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{{TOCright}}
 
{{TOCright}}
 
[[Category: Guides]]
 
[[Category: Guides]]
  +
== Introduction ==
'''Increasing Attributes''' - In addition to learning more [[skill]]s to expand your strategic options, you can also spend [[attribute point]]s to gain ranks in the [[attribute]]s linked to those skills so they are more powerful.
+
'''Increasing Attributes''' — In addition to learning more [[skill]]s to expand your strategic options, you can also spend [[attribute point]]s to gain ranks in the [[attribute]]s linked to those skills so they are more powerful.
   
To spend your attribute points simply go to the hero tab by pressing "H" or clicking the roll-out menu tab in the bottom left corner of the screen and selecting "hero".
+
To spend your attribute points, go to the [[Skills and Attributes panel]]. This panel can be reached using the keyboard shortcut (default: ''[K]''), selecting ''Skills'' from the menu-tab, or (in towns and outposts) by double-clicking the [[Skill Bar]].
   
Take a look at how many unspent attribute points you have (listed as "'''Attribute Points''':"). Now look at the bottom of the hero tab where it lists all your attributes; the attributes listed there are the ones you can put ranks into. If you want to increase an attribute by a rank simply click on the right most "arrow", which is pointing upwards, next to that attribute's name; the number displayed on that arrow before you clicked it will be deducted from your unspent attribute points, and your number of ranks in that attribute will increase by one.
+
Your character's unspent attribute points are listed at the top of the panel. Below that is a list of all the attributes for which your character can spend remaining points. To increase an attribute, press the up-arrow; to decrease, press the downward one. Your character's rank in the attribute is increased by one and the corresponding attribute points are deducted from your unspent allocation. Repeat until you have spent all your remaining points.
   
  +
== Attribute point costs ==
Repeat this as you see fit, increasing any attributes you think you may want to use skills from and keeping an eye on your unspent attribute points; if, for example, you only have 5 attribute points left but it costs 6 to move to the next rank in one of your attributes you will have to make a choice between refunding a rank from a different attribute or foregoing getting that extra rank. Make note that while it's often better to specialize on 3-4 attributes rather than spread your points out over 5+ attributes, specializing in only one or two may not be ideal because of the attribute point cost scale.
 
  +
Attribute spending starts at one point per rank, doubling incremental costs after rank 7 and spiking for the final two ranks. For example, it costs ''7 points'' to move from rank 6 to 7, ''9 points'' from 7 to 8, and ''20 points'' from 11 to 12. The cumulative costs are listed at the bottom: it takes ''28 total points'' to reach rank 7 and ''97 points'' to reach rank 12.
   
  +
Many players feel that it is more effective to specialize in 3-4 attributes. Spreading points across 5+ attributes means that none of your character's skills will benefit significantly from the increase in ranks; narrowing focus to just 2 attributes can be inefficient because it costs only one point less to raise one attribute from rank 10 to 12 as it does to raise another from 0 to 8. The most common attribute point allocations by veterans are: 12/12, 12/12/3, 12/11/6, 12/10/8, 12/9/9, 11/11/8, and 11/10/10.
First, let's see how points are spent:
 
   
== One attribute ==
+
=== One attribute ===
{| border="1" cellpadding="5"
+
{| class="stdt"
 
|-
 
|-
| '''Rank''' : || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12
+
| '''Rank:''' || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12
 
|-
 
|-
| '''Attribute Point Cost''' : || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 9 || 11 || 13 || 16 || 20
+
| '''Attribute Point Cost:''' || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 9 || 11 || 13 || 16 || 20
 
|-
 
|-
| '''Total Cost''' : || 0 || 1 || 3 || 6 || 10 || 15 || 21 || 28 || 37 || 48 || 61 || 77 || 97
+
| '''Total Cost:''' || 0 || 1 || 3 || 6 || 10 || 15 || 21 || 28 || 37 || 48 || 61 || 77 || 97
 
|}
 
|}
   
 
=== Two attributes ===
 
  +
{| class="stdt"
As you can see from the table above, attribute spending starts at a 1:1 ratio, and gets gradually more expensive as we progress through the ranks. It's pretty linear up until rank 7, where going from rank 8 up to rank 12 gets increasingly expensive. We can see that from rank 0 to rank 1 costs 1 point, where going from rank 11 to rank 12 costs 20! The bottom row of the table displays the overall cost of attaining the particular rank from 0. So, for example, to bring an attribute to rank 12 from nothing, would cost us 97 points total.
 
