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Standard attributes have values between 0 and 50,000. Hidden attributes values are less structured and tie directly to the crafting system. Reaction attributes range from -10,000 to +10,000 and represent the resistance one raw material has to another. |
Standard attributes have values between 0 and 50,000. Hidden attributes values are less structured and tie directly to the crafting system. Reaction attributes range from -10,000 to +10,000 and represent the resistance one raw material has to another. |
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− | Hidden attributes have some interesting concepts at stake. |
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− | ===Lore=== |
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− | Lore is a partially hidden value that contains some special keywords to the game. Of the current 159,659 resources in the game, 168 have lore behind them. A way to think of Lore is magical powers. |
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− | ===Grade=== |
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− | Advanced miners will have the ability to sort their findings by Grade. The following offers the breakdown of the current 159,659 resources in the game. |
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− | * (qty) label |
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− | * (89,156) common |
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− | * (20,164) outstanding |
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− | * (9612) exceptional |
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− | * (3559) legendary |
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− | * (1605) hallowed |
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− | * (303) sacred |
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− | * (201) bizarre |
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− | * (30,356) poor |
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− | * (2848) terrible |
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− | * (1584) horrific |
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− | * (271) diabolic |
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− | The labels offered can, at times, falsely indicate whether the material is good or not. Some crafters creating components may need materials of such a horribly low quality that it turns out that using something labeled Diabolic is ideal where the same material graded as Sacred would result in creating the worst component ever. |
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− | As for resources labeled as Bizarre, these are resources that have attributes that are exactly that, totally bizarre and incredibly unpredictable. |
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− | The quantities in the grades does not reflect how common or rare these materials can be found in the galaxy. It could be easy to assume with more than 150,000 different materials that the likelihood of finding sacred materials is low, this is not the case. It is important to read how mining works to understand that even the rarest materials could be more common. A simple example, in seawater there is gold. Taking that example further, it would take a miner with significant skill to mine gold from seawater and make a profit. This example is reflected in the game when it comes to mining. |
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===Hidden Attributes=== |
===Hidden Attributes=== |
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* lore |
* lore |