Vital abilities: Difference between revisions

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(Created page with "Vital secondary abilities affect the maximum amount for vitals. {| class="wikitable" |- ! Min. Tier !! Type !! Ability !! Milestones |- | 1 || % Health/1CON...")
 
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| 4 || % Mind/1FOR || Increase amount of [[mind]] gained per point of [[Fortitude|FOR]] || [[Calculating Guardian]]
| 4 || % Mind/1FOR || Increase amount of [[mind]] gained per point of [[Fortitude|FOR]] || [[Calculating Guardian]]
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| 7 || Aether/1PRE || Generates amount of [[aether]] per point of [[Presence|PRE]] || [[Teaching Spellbender]]
|}
|}
As a rule, you have:
# The base amount of [[vital]] per [[Potential]] (0 or 10)
# Plus the added amount of [[vital]] per [[Potential]]
then
# You have the % of specific [[vital]] per specific [[Potential]]
# Plus the % of generic [[vital]] per [[Potential]]
yielding the amount of [[vital]]s obtained from the current [[Potential]] amount (including [[gear]] and any other effects).
[[Category:Professional Ability]]
[[Category:Professional Ability]]

Revision as of 20:28, 18 January 2020

Vital secondary abilities affect the maximum amount for vitals.

Min. Tier Type Ability Milestones
1 % Health/1CON Increase amount of health gained per point of CON Defender
4 % Mind/1FOR Increase amount of mind gained per point of FOR Calculating Guardian
7 Aether/1PRE Generates amount of aether per point of PRE Teaching Spellbender

As a rule, you have:

  1. The base amount of vital per Potential (0 or 10)
  2. Plus the added amount of vital per Potential

then

  1. You have the % of specific vital per specific Potential
  2. Plus the % of generic vital per Potential

yielding the amount of vitals obtained from the current Potential amount (including gear and any other effects).