Skills

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Life Skills

Fishing

Fishing can be performed at any body of water - bridges, lakes, etc. This is a reaction-based minigame, requiring you to type reel after a random amount of time as quickly as you can so the reward doesn't get away. There's many things you can get from this - trash, food, crates, materials, and levelling up increases the range of rewards you can get.

The higher your fishing level, the higher the rank of material you may retrieve while fishing. There is no set list of materials you can retrieve by fishing, every single material in the game is eligible, though as there are numerous materials this isn't the best way to search for a specific material you want.

Alchemy

Alchemy is done with materials using the !compound or !brew commands. By combining different materials, you can create better materials, potions or even weapons and armour! Try it out for yourself, there's so many recipes that I can't even list them all here.

Scavenging

Scavenging can be done on almost any tile in the world, and lets you gather materials from the area. The amount you get is random, determined by your scavenging level. Use !scavenge anywhere where it's an available action. If a tile is depleted, it'll be refreshed at 12am midnight (GMT) every day.

Salvaging

Salvaging is the act of deconstructing equipment you have into a base reagent material. This is based on rarity, not the item itself. Salvaging a Common item will always give you Recycled Parts, Magic will give Arcane Reagents, Rare will give Crystallised Energy and Unique items will give you Forgotten Souls. Raising your salvage level will increase how many materials you get back, as these are used in crafting high-end equipment, this is a fairly important life skill.

Woodcutting

Woodcutting is the act of chopping down trees for logs. Different forest types have different logs, and the amount you get depends on your level.

Mining

Mining allows you to dig for gems, treasure and artifacts in quarries. Your mining level determines the amount of rewards/actions per mine as well as the chances of finding obstacles.

Combat Skills

Diminishing Returns

Every stat is affected by the following table of diminishing returns. Effectively, stats are multiplied at their base by 64. This number is divided by a certain amount once you reach skill 'thresholds', lowering the value you'd normally get by putting a ton of points in a single skill.

Stat Value Diminishing Returns
10+ 64 / 1.5
20+ 64 / 2
30+ 64 / 2.5
40+ 64 / 3
50+ 64 / 3.5
60+ 64 / 4
70+ 64 / 4.5
80+ 64 / 5
90+ 64 / 6

Strength

Increases damage you inflict on others.

Formula

floor(5 + (L / 100 * ((S+A+B)*D)+2/1024))

L: your level

S: current strength stat

A: bonus strength added by equipment and buffs

B: base strength added by your class

D: diminishing returns multiplier

Damage Calculation

ceil((((M*L/5+2)*(S/F)+2)*R)/64)

M: the multiplier, this is 1 normally, 2 if a critical hit and 3 if a focused attack

L: your level

S: your calculated (post-formula) strength

F: your enemy's calculated (post-formula) fortitude

R: random value from 217 to 255, to add ranges to damage

Fortitude

Decreases damage others inflict on you.

Formula

floor(5 + (L / 100 * ((S+A+B)*D)+2/1024))

L: your level

S: current fortitude stat

A: bonus fortitude added by equipment and buffs

B: base fortitude added by your class

D: diminishing returns multiplier

Agility

Gives you a chance to evade attacks.

Formula

floor((5 + (L / 100 * ((S+A+B)*D)+2/1024)) * 100 / 256)

L: your level

S: current agility stat

A: bonus agility added by equipment and buffs

B: base agility added by your class

D: diminishing returns multiplier

Precision

Gives you a chance to critical hit, doubling your damage.

Formula

floor((5 + (L / 100 * ((S+A+B)*D)+2/1024)) * 100 / 256)

L: your level

S: current precision stat

A: bonus precision added by equipment and buffs

B: base precision added by your class

D: diminishing returns multiplier

Impact

Gives you a chance to stun your opponent, causing them to skip a turn.

Formula

floor((5 + (L / 100 * ((S+A+B)*D)+2/1024)) * 100 / 256)

L: your level

S: current impact stat

A: bonus impact added by equipment and buffs

B: base impact added by your class

D: diminishing returns multiplier

Stamina

Stamina works to increase your HP, MP and AP capacities.

HP/MP Formula

floor(X+(((S * 50) / 50) + (10 * L) + (L * S)) / V)

X: starting value - for HP this is 20, for MP this is 10

S: current stamina stat

L: your level

V: 1 if HP, 2 if MP

AP Formula

floor(100+(5 * S))

S: current stamina stat

AP is calculated in a much simpler way than HP/MP, it's simply a base 100 with 5 added with every point of stamina. This does not include bonus stamina from your class or your equipment.