| There are two types of attributes: 6 Basic and 9 Cross Attributes. |
| Basic Attributes: characteristics that you can directly change by trading unspent pick points at the Wraith. Basic Attributes are capped at no more than 48 each. |
| Cross Attributes: aspects of your player that determine such features as health, research speed and carrying capacity. Cross Attributes are the result of one-half the sum of the two Basic Attributes linked to it. |
| Example: RATIONALITY = (WILL + REASONING) / 2 |
|
| Since no two Basic Attributes affect Cross Attributes in the exact same way, most players raise their Basic Attributes in pairs. |
| Example: To raise carry capacity, put 2 pick points into PHYSIQUE or COORDINATION. Putting 1 pick point into each will raise carry capacity, but the other Cross Attributes would not show any change |
|
| As you can determine by the descriptions below, not all Cross Attributes are fully used in the game and thus most players focus on PHYSIQUE, COORDINATION and WILL. |
| A general rule of thumb is to have a ratio of 2:3:1 or 2:4:1 (PHYSIQUE:COORDINATION:WILL). However, be ready to experiment to find the right combination to fit your style of play. |
|
| Coordination |
Dexterity |
Increases the chance to score a hit |
| Coordination |
Might |
Increases the amount you can carry |
| Coordination |
Reaction |
Helps you avoid being hit in combat |
|
| Instinct |
Charm |
Charm is now used as a modifier for summoned creatures, adding to both critical to
hit and critical to damage.
Charm is also used to give you a chance (charm%) to summon two animals/monsters
instead of one. Works with summoning stones as well. |
| Instinct |
Perception |
Determines how far you see at night and in dark areas. |
| Instinct |
Reaction |
Helps you avoid being hit in combat |
|
| Physique |
Matter |
Increases your health points |
| Physique |
Might |
Increases the amount you can carry |
| Physique |
Toughness |
Reduces the amount of damage you take in a fight |
|
| Reasoning |
Dexterity |
Increases the chance to score a hit |
| Reasoning |
Perception |
Determines how far you see at night and in dark areas. |
| Reasoning |
Rationality |
Reduces research time and increases the amount of experience you receive |
|
| Vitality |
Charm |
Charm is now used as a modifier for summoned creatures, adding to both critical to
hit and critical to damage.
Charm is also used to give you a chance (charm%) to summon two animals/monsters
instead of one. Works with summoning stones as well. |
| Vitality |
Ethereality |
Increases you ethereal (mana) points |
| Vitality |
Toughness |
Reduces the amount of damage you take in a fight |
|
| Will |
Ethereality |
Increases you ethereal (mana) points |
| Will |
Matter |
Increases your health points |
| Will |
Rationality |
Reduces research time and increases the amount of experience you receive |