Vital abilities: Difference between revisions

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[[Calculating Guardian]]
[[Calculating Guardian]]
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| 2 || % Endurance/1STA || Increase amount of [[endurance]] gained per point of [[Stamina|STA]] || [[Juggler]]
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| 2 || % Vital/Potential || Increase amount of any [[vital]] gained per point of any [[Potential]] || [[Rock]]
| 2 || % Vital/Potential || Increase amount of any [[vital]] gained per point of any [[Potential]] || [[Rock]]

Revision as of 13:41, 21 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

Calculating Barrier

1 % Mind/1FOR Increase amount of mind gained per point of FOR Organiser

Calculating Guardian

2 % Endurance/1STA Increase amount of endurance gained per point of STA Juggler
2 % Vital/Potential Increase amount of any vital gained per point of any Potential Rock
3 % Aether/1INT Increase amount of aether gained per point of INT Light Commander

Abiding Fixer

3 Endurance/1WIS Increase amount of endurance gained per point of WIS Cautious Gouger
3 Mind/1FOC Increase amount of mind gained per point of FOC Careful Barrier
4 Aether/1WIS Generates amount of aether per point of WIS Abiding Fixer
6 Aether/1FOR Generates amount of aether per point of FOR Indomitable Spellthrower
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).