure rate when summoning
Manufacture used to calculate the failure rate when manufacturing armor or weapons
Crafting used to calculate when crafting jewelry
Engineering used to calculate the failure rate when making engineering items
Tailoring used to calculate the failure rate when tailoring clothes
Overall not a skill itself - combination of the experience from all your skills