Attributes: Difference between revisions
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== Nexuses == | == [[Nexus/Index|Nexuses]] == | ||
{| | {| | ||
|Human | |[[Nexus/Human|Human]] | ||
|limits the kind of equipment you can wear ([[Armour/Index|armor]], [[Weapons/Index|weapons]], ...) | |limits the kind of equipment you can wear ([[Armour/Index|armor]], [[Weapons/Index|weapons]], ...) | ||
|- | |- | ||
|Animal | |[[Nexus/Animal|Animal]] | ||
|limits the kind of creatures you can [[Summoning/Index|summon]] | |limits the kind of creatures you can [[Summoning/Index|summon]] | ||
|- | |- | ||
|Vegetal | |[[Nexus/Vegetal|Vegetal]] | ||
|limits the kind of [[Potions/Index|potions]] you can make | |limits the kind of [[Potions/Index|potions]] you can make | ||
|- | |- | ||
|Inorganic | |[[Nexus/Inorganic|Inorganic]] | ||
|limits the kind of minerals and ores you can [[Harvestables/Index|harvest]] | |limits the kind of minerals and ores you can [[Harvestables/Index|harvest]] | ||
|- | |- | ||
|Artificial | |[[Nexus/Artificial|Artificial]] | ||
|limits the kind of [[Armour/Index|armor]], [[Weapons/Index|weapons]] and [[Engineering/Index|engineering items]] you can make | |limits the kind of [[Armour/Index|armor]], [[Weapons/Index|weapons]] and [[Engineering/Index|engineering items]] you can make | ||
|- | |- | ||
|Magic | |[[Nexus/Magic|Magic]] | ||
|limits the kind of magic items you can make ([[Crafting/Index|crafting items]], [[Weapons/Index#Enchanted_Swords|enchanted swords]]) | |limits the kind of magic items you can make ([[Crafting/Index|crafting items]], [[Weapons/Index#Enchanted_Swords|enchanted swords]]) | ||
|} | |} |
Revision as of 04:46, 25 April 2008
Eternal Lands Wiki
Attributes
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) |
Nexuses
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 |