Attributes

QELServ attributes still use a "2 pickpoints on a basic attribute increases 3 cross attributes by 1" system, like Eternal Lands, but the cross attributes that will be modified by basic attributes, and their effect, are different.

REMEMBER: The CROSS-ATTRIBUTES part of the Attributes window in the EL client will NOT show your actual cross-attributes, what it shows will be INCORRECT. You can use the #xattr command to see your actual cross-attribtues


Cross Attributes

The Cross-Attributes have the following effects:

  • Might
    • Increases carry capacity (by 20)
  • Matter
    • Increases health (by 20)
  • Toughness
    • Reduces damage taken from non-magical attacks
  • Charm
    • Increases the strength of summons
    • Slightly Increases the chance to score Lucky-Hit
  • Reaction
    • Increases ability to dodge non-magical attacks
  • Perception
    • Increases the amount of damage your melee and ranging attacks deal
  • Rationality
    • Increases received experience
    • Increases the potency of magic spells
    • Slightly Increases the chance to score Critical-Damage
  • Dexterity
    • Increases ability to score melee and ranging hits
  • Ethereality
    • Increases Mana

Additional effects for Mage and Summoner combat orientations will be added soon


Basic Attributes

Each Attribute modifies 3 Cross-Attributes. For every 2 pickpoints spent on an Attirbute, each of the 3 affected Cross-Attributes increases by 1

  • <attribute>
    • <affected cross-attribute>
    • <affected cross-attribute>
    • <affected cross-attribute>
  • Physique
    • Might (carry capacity)
    • Charm (slightly increase lucky-hit chance)
    • Perception (damage dealt)
  • Coordination
    • Charm (slightly increase lucky-hit chance)
    • Reaction (dodging)
    • Ethereality
  • Reasoning
    • Toughness (damage absorbed)
    • Rationality (slightly increase critical-damage chance)
    • Dexterity (hitting)
  • Will
    • Matter (health)
    • Dexterity (hitting)
    • Might (carry capacity)
  • Instinct
    • Reaction (dodging)
    • Perception (damage dealt)
    • Rationality (slightly increase critical-damage chance)
  • Vitality
    • Toughness (damage absorbed)
    • Ethereality
    • Matter (health)