Eschalon RPG Wiki
Line 229: Line 229:
 
* In Book I, '''MP gained on level up''' for Mages, Fighters, and Rogues increased by 1 MP per 10 points of Intelligence*<br />* bonus is '''not''' retroactive: it applies only to MP increases for the current level and future levels
 
* In Book I, '''MP gained on level up''' for Mages, Fighters, and Rogues increased by 1 MP per 10 points of Intelligence*<br />* bonus is '''not''' retroactive: it applies only to MP increases for the current level and future levels
 
* Ability to '''Learn [[Skills#Arcane_.28Divine_.2F_Elemental.29|Elemental]] spells''' - see the table below for details. 42 Intelligence is required to learn all Elemental spells in Book II, 20 Intelligence in Book I. Temporary Intelligence bonuses (from items) '''do''' allow you to learn more/stronger spells.
 
* Ability to '''Learn [[Skills#Arcane_.28Divine_.2F_Elemental.29|Elemental]] spells''' - see the table below for details. 42 Intelligence is required to learn all Elemental spells in Book II, 20 Intelligence in Book I. Temporary Intelligence bonuses (from items) '''do''' allow you to learn more/stronger spells.
* '''Elemental resistance''' increased by about 1% per point of Intelligence
+
* '''Elemental resistance''' is determined by the sum of Intelligence and Endurance. It increases by about 1% per point for the first 40 points combined, and slowly becomes less effective after that. A combined score of over 300 would be required for 99% resistance.
   
 
{| align="center" border="1"
 
{| align="center" border="1"

Revision as of 17:44, 24 November 2011

Strength

  • Weight carried increased by 4 pounds per point of Strength
  • Maximum damage increased for unarmed, swords, bludgeoning, cleaving, and throwing attacks by 1 point of damage per 5 points of Strength
  • HP at character creation increased by 1 HP per point of Strength*
  • HP gained on level up increased by 1 HP per 10 points of Strength*
    * bonus is not retroactive: it applies only to HP increases for the current level and future levels
  • Toxin resistance is determined by the sum of Strength and Endurance. It increases by about 1% per point for the first 40 points combined, and slowly becomes less effective after that. A combined score of over 300 would be required for 99% resistance.
  • Spell casting in combat - The stronger you are, the more weight you can hold in your hands (weapon + gloves + shield/lantern) and still cast spells. Every 3 points of Strength allows you to carry 1 pound and still cast in combat. This limit applies only when enemies are near.
Strength Damage Bonus Level Up HP Bonus Combat Casting Weight
8 +1 - 2
9 +1 - 3
10 +2 +1 3
12 +2 +1 4
15 +3 +1 5
18 +3 +1 6
20 +4 +2 6
21 +4 +2 7
24 +4 +2 8
25 +5 +2 8
27 +5 +2 9
30 +6 +3 10
33 +6 +3 11
35 +7 +3 11
36 +7 +3 12
39 +7 +3 13
40 +8 +4 13

Dexterity

  • Maximum damage increased for bow, piercing, and throwing attacks by 1 point of damage per 5 points of Dexterity
  • To Hit increased by 1 point per 5 points of Dexterity
  • Armor increased by 1 point per 5 points of Dexterity
  • Lock Picking in combination with the Pick Locks skill
  • Moving Silently in combination with the Move Silently skill
Dexterity Damage Bonus To Hit Bonus Armor Bonus Lock Pick Bonus
8 +1 +1 +1 +2%
9 +1 +1 +1 +3%
10 +2 +2 +2 +3%
12 +2 +2 +2 +4%
15 +3 +3 +3 +5%
18 +3 +3 +3 +6%
20 +4 +4 +4 +6%
21 +4 +4 +4 +7%
24 +4 +4 +4 +8%
25 +5 +5 +5 +8%
27 +5 +5 +5 +9%
30 +6 +6 +6 +10%
33 +6 +6 +6 +11%
35 +7 +7 +7 +11%
36 +7 +7 +7 +12%
39 +7 +7 +7 +13%
40 +8 +8 +8 +13%