 
 
Getting the most from your attribute point :
 
 
== Two attributes ==
 
{| border="1" cellpadding="5"
 
|-
 
! colspan="6" style="background:#efefef;" | Ranks
 
! style="background:#ffdead;" | Null Point
 
 
|-
 
|-
 
! colspan="6" style="background:#efefef;" | Ranks in 2 Attributes
 
! style="background:#ffdead;" | Unassigned Points
 
|- style="background:lightblue;"
 
| 12 || 12 || - || - || - || - || 6
 
| 12 || 12 || - || - || - || - || 6
 
|}
 
|}
   
== Three attributes ==
+
=== Three attributes ===
{| border="1" cellpadding="5"
+
{| class="stdt"
|-
 
! colspan="6" style="background:#efefef;" | Ranks
 
! style="background:#ffdead;" | Null Point
 
 
|-
 
|-
 
! colspan="6" style="background:#efefef;" | Ranks in 3 Attributes
  +
! style="background:#ffdead;" | Unassigned Points
  +
|- style="background:lightblue;"
 
| 12 || 12 || 3 || - || - || - || 0
  +
|- style="background:lightblue;"
 
| 11 || 10 || 10 || - || - || - || 1
 
| 11 || 10 || 10 || - || - || - || 1
  +
|- style="background:lightblue;"
|-
 
 
| 12 || 11 || 6 || - || - || - || 5
 
| 12 || 11 || 6 || - || - || - || 5
  +
|- style="background:lightblue;"
|-
 
 
| 12 || 10 || 8 || - || - || - || 5
 
| 12 || 10 || 8 || - || - || - || 5
  +
|- style="background:lightblue;"
|-
 
 
| 12 || 9 || 9 || - || - || - || 7
 
| 12 || 9 || 9 || - || - || - || 7
  +
|- style="background:lightblue;"
|-
 
 
| 11 || 11 || 8 || - || - || - || 9
 
| 11 || 11 || 8 || - || - || - || 9
 
|}
 
|}
   
== Four attributes ==
+
=== Four attributes ===
{| border="1" cellpadding="5"
+
{| class="stdt"
 
|-
 
|-
! colspan="6" style="background:#efefef;" | Ranks
+
! colspan="6" style="background:#efefef;" | Ranks in 4 Attributes
! style="background:#ffdead;" | Null Point
+
! style="background:#ffdead;" | Unassigned Points
 
|-
 
|-
 
| 12 || 10 || 6 || 6 || - || - || 0
 
| 12 || 10 || 6 || 6 || - || - || 0
 
|-
 
|-
| 11 || 9 || 8 || 8 || - || - || 1
+
| 12 || 11 || 5 || 4 || - || - || 1
 
|-
  +
| 12 || 9 || 9 || 3 || - || - || 1
 
|-
 
|-
 
| 12 || 8 || 8 || 7 || - || - || 1
 
| 12 || 8 || 8 || 7 || - || - || 1
 
|-
  +
| 11 || 9 || 8 || 8 || - || - || 1
 
|-
 
|-
 
| 10 || 10 || 9 || 7 || - || - || 2
 
| 10 || 10 || 9 || 7 || - || - || 2
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| 10 || 10 || 10 || 5 || - || - || 2
 
