Tri Quality System

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As of world 10, all items have a singular quality, which effects various formulas depending on the typeof object. for example, Curiosity quality directly effects its LP.




Outdated as from Pre World 10: Items in Hafen now have 3 distinct quality meters: Essence, Substance and Vitality.

Depending on the type of item, be it a Food or a Curiosity, the effect that each quality has is different. The Weapons row at the moment only contains information about melee weapons: bows appear to have different effects.


Essence Substance Vitality Average (Avg=Ess2+Sub2+Vit23)
Curiosities Increases LP: LPGain=BaseLPEssence2+Substance2+Vitality23004
Food Lowers Satiation amount (not chance): Sat=BaseEss10 Lowers Hunger: Hun=BaseSub10 Increases FEP's: FEP=Base*Vit10
Armor Increases Deflection (X of X/Y): X=Base*Ess10 Increases Absorption (Y of X/Y): Y=Base*Sub10 Increases max Wear: W=Base*Vit10 Increases stat modifiers
Weapons Increases effective agility: eagi=agi*Ess, confirm? Increases damage: damage=Base*str*Sub/10 Increases weight of MC attacks: emc=mc*Vit
Ranged Weapons Affects range. Increases damage, alongside Perception: damage=Base*Per*Sub Affects max aim and aim speed, alongside MM.
Symbel Increases FEP Bonus: FEPMod=Base*Ess10*(maxWearcurWear)maxWear Increases Hunger Reduction: HRed=Base*Sub10*(maxWearcurWear)maxWear Increases max Wear: W=Base*Vit10
Note: Final values are rounded to nearest value instead of being truncated.