Sacred:Attributes
ContentsAttributesEvery character has six attributes: The starting values depend on the character's class and are always different from zero. The only exception is Mental Regeneration. Those characters who have not spells (i.e. Gladiator, Dark Elf and Vampiress), have 0 points in Mental Regeneration. When a character levels up, it automatically gains 1 attribute point that can be spent in anyone of the six attributes (including Mental Regeneration, even if it starts with a zero value). Additionally, all its attributes will be raised by one tenth of their starting value. Every attribute influences a lot of variables, and, in order to decide where to spend the attribute point gained from the level up, it's really important to know which are such variables. Check the "Notes" paragraph for an insight of what is the "weapon's base damage" and for information regarding how the attributes could be generated. StrengthEvery point spent in this attribute will:
EnduranceEvery point spent in this attribute will:
DexterityEvery point spent in this attribute will:
Physical RegenerationEvery point spent in this attribute will:
Mental RegenerationEvery point spent in this attribute will:
CharismaEvery point spent in this attribute will:
Ideas regarding spending attribute pointsSome expert players have suggested spending all the points in one attribute. Due to how Sacred works, usually there is a "main attack" which deals the most part of the damage the character inflict to its target. In this way the main attack's damage is maximized. This strategy is particulary effective when creating a build that attempts to only maximize damage output. The only case in which it's not the best strategy is when the main attack deals a low percentage (i.e. 50%) of the character's total damage output and the other part is dealt by abilities that relay on another attribute (which, practically, means when the character attacks with a well balanced mix of weapon attacks, with or without Combat Arts, and Spells). Another important exception is that, the philosophy behind "all points in one attribute" is, in fact, to be read as "all points need to rise the attribute(s) that rise the main attack's damage type". What's important to remember is:
From which we gain insight into exactly how to spend points regarding the maximal yield of damage output: In case the character's main attack is the standard attack (no Combat Arts), and it deals:
In case the character's main attack is a spell, than we need to raise Mental Regeneration In case the character's main attack is a Combat Art, than we need to raise Physical Regeneration (it has been proved mathematically that this is the best strategy, because with higher Physical Regeneration we can have higher level of Combat Art without modifying the regeneration time, so our attacks will have the same "recharging speed" but will deal more damage). NotesThere is no consensus on the meaning of "weapon's base damage" in regards to whether "base damage" is a real "base" damage or if it is previously modified by some other variable. The bonus is likely multiplicative. |