| 10 || 10 || 10 || 5 || - || - || 2
 
|-
 
|-
| 10 || 10 || 8 || 8 || - || - || 4
+
| 12 || 9 || 8 || 5 || - || - || 3
 
|-
  +
| 11 || 11 || 8 || 3 || - || - || 3
 
|-
  +
| 11 || 11 || 7 || 5 || - || - || 3
 
|-
 
|-
 
| 11 || 10 || 8 || 6 || - || - || 4
 
| 11 || 10 || 8 || 6 || - || - || 4
 
|-
 
|-
| 10 || 9 || 9 || 8 || - || - || 6
+
| 10 || 10 || 8 || 8 || - || - || 4
 
|-
 
|-
 
| 11 || 10 || 7 || 7 || - || - || 6
 
| 11 || 10 || 7 || 7 || - || - || 6
 
|-
 
|-
 
| 11 || 9 || 9 || 6 || - || - || 6
 
| 11 || 9 || 9 || 6 || - || - || 6
 
|-
  +
| 10 || 9 || 9 || 8 || - || - || 6
 
|-
 
|-
 
| 9 || 9 || 9 || 9 || - || - || 8
 
| 9 || 9 || 9 || 9 || - || - || 8
 
|}
 
|}
   
== Five attributes ==
+
=== Five attributes ===
{| border="1" cellpadding="5"
+
{| class="stdt"
 
|-
 
|-
! colspan="6" style="background:#efefef;" | Ranks
+
! colspan="6" style="background:#efefef;" | Ranks in 5 Attributes
! style="background:#ffdead;" | Null Point
+
! style="background:#ffdead;" | Unassigned Points
 
|-
 
|-
 
| 10 || 8 || 8 || 8 || 7 || - || 0
 
| 10 || 8 || 8 || 8 || 7 || - || 0
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|-
 
|-
 
| 10 || 9 || 9 || 6 || 6 || - || 1
 
| 10 || 9 || 9 || 6 || 6 || - || 1
 
|-
  +
| 9 || 9 || 9 || 9 || 3 || - || 2
 
|-
 
|-
 
| 9 || 9 || 8 || 8 || 7 || - || 2
 
| 9 || 9 || 8 || 8 || 7 || - || 2
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|}
 
|}
   
== Six attributes ==
+
=== Six attributes ===
{| border="1" cellpadding="5"
+
{| class="stdt"
 
|-
 
|-
! colspan="6" style="background:#efefef;" | Ranks
+
! colspan="6" style="background:#efefef;" | Ranks in 6 Attributes
! style="background:#ffdead;" | Null Point
+
! style="background:#ffdead;" | Unassigned Points
 
|-
 
|-
| 8 || 8 || 8 || 8 || 7 || 5 || 0
+
| 8 || 8 || 8 || 8 || 8 || 5 || 0
 
|-
 
|-
 
| 10 || 9 || 7 || 6 || 6 || 6 || 0
 
| 10 || 9 || 7 || 6 || 6 || 6 || 0
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|-
 
|-
 
| 9 || 8 || 8 || 8 || 6 || 5 || 5
 
| 9 || 8 || 8 || 8 || 6 || 5 || 5
|-
 
| 8 || 8 || 8 || 8 || 8 || 4 || 5
 
 
|-
 
|-
 
| 10 || 7 || 7 || 7 || 7 || 6 || 6
 
| 10 || 7 || 7 || 7 || 7 || 6 || 6
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==Notes==
 
==Notes==
* Extra points are not "dead points", though they're not enough to increase the core attributes further. They are still useful for raising other attributes (up to rank 3 at most).
+
* Unassigned points should be assigned to other attributes if those attributes have corresponding skills in the skill bar. These points are not enough to increase the main attributes further. For instance, if there are 6 unassigned points after getting 2 attributes to rank 12, those points can be used to raise one additional attribute up to rank 3.
* The possibilities are sorted from least total ranks (very specialized, efficient skills) to most total ranks (very diverse, improved flexibility). In general, a good allocation choice would reflect the same specialization/diversity as attributes represented in the skill bar.
+
* The possibilities are sorted from fewest total ranks (points assigned in the fewest number of attributes, resulting in specialized, efficient skill use) to most total ranks (points assigned in many attributes, resulting in diverse and flexible skill use). In general, the point allocation should match the specialization/diversity of attributes represented in the skill bar.

Latest revision as of 11:24, 22 December 2009

Introduction[ | ]

Increasing Attributes — In addition to learning more skills to expand your strategic options, you can also spend attribute points to gain ranks in the attributes linked to those skills so they are more powerful.

To spend your attribute points, go to the Skills and Attributes panel. This panel can be reached using the keyboard shortcut (default: [K]), selecting Skills from the menu-tab, or (in towns and outposts) by double-clicking the Skill Bar.

