This page provides information on the eight main attributes, their individual sub attributes, and how they all come together to affect your character. The attribute progression system opens up at level 20.
There are eight attributes for every character in A Tempest Season. Seven of them are visible, and the final one, luck, is hidden.
|Strength||Melee Damage||A measure of your character’s physical prowess.|
|Constitution||Vital Gain and Regeneration||A measure of how hearty and healthy a character is.|
|Agility||Defensive Rolls||A measure of how quickly the character moves.|
|Dexterity||Melee Offensive Rolls||A measure of how well the character uses their hands and similar actions.|
|Intelligence||Magic Offensive Rolls, Magic Damage||A measure of a characters capability to learn and understand abstract concepts.|
|Wisdom||Holy Offensive Rolls, Holy Healing and Damage||An overall measure of a characters experiences in life.|
|Charisma||Buying Items||A measure of how charming and enticing this character is to others.|
|Luck||Everything||A measure of how lucky a character is.|
Each parent attribute is governed by three sub attributes. Each sub attribute focuses on a series of specific effects and helps the player decide how to build their character.
Important!These attributes unlock at level 20!
The following sub attributes exist for each parent attribute:
NoticeEach sub attribute affects your character in a variety of ways. To better understand the effects of each attribute, see the Attribute Effects section.
There are two ways to view your attributes:
To view the current values on the score screen type:
To view in-depth information, including progression, base stats, and current values, type:
Important!The attributes screen changes when level 20 is reached. It provides much more in-depth information.
NoticeMore information about the above screen is provided below.
Most attributes have no cap and will infinitely progress.
To view effects for all attributes type:
score att all
To view the effects of a single attribute type:
score att <attribute>
The higher the attribute, the more effective it becomes.
Important!Some parent attributes, such as Dexterity, modify aspects of your character; in the above example, Melee Attack Rating is increased. The value of the parent attribute is the average of its three sub attributes.
Raising Attributes – Level 20+
At level 20, a player may assign experience points to a sub attribute. There are 21 sub attributes to level up.
By default, 25% of the gained experience is put towards the experience of attributes.
The player must designate a sub attribute for this experience gain. The selected sub attribute can be changed at an attribute trainer.
Important!By default, Hardiness is selected.
For example, an Indago Mage may wish to increase his or her intelligence. He or she must select a sub attribute that falls under Intelligence. A Dwarven Fighter, on the other hand, may wish to increase Strength’s sub attributes to increase combat damage.
Changing the selected sub attribute can be done at any time with no penalty.
The syntax to do is:
train setAttribute <attribute>
Example: train setAttribute brawn
NoticeWhen an attribute is ready to be trained, all future gained experience is diverted to your character so nothing is lost! The config option AUTO_SWITCH_EXP_ATTRIBUTE may be turned on to automatically assign the next ready attribute.
Changing Experience Gain
By visiting an attribute trainer, the amount of experience put towards attributes can be changed. There is a total of 125% assigned percentage points between character level experience and attribute experience. The cap for each is 100%.
Character Level: 100%
Character Level: 50%
Important!Remember to choose which attribute you wish to funnel experience into!
The syntax to do is:
train setAttributeExp <character exp percent> <attribute exp percent>
Example: train setAttributeExp 0 100
Important!The trainer will let you know when you have room to allocate more experience!
NoticeWhen an attribute is ready to be trained, all future gained experience is diverted to your character so nothing is lost!
There are caps within this progression system, and they are based on the character’s race. Most races have the same cap of 100. A parent attribute can only be increased its racial cap. This cap is also where the player begins experiencing diminishing returns.
Important!Parent attributes may exceed the racial cap with help from items, buffs, or abilities. You will receive bonuses from parent attributes exceeding the racial cap.
Once sub attribute hits 100%, it can be trained at one of the seven attribute trainers within the world, but you’ll have to find them first! Get out there and explore!
The cost of training your sub attributes increases as the parent attribute gets closer to reaching its cap.
The syntax train your sub attribute is:
train attribute <attribute>
Example: train attribute brawn
The trainers for attributes can be found in the Training Hall in Tralisia.
Due to the amount of sub attributes that must be trained, the Seepage System allows for bonus experience to be gained for the sub attributes.
Whenever the selected sub attribute receives experience, an extra amount of the gained sub attribute experience (10%) is placed into the Seepage Pool.
This pool will drain every 6 minutes and distribute experience to other sub attributes. For example, while your selected sub attribute may be ABSTRACTION, you may in fact receive experience towards BRAWN when the Seepage Pool drains!
Important!This is an automatic system and requires no intervention by the player to benefit from!!
The Mind State dictates how the experience from the Seepage Pool will be distributed amongst allsub attributes. The type of Mind State received is based on the sub attributes that are generally used before the Seepage Pool ticks and drains. Whenever a sub attribute is checked for use, it has a small chance in generating a Mind State for said attribute.
For example, using a strength attribute has a chance to generate the Strength Mind State: Focused Mind.
Each Mind State has different effects but they are generally similar with a few exceptions. If no Mind State is generated, by the time the seepage pool ticks, a random one will be selected.
Important!Mind States are automatically generated based on what attributes you’re using. You can have only a single active at a time.
|Focused Mind||Strength||Applies 33% of the seepage experience to the randomly selected sub attribute.|
|Matter Over Mind||Constitution||Applies 25% of the seepage experience to a random constitution sub attribute and then 75% to a randomly selected sub attribute.|
|Nimble Pondering||Dexterity||Applies 33% of the seepage experience to 2 additional randomly selected sub attributes and a third randomly selected sub attribute.|
|Reflexive Thoughts||Agility||Applies 33% of the seepage experience to the 3 sub attributes in the randomly selected attribute, evenly.|
|Cerebrum Processing||Intelligence||Applies 54% of the seepage experience to all sub attributes evenly.|
|Dedicated Visions||Wisdom||Completely drains the seepage pool on a randomly selected sub attribute.|
|Charismatic Wonders||Charisma||Applies 10% to 100% of the seepage experience to 2 randomly selected sub attributes evenly.|
|Lucky Discovery||Luck||Applies 25% additional experience to a randomly selected sub attribute. Drains 33% of the seepage pool.|
|Muddled Thoughts||DEFAULT||Applies 20% of the seepage experience to 1 randomly selected sub attribute.|