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You’re given a pool of '''Creation Points''' that can be distributed among the six attributes – 100 if your new hero is a [[Beastman]] or a [[Demon]], 120 if [[Human]]. Creation Points can be spent to increase your attributes from their minimum value of 6 up to their cap, which is normally 18 but can change according to the character’s race and family (as shown in the table below, which lists cap variations by race). If the value of an attribute is below 10, you’ll suffer maluses to all the statistics related to it – that’s why it’s convenient to raise each up to 10, particularly for inexperienced players.
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<onlyinclude>You’re given a pool of '''Creation Points''' that can be distributed among the six attributes – 100 if your new hero is a [[Beastman]] or a [[Demon]], 120 if [[Human]]. Creation Points can be spent to increase your attributes from their minimum value of 6 up to their cap, which is normally 18 but can change according to the character’s race and family (as shown in the table below, which lists cap variations by race). If the value of an attribute is below 10, you’ll suffer maluses to all the statistics related to it – that’s why it’s convenient to raise each up to 10, particularly for inexperienced players.</onlyinclude>
   
 
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Revision as of 00:40, 28 October 2018

You’re given a pool of Creation Points that can be distributed among the six attributes – 100 if your new hero is a Beastman or a Demon, 120 if Human. Creation Points can be spent to increase your attributes from their minimum value of 6 up to their cap, which is normally 18 but can change according to the character’s race and family (as shown in the table below, which lists cap variations by race). If the value of an attribute is below 10, you’ll suffer maluses to all the statistics related to it – that’s why it’s convenient to raise each up to 10, particularly for inexperienced players.

Beastmen Demons
HUMANS CHADRA UDOADRA NHEEDRA ERWYDRA BLOOD SHADOW HELLFIRE
STR - +1 -1 +2 -3 - +1 +3
DEX - +3 - -2 - -1 +2 -
INT - -1 -2 - +3 +3 - -3
CON - - - +3 -2 -3 -2 +3
PER - - +1 - +2 - +3 -2
CHA - - +3 -2 +1 +3 - -3
POINTS 120 100 100 100 100 100 100 100

To exemplify, let’s say you’ve selected a Beastman character of the Nheedra family – a strong breed, but quite slow in reflexes and not the most apt to charm others (it’s a bear, after all…). You’re then able to raise your Strength and Constitution up to 20, but your Dexterity and Charisma only up to 16.

There is an important catch here though: the relation between Creation Points and attributes is not 1:1! On the contrary, the higher you want to increase an attribute, the more Creation Points you have to spend. Moreover, each race and family (besides Humans) has an affinity with a specific attribute (highlighted in blue in the table above), which makes that attribute easier to increase.

ATTRIBUTE SCORE ATTRIBUTE COST CUMULATIVE COST CUMULATIVE COST WITH AFFINITY POINT SAVED WITH AFFINITY
21 4 42 27 15
20 4 38 24 14
19 4 34 21 13
18 4 30 18 12
17 3 26 15 11
16 3 23 13 10
15 2 20 11 9
14 2 18 10 8
13 2 16 9 7
12 2 14 8 6
11 2 12 7 5
10 2 10 6 4
9 2 8 5 3
8 3 6 4 2
7 3 3 2 1
6 0 0 0 0

While affinity and caps might look relevant to nerds only, they’re not. Most bonuses given by an attribute grow exponentially with the score of the attribute – that is, points allocated from 20 to 25 are far more effective than points allocated from, say, 10 to 15, thus making cap variations determined by race selection quite significant. Furthermore, reaching a Natural Score of 20 with each attribute grants an additional unique bonus to the character.

What’s the Natural Score of an attribute? It’s the sum of your basic score, defined at character creation, plus points coming from talents. Indeed, each branch of the Talent Tree contains talents that grant a total of +2 to a specific attribute. So there you go – even a poor Human who enjoys no cap modifiers can score a 20!