Vital abilities: Difference between revisions

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| 1 || % Health/1CON || Increase amount of [[health]] gained per point of [[Constitution|CON]] || [[Defender]]
| 1 || % Health/1CON || Increase amount of [[health]] gained per point of [[Constitution|CON]] || [[Defender]]
[[Calculating Barrier]]
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| 1 || % Mind/1FOR || Increase amount of [[mind]] gained per point of [[Fortitude|FOR]] || [[Organiser]]
| 1 || % Mind/1FOR || Increase amount of [[mind]] gained per point of [[Fortitude|FOR]] || [[Organiser]]


[[Calculating Guardian]]
[[Calculating Guardian]]
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| 3 || Mind/1FOC || Increase amount of [[mind]] gained per point of [[Focus|FOC]] || [[Careful Barrier]]
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| 7 || Aether/1PRE || Generates amount of [[aether]] per point of [[Presence|PRE]] || [[Teaching Spellbender]]
| 7 || Aether/1PRE || Generates amount of [[aether]] per point of [[Presence|PRE]] || [[Teaching Spellbender]]

Revision as of 15:30, 19 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

3 Mind/1FOC Increase amount of mind gained per point of FOC Careful Barrier
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).