Quick Guide to Starting Attributes
June 29th, 2007 by rosehebe
From VG Ten Ton Hammer: As our class specialists report the most useful attributes for each class, we continue to tweak our tables for each class. The most recent change reflects the value of intelligence for the Rogue.
You finally know what class you want, but the attributes system has changed so much since launch that you don?t know which race to pick anymore. Vanguard Ten Ton Hammer community member Andelin is here to help.
Andelin has compiled all of the starting attributes and their maximum potential for each class into 15 nifty charts, one for each class. These charts give you the information you need to decide if gnome is the right race for your Warrior or if your kurashasa Sorcerer will be the most powerful nuker in Telon.
To help you quickly find the info you want, we?ve organized the charts by class archetypes: defensive fighters, healers, offensive fighters, and casters. Just use the handy table below to navigate to the archetype you want:
I. How to Read These Charts
As noted in the Crunching Numbers:
Each character gets 20 attribute points (AP) per level, starting at level 10. 6 of your AP are placed for you automatically–one per attribute (STR, CON, DEX, VIT, INT, WIS). Human races can then place the remaining 14 AP wherever they like within soft caps of 5 per level.
Other races can place 10 wherever they want to within soft caps of 5 per level. The final four AP for non-humans (any besides kojani, mordebi, qaliathari, or thestran) are placed automatically based on the race.
Points placed automatically count against the soft cap of 5 per level. Additionally, characters get racial bonuses to their soft caps. These are called preferred stats and allow characters of a race to flesh out in a way that reflects the traits of the race. Human races soft cap bonuses to all attributes. This means that the soft caps for humans are 6 per level. Each other race gets 4 soft cap bonus points spread across 2 or 3 attributes.
The racial AP and soft cap bonuses are always for the same attribute. This means that you will always need to spend 4 AP to reach the soft cap for an attribute.
All characters of the same class start with the same attributes regardless of race, but the attributes of two characters of the same class can vary greatly because of racial soft caps and preferred attributes. If all of that is confusing, don?t worry. Just take a look at the charts in this guide to find out the maximum potential of each race for your chosen class.
Green: These numbers show how many points your character will start with in each attribute. This number is determined by your choice of class.
Blue: Find out how many points your character will end with in each attribute if you never spend any AP by looking at these numbers. The minimum for an attribute is the starting value plus 41 (1 point for each level from 10-50) plus any amount of AP placed automatically (based on your race).
Orange: This number is the amount of AP placed automatically into an attribute with each level up. Every race gets 1 point per attribute. Some races get more.
Pink: The maximum potential value for an attribute is derived by adding the starting base (determined by class) plus automatically placed AP (based on race) plus the racial soft caps.
Purple: This number represents the racial soft caps, or the most AP you can spend on an attribute each level.
Now that you know how to read the charts, let?s get you where you want to go!
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