Endurance

  • HP at character creation increased by 2 HP per point of Endurance
  • HP gained on level up increased by 1 HP per 5 points of Endurance*
    * bonus is not retroactive: it applies only to HP increases for the current level and future levels
  • HP recovery rate in combination with the Medicine skill
  • All resistance is determined by the sum of Endurance and the relevant attribute: Strength for Toxins, Intelligence for Elements, Wisdom for Disease, and Perception for Magick. Each resistance increases by about 1% per point for the first 40 points combined, and slowly becomes less effective after that. A combined score of over 300 would be required for 99% resistance.

Speed

  • Maximum damage increased for unarmed, swords, bludgeoning, cleaving, and piercing attacks by 1 point of damage per 5 points of Speed
  • Armor increased by 1 point per 5 points of Speed

Intelligence

  • In Book II, MP at character creation for non-Healer class characters increased by 1 MP per point of Intelligence
  • In Book I, MP at character creation increased by 1 MP per point of Intelligence
  • In Book II, MP gained on level up for non-Magick User class characters (bug? manual says it should be "for Magick Users") increased by 1 MP per 10 points of Intelligence*
  • In Book I, MP gained on level up for Mages, Fighters, and Rogues increased by 1 MP per 10 points of Intelligence*
    * bonus is not retroactive: it applies only to MP increases for the current level and future levels
  • Ability to Learn Elemental spells - see the table below for details. 42 Intelligence is required to learn all Elemental spells in Book II, 20 Intelligence in Book I. Temporary Intelligence bonuses (from items) do allow you to learn more/stronger spells.
  • Elemental resistance is determined by the sum of Intelligence and Endurance. It increases by about 1% per point for the first 40 points combined, and slowly becomes less effective after that. A combined score of over 300 would be required for 99% resistance.
Intelligence Max Number of Spells Known (Book II) Highest Tier Spells Known (Book II) Highest Tier Spells Known (Book I)
8 - - -
10 - - 1
15 7 1 2
17 8 1 2
19 9 1 2
20 9 2 3
21 10 2 3
23 11 2 3
25 12 3 3
27 13 3 3
29 14 3 3
31 15 3 3
33 16 3 3
35 17 3 3

Wisdom

  • MP at character creation for Healer class characters increased by 1 MP per point of Wisdom
  • MP gained on level up for Magic User class characters (bug? manual says it should be "for Healers") increased by 1 MP per 10 points of Wisdom*
    * bonus is not retroactive: it applies only to MP increases for the current level and future levels
  • Ability to Learn Divine spells - see the table below for details. 42 Wisdom is required to learn all Divination spells. Temporary Wisdom bonuses (from items) do allow you to learn more/stronger spells.
  • Disease resistance increased by about 1% per point of Wisdom
Wisdom Max Number of Spells Known Highest Tier Spells Known
8 - -
15 7 1
17 8 1
19 9 1
20 9 2
21 10 2
23 11 2
25 12 3
27 13 3
29 14 3
31 15 3
33 16 3
35 17 3


Perception

  • MP at character creation increased by 2 MP per point of Perception*
  • MP gained on level up increased by 1 MP per 5 points of Perception*
    * bonus is not retroactive: it applies only to MP increases for the current level and future levels
  • MP recovery rate in combination with the Meditation skill
  • Magic resistance increased by about 1% per point of Perception
  • Finding hidden objects in combination with the Spot Hidden skill


Concentration

  • Weight carried increased by 2 pounds per point of Concentration
  • Maximum damage increased for bow attacks by 1 point of damage per 5 points of Concentration
  • To Hit increased by 1 point per 5 points of Concentration
  • Disarm traps in combination with the Skullduggery skill
  • Melee spell failure rate reduced (?)