Attributes

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Primary Attributes

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

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 energy pool determines how many spells they can cast. Energy is increased directly through equipment, or indirectly through +WIS equipment.

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

Defense

info needed

Armor Class

info needed