Difference between revisions of "Astrology"

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(→‎Indicators and Predictors: modifiers change continuously; green is good, orange is bad; cleanup)
(clarified examples, added "unknown" for missing effects; cleanup)
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{{FoCW_Header|Astrology}}
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{{FoCW Header|Astrology}}
==General description==
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...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!<br />
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== General description ==
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 then sometimes you lose.<br />
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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!
Ok, enough rambling, 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]].
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==Celestial influences==
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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
 
The following elements of Eternal Lands are influenced by astrology
* Attack and defense level
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* [[Combat|Attack and defense]] level
 
* Chance of critical to damage and critical to hit
 
* Chance of critical to damage and critical to hit
 
* Accuracy
 
* Accuracy
* Strength of spells (magic)
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* Strength of [[magic]] spells
* Failure rate
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* Failure rate when mixing
* Chance to make rare items
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* Chance to make rare items when mixing
* Break rate
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* Equipment degrade/break rate during combat
* Harvesting event frequency
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* [[Harvesting event]] frequency
  
== Indicators and Predictors ==
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== 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#Astrology Indicators|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 [[Guides/Probability|probability]] to understand the precise specifics.
 
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#Astrology Indicators|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 [[Guides/Probability|probability]] to understand the precise specifics.
  
==Construing the stones==
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== Construing the stones ==
* The chance to make rare items and the break rate work on a 10k basis, which is modified by the astrology bonus (the bonus is added to 10k).
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* 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: let's assume the chance to make a [[Potion of Extra Mana]] is 1 in 1k and your astrology bonus towards making rare item is +200. Then the chance to make an EMP is 10 in 10k and with the bonus it's 10 in 10,200. That shows that a positive bonus to make rare is bad (a bonus of say -400 would lead to a chance of 10 EMPs in 9600).
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** 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: 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.
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** 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.
** The factor 4 that a [[No More Tears Cape]] gives is applied to the modified chance to degrade for equipped items (in the above example the chance to break would be 1 in 4*10200=40800 and not 1 in 4*10000+200=40200).
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** 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
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* [[Harvesting events]]
* Attack and defense level
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** unknown effect
* Magic
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* [[Combat|Attack and defense]] level
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** unknown effect
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* [[Magic]]
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** unknown effect
 
* Criticals
 
* Criticals
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** unknown effect
 
* Accuracy
 
* Accuracy
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** unknown effect
  
[[Category:Astrology]]
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[[Category:Astrology| ]]<!-- Keep the space.  See: http://en.wikipedia.org/wiki/WP:EPON -->

Revision as of 10:03, 24 November 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