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Old 04-17-2012, 07:57 AM
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Default Attributes

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Last edited by eisprinzessin; 04-17-2012 at 08:06 AM. Reason: set links
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Old 04-17-2012, 07:59 AM
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Default New attribute names

Currently Grim Dawn has Physique, Cunning and Spirit. The developers deviated from Strength, Dexterity and Intelligence since those names didn't quite match up that well with the new functions of each attribute. [1]

If they went with traditional names, it would be counter-intuitive and potentially mislead people. Since people won't instantly recognize the new names, it is more likely they'll read the descriptions to find out what they do.

Looking back on TQ and other games, they feel like you stick to Strength, Dexterity, Intelligence, etc. out of tradition and there is a tendency to design the bonuses around the names instead of based on what is best for gameplay.

They felt like it was time to reverse that trend and start by first thinking about bonus assignments that worked better for gameplay and then worry about matching names to them. [2]
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  1. Why not make each Attribute useful for each class but in diff ways? Sep 2010
  2. Attribute names Nov 2011
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Old 04-17-2012, 08:00 AM
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Default Physique

Physique - your general physical fitness is the ability to move quickly to avoid attacks, increases health and is the primary item requirement for armor, weapons and shields, so that you can utilize heavier equipment. This gives it a critical, multi-faceted role in boosting survivability. [1]

You gain a health bonus for every point in physique. [2, 3]

It also raises your defensive ability with which you avoid attacks and critical hits. [1, 2, 3]

As a requirement for weapons, it plays an indirect role in damage, but doesn't increase physical damage directly. [1]
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  1. Attribute names Nov 2011
  2. Revisiting Core Attributes, More+Simple = Fun. Dec 2012
  3. Remove Stat Requirements From Gear. May 2010
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Old 04-17-2012, 08:01 AM
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Default Cunning

Cunning describes your skill, training, and cleverness in combat both with physical weapons and magic. To that end it increases your offensive ability which affects your probability to hit and critical hits, as well as all types of damage, including elemental. [1, 2, 3]
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  1. Remove Stat Requirements From Gear. May 2010
  2. Attribute names Nov 2011
  3. Revisiting Core Attributes, More+Simple = Fun. Dec 2012
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Old 04-17-2012, 08:02 AM
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Default Spirit

Spirit represents your energy and willpower [1] and also plays a role as a requirement for certain magical items like rings and amulets. [2]

You gain an energy bonus for every point in spirit and it influences the rate at which you regain energy. [1, 3]
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  1. Remove Stat Requirements From Gear. May 2010
  2. Attribute names Nov 2011
  3. Revisiting Core Attributes, More+Simple = Fun. Dec 2012
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  #6  
Old 04-17-2012, 08:04 AM
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Default Setting and increasing attributes

In Grim Dawn you get some attributes from your skill masteries. This allows for more of a balanced approach where the mastery bonuses provide a base foundation of attributes [1] and limits the extent to which novice players can screw themselves. [2]

The game lets you still assign attribute points to skew your characters in different directions. [1] You have the ability to spend money to reclaim attribute points, if you feel you made decisions that permanently nerf a character. [3]

Equipment like rings and such can give you bonuses to your attributes. [4]
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  1. Min/maxing stats Mar 2012
  2. Auto-Stats, Gear, and Customization. Jan 2010
  3. Feature List Jan 2010
  4. Remove Stat Requirements From Gear. May 2012
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Last edited by eisprinzessin; 04-18-2012 at 07:07 AM. Reason: typo
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