Sacred:Attributes
Contents
Attributes
Every character has six attributes: Strenght, Endurance, Dexterity, Physical Regeneration, Mental Regeneration and Charisma. 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 rised 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 the credits for the information listed in the paragraph from 2 to 7.
Strength
Every point spent in this attribute will:
Increase maximum Health by 148
Increase Attack Rating by 5
Increase Defense Rating by 2
Increase Weapon Physical Damage by 0,001545 of the "weapon's base damage"
Increase Weapon Fire Damage by 0,001545 of the "weapon's base damage"
Increase Weapon Bonus by 4%
Endurance
Every point spent in this attribute will:
Increase Resistance by 3
Increase Physical Resistance by 1
Increase Magic Resistance by 1
Increase Poison Resistance by 1
Increase Armor Bonus by 3%
Increase Weapon Poison Damage by 0,001545 of the "weapon's base damage"
Dexterity
Every point spent in this attribute will:
Increase Attack Rating by 5
Increase Defense Rating by 8
Increase Resistance by 1
Increase Fire Resistance by 1
Increase Weapon Fire Damage by 0,001545 of the "weapon's base damage"
Physical Regeneration
Every point spent in this attribute will:
Increase maximum Health by 147
Increase Resistance by 1
Increase Physical Resistance by 1
Lower Combat Art Regeneration Time (look at the Formulae and Calculators page)
Mental Regeneration
Every point spent in this attribute will:
Increase Combat Art Damage by 3-3
Increase CA Fire Damage by 1
Increase CA Magic Damage by 1
Increase Resistance by 1
Increase Magic Resistance by 1
Increase Weapon Magic Damage by 0,001545 of the "weapon's base damage"
Increase Spell Damage (look at the Formulae and Calculators page)
Lower Spell Regeneration Time (look at the Formulae and Calculators page)
Charisma
Every point spent in this attribute will:
Increase Resistance by 1
Increase Poison Resistance by 1
Increase Weapon Poison Damage by 0,001545 of the "weapon's base damage"
Lower trade prices (unsure)
How to spend attribute points
Usually all the expert players suggest to spend 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, effectively, the best one almost everytime. 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 raise the attribute(s) that raise the main attack's damage type". What's important to remember is:
Physical weapon damage is raised by Strenght Fire weapon damage is raised by Strenght, Dexterity Magic weapon damage is raised by Mental Regeneration Poison weapon damage is raised by Endurance, Charisma
Spell damage is raised by Mental Regeneration Spell regeneration time is lowered by Mental Regeneration
Combat Art regeneration time is lowered by Physical Regeneration
From which we know exactly how to spend points:
In case the character's main attack is the standard attack (no Combat Arts), and it deals: 1) physical damage, then we need to raise Strength 2) fire damage, than we can raise Strength and/or Dexterity (your choice should be based on the other variables modified by them) 3) magic damage, than we need to raise Mental Regeneration 4) poison damage, than we can raise Endurance and/or Charisma (but the bonuses provided by Endurance are far better than those provided by Charisma, so it's better to rise only Endurance)
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).
Notes
First of all it's still unknown the exact meaning of "weapon's base damage", because the weapone damage formula is not complete, so it's impossible to tell if this "base damage" is a real "base" damage or if it is previously modified by some other variable.
The work on the attribute have been done by NightWolfe and than, in part, revised and extended by Shard. Initially the increase in weapon damage was listed by NightWolfe as a fixed amount (i.e. 14-16), but Shard found that it's a multiplicative bonus, so there is the chance that even the other variables are modified not by a fixed amount but by a multiplicative bonus.