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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 [[Skills (Original Sin)|Skill]] is boosted by a particular Attribute and has a [[Skills (Original Sin)#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. |
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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. |
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== Effects == |
== Effects == |
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− | |||
− | * Each skill has a base attribute requirement based on its level: |
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− | :{| class="wikitable" |
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− | ! Attribute !! Skill level |
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− | |- |
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− | | 7 || 0 |
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− | |- |
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− | | 8 || 1-4 |
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− | |- |
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− | | 9 || 5-8 |
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− | |- |
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− | | 10 || 9-12 |
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− | |- |
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− | | 11 || 13-16 |
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− | |- |
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− | | 12 || 17-20 |
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− | |} |
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− | :Each attribute point below the requirement gives a -10% penalty to the skill. Each attribute point above the requirement gives a 5% bonus to the skill. |
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− | * Each point above 5 in an attribute gives +6 Offense rating when using a weapon based on that attribute. |
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=== Strength === |
=== Strength === |
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− | * Boosts [[ |
+ | * Boosts [[Man-at-Arms (Divinity: Original Sin)|Man-at-Arms]] skills |
* +20 Weight per point (base 10) |
* +20 Weight per point (base 10) |
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⚫ | |||
− | * Increases offense rating with strength-based weapons by 6 |
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=== Dexterity === |
=== Dexterity === |
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− | * Boosts [[Divinity: |
+ | * Boosts [[Expert Marksman (Divinity: Original Sin)|Expert Marksman]] skills |
− | * Boosts [[ |
+ | * Boosts [[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 |
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− | * Increases offense rating with dexterity-based weapons by 6 |
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=== Intelligence === |
=== Intelligence === |
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− | * Boosts Elemental skills ([[Divinity: |
+ | * Boosts Elemental skills ([[Aerotheurge (Divinity: Original Sin)|Aerotheurge]], [[Geomancer (Divinity: Original Sin)|Geomancer]], [[Hydrosophist (Original Sin 2)|Hydrosophist]], [[Pyrokinetic]]) |
− | * Boosts [[Divinity: |
+ | * Boosts [[Witchcraft (Divinity: Original Sin)|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. |
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− | * -1 turn cooldown of spells per 2 points above 2 |
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+ | * +6 Offense Rating per point for Intelligence-Based Weapons |
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− | * -1 AP cost of spells per 5 points |
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⚫ | |||
=== Constitution === |
=== Constitution === |
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* +1 Maximum Action Points per point (base 7) |
* +1 Maximum Action Points per point (base 7) |
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− | * + |
+ | * +6.2 Vitality per point and level (+7.13 in normal difficulty due to the +15% bonus) |
=== Speed === |
=== Speed === |
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* +0.5 Initiative per point |
* +0.5 Initiative per point |
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* +0.5 Start Action Points per point (base 2) |
* +0.5 Start Action Points per point (base 2) |
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− | * +0. |
+ | * +0.5 Turn Action Points per point (base 3.5) |
=== Perception === |
=== Perception === |
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* +0.5 Start Action Points per point (base 2) |
* +0.5 Start Action Points per point (base 2) |
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* +2% Critical Chance per point above 5 |
* +2% Critical Chance per point above 5 |
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⚫ | |||
− | * Accuracy when shooting over |
+ | * Accuracy when shooting over distances |
⚫ | |||
+ | ** Every 0.2 meters from the target reduces chance to hit by 1% |
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+ | ** Each point of Perception increases the distance before penalties due to range take effect by 0.4 meters. |
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+ | |||
+ | <!--Interwiki links--> |
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+ | [[ru:Характеристики в Original Sin]] |
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+ | [[Category:Original Sin gameplay]] |
Revision as of 04:08, 30 November 2019
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.