Your character's unspent attribute points are listed at the top of the panel. Below that is a list of all the attributes for which your character can spend remaining points. To increase an attribute, press the up-arrow; to decrease, press the downward one. Your character's rank in the attribute is increased by one and the corresponding attribute points are deducted from your unspent allocation. Repeat until you have spent all your remaining points.

Attribute point costs[ | ]

Attribute spending starts at one point per rank, doubling incremental costs after rank 7 and spiking for the final two ranks. For example, it costs 7 points to move from rank 6 to 7, 9 points from 7 to 8, and 20 points from 11 to 12. The cumulative costs are listed at the bottom: it takes 28 total points to reach rank 7 and 97 points to reach rank 12.

Many players feel that it is more effective to specialize in 3-4 attributes. Spreading points across 5+ attributes means that none of your character's skills will benefit significantly from the increase in ranks; narrowing focus to just 2 attributes can be inefficient because it costs only one point less to raise one attribute from rank 10 to 12 as it does to raise another from 0 to 8. The most common attribute point allocations by veterans are: 12/12, 12/12/3, 12/11/6, 12/10/8, 12/9/9, 11/11/8, and 11/10/10.

One attribute[ | ]

Rank: 0 1 2 3 4 5 6 7 8 9 10 11 12
Attribute Point Cost: 0 1 2 3 4 5 6 7 9 11 13 16 20
Total Cost: 0 1 3 6 10 15 21 28 37 48 61 77 97

Two attributes[ | ]

Ranks in 2 Attributes Unassigned Points
12 12 - - - - 6

Three attributes[ | ]

Ranks in 3 Attributes Unassigned Points
12 12 3 - - - 0
11 10 10 - - - 1
12 11 6 - - - 5
12 10 8 - - - 5
12 9 9 - - - 7
11 11 8 - - - 9

Four attributes[ | ]

Ranks in 4 Attributes Unassigned Points
12 10 6 6 - - 0
12 11 5 4 - - 1
12 9 9 3 - - 1
12 8 8 7 - - 1
11 9 8 8 - - 1
10 10 9 7 - - 2
10 10 10 5 - - 2
12 9 8 5 - - 3
11 11 8 3 - - 3
11 11 7 5 - - 3
11 10 8 6 - - 4
10 10 8 8 - - 4
11 10 7 7 - - 6
11 9 9 6 - - 6
10 9 9 8 - - 6
9 9 9 9 - - 8

Five attributes[ | ]

Ranks in 5 Attributes Unassigned Points
10 8 8 8 7 - 0
9 9 9 7 7 - 0
11 8 8 7 6 - 0
10 9 9 7 5 - 0
10 10 10 4 3 - 1
10 10 7 7 6 - 1
10 9 9 6 6 - 1
9 9 9 9 3 - 2
9 9 8 8 7 - 2
10 8 7 7 7 - 2
10 9 8 8 5 - 2
9 8 8 8 8 - 4
9 9 9 8 5 - 4

Six attributes[ | ]

Ranks in 6 Attributes Unassigned Points
8 8 8 8 8 5 0
10 9 7 6 6 6 0
9 9 8 8 5 5 0
9 8 8 7 7 6 1
10 8 8 7 6 5 1
9 8 8 7 7 4 1
10 8 8 6 6 6 2
9 8 7 7 7 7 3
8 8 8 8 7 6 3
10 8 7 7 7 5 3
9 9 8 7 6 5 3
9 8 8 8 7 4 3
10 8 7 7 6 6 4
9 9 8 6 6 6 4
8 8 8 7 7 7 5
9 9 7 7 7 5 5
9 8 8 8 6 5 5
10 7 7 7 7 6 6
9 9 7 7 6 6 6

Notes[ | ]

  • Unassigned points should be assigned to other attributes if those attributes have corresponding skills in the skill bar. These points are not enough to increase the main attributes further. For instance, if there are 6 unassigned points after getting 2 attributes to rank 12, those points can be used to raise one additional attribute up to rank 3.
  • The possibilities are sorted from fewest total ranks (points assigned in the fewest number of attributes, resulting in specialized, efficient skill use) to most total ranks (points assigned in many attributes, resulting in diverse and flexible skill use). In general, the point allocation should match the specialization/diversity of attributes represented in the skill bar.