Adventuring Attribute Points
Adventuring Attributes
- Strength (Str) Increases melee damage (before mitigation).
- Constitution (Con) Increases health points and damage resistances.
- Dexterity (Dex) Increases melee critical hit bonus, ranged damage, chance to evade attacks and spells, mitigation of melee damage, chance to defend with defensive abilities, and chance to recognize and react to enemy abilities.
- Vitality (Vit) Increases healing effectiveness, in-combat health and energy regeneration, and unmounted movement speed.
- Intelligence (Int) Increases spell damage, chance to identify and recognize tactics, chance to detect opponents and perceive what they're doing in combat, chance to counter opponents' spells, and chance to prevent opponents from countering your spells.
- Wisdom (Wis) Increases energy pool, spell critical hit bonus, chance to identify spells and recognize tactics, chance to detect opponents and perceive what they're doing in combat, chance to counter opponents' spells.
Starting Attributes
A character's starting attributes are dependent on his or her class. Race has no effect on starting attributes. Attributes at level 1 for each class:
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Earning Attribute Points
Starting at level 10, each player will gain 20 attribute points per level. These 20 attribute points are allocated as follows:
- 1 point is allocated to each attribute (total of 6 points).
- 2 points are automatically allocated based on your race (see below).
- 2 points are automatically awarded based on your class (see below).
- 10 points are awarded to your Attribute Points pool to be manually allocated as you wish (2 points per 20% of level).
Racial Attribute Allocation
Based on your race, four attribute points will be automatically assigned to the race's main attributes every time a level is gained. Here is the breakdown:
Racial Attribute Increases Per Level.
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Class Attribute Allocation
Class-based increases per level Based on your class, two attribute points will be automatically assigned to the attributes every time a level is gained (10+). Here is the breakdown.
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Attribute Caps
All of the attributes are capped by your adventuring level. The default cap for each stat increases by 5 per level, and 3 additional "cap increases" will be distributed to 2 or 3 stats based on your race. The cap begins raising at level 10. Keep in mind the automatically allocated points (above) do count towards your cap limits. This cap only applies to allocating attribute points, not bonuses from items.
Attribute Cap Increase Per Level
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Reallocating Attribute Points
For a small (but steadily increasing) fee, you can re-allocate your adventuring attribute points at an Adventuring Assigner in any major city.
After Attribute Points have been allocated you must spend Refund Points to reclaim used Attribute Points. Every one Refund Point will allow you to decrement one Attribute Point from any one attribute, thus increasing your available Attribute Points pool by one.
Refund points are granted to the player as they earn adventuring experience. Thus, Refund Points will accumulate faster as you increase in level. Refund Points can only be used to reclaim Attribute Points that were allocated manually.
I’ll run you through a couple examples to help clarify and show why race will play an important role.
Example 1: 1st we’ll make a Dark Elf Sorcerer. Level 1: Str:30 Con:25 Dex:20 Vit:35 Int:50 Wis:50 (level 1-9 race makes no difference).
At level 10 we begin to get our cap increases and points to assign and racials show a small difference. And being a Sorcerer we’ll want to max out Int, Wis, and put the rest in Vit for in combat regeneration. Number in [ ] will be potential cap.
a) 1 point automatically goes into each stat (6 points).
b) 2 points are automatically assigned based on your class (+1int, +1wis).
c) 2 points are automatically assigned based on your race (+1int, +1wis).
d) 10 points are awarded to the player to assign as he/she sees fit. Awarded 2 points at a time every 20% of the level.
Level 10:
Str: 30 +1 (+5cap, 4 left for allocation)
Dex: 25 +1 (+5 cap, 4 left for allocation)
Con: 25 +1 (+5 cap, 4 left for allocation)
Vit: 35 +1 (+5 cap, 4 left for allocation)
Int: 50 +1 +1+1 (+6 cap, 3 left for allocation)
Wis: 50 +1 +1 +1 (+7 cap, 4 left for allocation)
So now at 10.8 you could have these stats. (10 points to manually allocate)
Str: 31 (35 max)
Dex: 26 (30 max)
Con: 21 (25 max)
Vit: 39 (40 max)
Int: 56 (56 max)
Wis: 57 (57 max)
Because of the way racials are working we can cap out Int & Wis and almost cap out Vit.
At level 50 (410 points to spend) this will be your base stats w/o gear:
Level 50: Str:71[235] Con:66[230] Dex:61[225] Vit:199[240] Int:296[296] Wis:337[337]
Example 2: Ok now to show why racial choice may be important lets make a Qualia Human Sorcerer.
a) 1 point automatically goes into each stat (6 points).
b) 2 points are automatically assigned based on your class (+1int, +1wis).
c) 2 points are automatically assigned based on your race (+1dex, +1wis).
d) 10 points are awarded to the player to assign as he/she sees fit. Awarded 2 points at a time every 20% of the level.
- Level 1-9: Str:30 Con:25 Dex:20 Vit:35 Int:50 Wis:50 (no difference)
- Level 10: Str:31[35] Con:26[30] Dex:22[26] Vit:40[41] Int:55[55] Wis:56[56] Can’t quite cap the same 3 out and you have 1 point less int, 1 points less wis. Small difference the 1st level.
- Level 50: Str:71[233] Con:66[230] Dex:102[266] Vit:199[281] Int:255[255] Wis:296[296]
Now lets compare the two at level 50 to see the difference.
DE: Str:71[235] Con:66[230] Dex: 61[225] Vit:240[240] Int:296[296] Wis:337[337]
QH: Str:71[233] Con:66[230] Dex:102[266] Vit:199[281] Int:255[255] Wis:296[296]
0 0 +41 0 -40 -41
Of the two most important stats for the Sorcerer at level 50 the Qalian Human is going to have 40 less Int and, 41 less Wis. That’s approximately 8 levels difference stat wise.