Vital abilities
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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 |
1 | % Mind/1FOR | Increase amount of mind gained per point of FOR | Organiser |
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 |
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/1DEX | Generates amount of aether per point of DEX | Careful Opportunist |
4 | Aether/1WIS | Generates amount of aether per point of WIS | Abiding Fixer |
6 | Aether/1FOC | Generates amount of aether per point of FOC | Indomitable Spellthrower |
7 | Aether/1PRE | Generates amount of aether per point of PRE | Teaching Spellbender |
As a rule, you have:
then
yielding the amount of vitals obtained from the current Potential amount (including gear and any other effects).