(→Intelligence: typofix) Tags: Visual edit apiedit |
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− | All Attributes start at base 5. A newly created character has five Attribute points to spend. Each even level grants an additional Attribute point, ending up with 15 spendable Attribute Points. Each [[Divinity: |
+ | All '''Attributes''' start at base 5. A newly created character has five Attribute points to spend. Each even level grants an additional Attribute point, ending up with 15 spendable Attribute Points. Each [[Divinity: Original Sin Skills|Skill]] is boosted by a particular Attribute and has a [[Divinity: Original Sin Skills#Minimum Attribute Effectiveness|soft Attribute requirement]] based on its Skill Level. Each Attribute point below the requirement reduces the effectiveness of the Skill by 10%, while each Attribute point above the requirement grants a 5% bonus. Attributes cannot exceed 15 unless it is boosted by equipment. |
== Effects == |
== Effects == |
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=== Strength === |
=== Strength === |
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− | * Boosts [[Divinity: |
+ | * Boosts [[Divinity: Original Sin Skills#Man-at-Arms Skills|Man-at-Arms]] skills |
* +20 Weight per point (base 10) |
* +20 Weight per point (base 10) |
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* +6 Offense Rating per point for Strength-based Weapons |
* +6 Offense Rating per point for Strength-based Weapons |
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=== Dexterity === |
=== Dexterity === |
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− | * Boosts [[Divinity: |
+ | * Boosts [[Divinity: Original Sin Skills#Expert Marksman Skills|Expert Marksman]] skills |
− | * Boosts [[Divinity: |
+ | * Boosts [[Divinity: Original Sin Skills#Scoundrel Skills|Scoundrel]] skills |
* +5 Defense rating per point above 5? (base 4xLevel) |
* +5 Defense rating per point above 5? (base 4xLevel) |
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* +6 Offense Rating per point for Dexterity-Based Weapons |
* +6 Offense Rating per point for Dexterity-Based Weapons |
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=== Intelligence === |
=== Intelligence === |
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− | * Boosts Elemental skills ([[Divinity: |
+ | * Boosts Elemental skills ([[Divinity: Original Sin Skills#Aerotheurge Skills|Aerotheurge]], [[Divinity: Original Sin Skills#Geomancer Skills|Geomancer]], [[Divinity: Original Sin Skills#Hydrosophist Skills|Hydrosophist]], [[Divinity: Original Sin Skills#Pyrokinetic Skills|Pyrokinetic]]) |
− | * Boosts [[Divinity: |
+ | * Boosts [[Divinity: Original Sin Skills#Witchcraft Skills|Witchcraft]] skills |
* Every 2 intelligence points after 4 int reduces the cooldown of magic school skills by 1 turn until 10, then you don't reduce spells cooldown until 13. |
* Every 2 intelligence points after 4 int reduces the cooldown of magic school skills by 1 turn until 10, then you don't reduce spells cooldown until 13. |
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* +6 Offense Rating per point for Intelligence-Based Weapons |
* +6 Offense Rating per point for Intelligence-Based Weapons |
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<!--Interwiki links--> |
<!--Interwiki links--> |
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[[ru:Характеристики в Original Sin]] |
[[ru:Характеристики в Original Sin]] |
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− | [[Category: |
+ | [[Category:Divinity: Original Sin characters]] |
Revision as of 11:52, 20 June 2017
All Attributes start at base 5. A newly created character has five Attribute points to spend. Each even level grants an additional Attribute point, ending up with 15 spendable Attribute Points. Each Skill is boosted by a particular Attribute and has a soft Attribute requirement based on its Skill Level. Each Attribute point below the requirement reduces the effectiveness of the Skill by 10%, while each Attribute point above the requirement grants a 5% bonus. Attributes cannot exceed 15 unless it is boosted by equipment.
Effects
Strength
- Boosts Man-at-Arms skills
- +20 Weight per point (base 10)
- +6 Offense Rating per point for Strength-based Weapons
Dexterity
- Boosts Expert Marksman skills
- Boosts Scoundrel skills
- +5 Defense rating per point above 5? (base 4xLevel)
- +6 Offense Rating per point for Dexterity-Based Weapons
Intelligence
- Boosts Elemental skills (Aerotheurge, Geomancer, Hydrosophist, Pyrokinetic)
- Boosts Witchcraft skills
- Every 2 intelligence points after 4 int reduces the cooldown of magic school skills by 1 turn until 10, then you don't reduce spells cooldown until 13.
- +6 Offense Rating per point for Intelligence-Based Weapons
Constitution
- +1 Maximum Action Points per point (base 7)
- +6.2 Vitality per point and level (+7.13 in normal difficulty due to the +15% bonus)
Speed
- +0.1 Movement per point
- +0.5 Initiative per point
- +0.5 Start Action Points per point (base 2)
- +0.5 Turn Action Points per point (base 3.5)
Perception
- +1.0 Hearing per point
- +0.5 Initiative per point
- +0.5 Start Action Points per point (base 2)
- +2% Critical Chance per point above 5
- Ability to detect traps
- Accuracy when shooting over distances
- Every 0.2 meters from the target reduces chance to hit by 1%
- Each point of Perception increases the distance before penalties due to range take effect by 0.4 meters.