Attributes

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Primary Stats

Strength (STR)

  • Increases melee damage bonus with an average speed weapon (before mitigation)

Constitution (CON)

  • Increases hit point pool
  • Increases all resistances

Dexterity (DEX)

  • Increases critical hit bonus
  • Increases ranged damage bonus with an average speed weapon
  • Increases chance to dodge an attack
  • Increases chance to parry an attack
  • Increases chance to completely resist a spall
  • Increases change to successfully defendwith a defensive ability
  • Increases change to successfully recognize and react to enemy abilities

Vitality (VIT)

  • Increases healing effectiveness
  • Increases bonus to in-combat health regeneration
  • Increases per second energy regeneration per second
  • Increases bonus to unmounted movement speed

Intelligence (INT)

  • Increases spell damage average
  • Increases chance to identify spells and recognize tactics
  • Increases chance to detect opponents and perceive what they are doing in combat
  • Increases chance to counter opponents spells
  • Increases chance to prevent opponents from counter your spells

Wisdom (WIS)

  • Increases spell critical hit bonus
  • Increases energy pool
  • Increases chance to identify spells and recognize tactics
  • Increases chance to detect opponents and perceive what they are doing in combat
  • Increases 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:

Class STR CON DEX VIT WIS INT
Bard 40 40 45 35 25 25
Blood Mage 25 30 255 35 50 45
Cleric 35 30 25 35 50 35
Disciple 35 30 25 35 50 35
Dread Knight 35 50 40 35 25 25
Druid 30 25 20 35 50 50
Monk 40 40 45 35 25 25
Necromancer 30 25 20 35 50 50
Paladin 35 50 40 35 25 25
Psionicist 30 25 20 35 50 50
Ranger 40 40 45 35 25 25
Rogue 40 40 45 35 25 25
Shaman 30 30 25 35 50 40
Sorcerer 30 25 20 35 50 50
Warrior 35 50 40 35 25 25

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).
  • 4 points are automatically allocated based on your race (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 increases per level:

Race STR CON DEX VIT WIS INT
Dark Elf 1 1 2
Dwarf 3 1
Gnome 1 3
Goblin 3 1
Half Elf 1 1 2
Halfling 3 1
High Elf 3 1
Kojani Human
Kurashasa 2 2
L. Giant 3 1
Mordebi Human
Orc 2 2
Qaliathari Human
Raki 1 2 1
Thestran Human
Varanjar 2 1 1
Varanthari 1 2 1
Vulmane 1 1 2
Wood Elf 2 2

Attribute Caps

All of the attributes are capped by your adventuring level. Attribute caps equate to 18 times your level.

Attribute maximums for points gained per level are 4 per stat (5 if human) plus your racial inheritance.

Race STR CON DEX VIT WIS INT
Dark Elf 4 4 5 4 5 6
Dwarf 4 7 4 4 5 4
Gnome 4 5 4 4 4 7
Goblin 4 4 4 7 4 5
Half Elf 4 4 5 5 4 6
Halfling 4 4 7 4 5 4
High Elf 4 4 4 4 7 5
Kojani Human 5 5 5 5 5 5
Kurashasa 4 6 4 4 4 6
Lesser Giant 7 5 4 4 4 4
Mordebi Human 5 5 5 5 5 5
Orc 6 6 4 4 4 4
Qaliathari Human 5 5 5 5 5 5
Raki 4 4 5 6 4 5
Thestran Human 5 5 5 5 5 5
Varanjar 5 6 4 4 5 4
Varanthari 5 6 4 4 5 4
Vulmane 5 4 5 4 6 4
Wood Elf 4 4 6 6 4 4

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.

Secondary Stats

Hit Points (HP)

Sometimes known as "health", a player's HP determines how much damage you can sustain before dying.

Hit points can be increased directly through +HP gear, or indirectly through +CON gear, or temporarily through HP enhancing spells

Endurance (ENDR)

A player's endurance pool determines how many melee attacks you can use. Endurance regenerates itself 20/5 sec, even during combat.

Energy

A player's mana pool determines how many spells you can cast. Mana is increased directly through equipment, or indirectly through +WIS equipment.

Note: Wisdom, NOT Intelligence, increases your energy pool even for mage classes and fighters.

Defense

Needs info

Melee Attack

Needs info

Ranged Attack

Needs info

Melee Mitigation

Melee damage is the primary damage that you will take as a tank. Melee mitigation is impacted by three things: Armour Class (AC); equipment with mitigation stats; and AC buffs from players & civic diplomacy.

At level 55 every 146 points of AC translates into 1% melee mitigation and every 52 points of equipment stat mitigation equates to 1% mitigation.

Some mobs will do a strikethrough that will ignore your mitigation – then you will have to rely on hit points.

The level of mitigation that you see on your character sheet (float your mouse pointer over the defence stat) is your mitigation based against a mob at the same level as you.

As a general guide, it is considered that you effectively lose 5% of mitigation for every level that the mob has over you. So at level 50 fighting a level 53 mob, you effective mitigation would be 15% lower that what it reads on your character sheet.

The tooltip for melee mitigation caps outs at 65%. The target for melee mitigation is to achieve this 65% melee mitigation raid buffed while in your offensive stance. The extra 15% mitigation you get by switching into defensive stance will then equate to 65% melee mitigation against a level 53 mob if you are level 50.

So, at level 55 you might have AC from your equipment of 4395 (30% melee mitigation), melee mitigation rating on your equipment that adds up to 520 (10% melee mitigation), civic diplomacy buff for AC +5% and raid buffs that give you another 2200 AC (15%).

AC BUFF CLASSES (at level 55) Cleric, Disciple, Druid, Necromancer, Paladin, Psionicist, Ranger, Shaman.

Spell Mitigation

AC also affects spell mitigation but at a far lower rate (664 AC per 1% at level 55). Spell mitigation on equipment is at the same rate as melee mitigation on equipment (52 points per 1% at level 55). General mitigation on equipment, means that it applies to both spell and melee mitigation.

Resists also affect your spell mitigation. Your base resistance value will be your buffed constitution value divided by 10 and rounded down.

Strikethrough

Needs info