Difference between revisions of "Attributes"
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They are capped at no more than 48. | They are capped at no more than 48. | ||
{| | {| | ||
| − | | | + | |Physique |
|used to increase Might, Matter and Toughness | |used to increase Might, Matter and Toughness | ||
|- | |- | ||
| − | | | + | |Coordination |
|used to increase Might, Reaction and Dexterity | |used to increase Might, Reaction and Dexterity | ||
|- | |- | ||
| − | | | + | |Reasoning |
|used to increase Dexterity, Perception and Rationality | |used to increase Dexterity, Perception and Rationality | ||
|- | |- | ||
| − | | | + | |Will |
|used to increase Matter, Rationality and Etheriality | |used to increase Matter, Rationality and Etheriality | ||
|- | |- | ||
| − | | | + | |Instinct |
|used to increase Reaction, Perception and Charm | |used to increase Reaction, Perception and Charm | ||
|- | |- | ||
| − | | | + | |Vitality |
|used to increase Toughness, Etheriality and Charm | |used to increase Toughness, Etheriality and Charm | ||
|} | |} | ||
| Line 27: | Line 27: | ||
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) | ||
{| | {| | ||
| − | | | + | |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 | ||
|- | |- | ||
| − | | | + | |Matter |
|affects the maximum material points (Matter*5) | |affects the maximum material points (Matter*5) | ||
|- | |- | ||
| − | | | + | |Toughness |
|reduces the amount of damage taken in combat | |reduces the amount of damage taken in combat | ||
|- | |- | ||
| − | | | + | |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 %) | ||
|- | |- | ||
| − | | | + | |Reaction |
|helps you avoid being hit in combat | |helps you avoid being hit in combat | ||
|- | |- | ||
| − | | | + | |Perception |
|makes you see better in low light conditions | |makes you see better in low light conditions | ||
|- | |- | ||
| − | | | + | |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 | ||
|- | |- | ||
| − | | | + | |Dexterity |
|increases chance to score a hit in combat | |increases chance to score a hit in combat | ||
|- | |- | ||
| − | | | + | |Ethereality |
|increases the maximum ethereal points (Ethereality*8) | |increases the maximum ethereal points (Ethereality*8) | ||
|} | |} | ||
| Line 57: | Line 57: | ||
== Nexii == | == Nexii == | ||
{| | {| | ||
| − | |Human | + | |Human |
| + | |limits the kind of equipment you can wear ([[Armour/Index|Armor]], [[Weapons/Index|Weapons]], ...) | ||
|- | |- | ||
| − | |Animal | + | |Animal |
| + | |limits the kind of creatures you can [[Summoning/Index|summon]] | ||
|- | |- | ||
| − | |Vegetal | + | |Vegetal |
| + | |limits the kind of [[Potions/Index|Potions]] you can make | ||
|- | |- | ||
| − | |Inorganic | + | |Inorganic |
| + | |limits the kind of minerals and ores you can [[Harvestables/Index|harvest]] | ||
|- | |- | ||
| − | |Artificial | + | |Artificial |
| + | |limits the kind of [[Armour/Index|Armor]], [[Weapons/Index|weapons]] and [[Engineering/Index|Engineering items]] you can make | ||
|- | |- | ||
| − | |Magic | + | |Magic |
| + | |limits the kind of magic items you can make ([[Crafting/Index|crafting items]], [[Weapons/Index#Enchanted_Swords|enchanted swords]]) | ||
|} | |} | ||
== Skills == | == 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 | |
| − | + | |- | |
| − | + | |[[Harvestables/Index|Harvesting]] | |
| − | + | |used to calculate the failure rate when harvesting or mining | |
| − | + | |- | |
| − | + | |[[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 12:28, 16 February 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) |
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 |