[0.915] Champion Traits Assessment: Overview (Updated May 28th, 2012)

By on May 26, 2012 12:02:19 PM from Elemental Forums Elemental Forums

Malsqueek

Join Date 09/2009
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I took some time digging through the XML to pull together all (I think) the traits that Champions can unlock as they progress. I'm doing an assessment of each of the Paths because I believe that there is a bit of lack of identity to what TYPES of traits the various Paths are afforded, and that not all the paths are equally represented in terms of real benefit of traits in their trees as well as traits leading up to them.

 

This is also likely useful as an informational guide for players, as none of these traits appear in the Hierge-nom-nom.

 

First is a breakdown of how Champions progress in terms of scaling abilities:

Character Level Hps Total Accuracy Total Resist Total Mastery Total
Rate/Level +4 15 +2 75 +2 0 +2 60
1 +4 19 +2 77 +2 2 +2 62
2 +8 23 +4 77 +4 4 +4 64
3 +12 27 +6 79 +6 6 +6 66
4 +16 31 +8 81 +8 8 +8 68
5 +20 35 +10 83 +10 10 +10 70
6 +24 39 +12 85 +12 12 +12 72
7 +28 43 +14 87 +14 14 +14 74
8 +32 47 +16 89 +16 16 +16 76
9 +36 51 +18 91 +18 18 +18 78
10 +40 55 +20 93 +20 20 +20 80
11 +44 59 +22 95 +22 22 +22 82
12 +48 63 +24 97 +24 24 +24 84
13 +52 67 +26 99 +26 26 +26 86
14 +56 71 +28 101 +28 28 +28 88
15 +60 75 +30 103 +30 30 +30 90
16 +64 79 +32 105 +32 32 +32 92
17 +68 83 +34 107 +34 34 +34 94
18 +72 87 +36 109 +36 36 +36 96
19 +76 91 +38 111 +38 38 +38 98
20 +80 95 +40 113 +40 40 +40 100

 

I highlight Level 10 because it is reasonable to assume that your champions will attain that level in a game where you are competitive with the AI. Beyond that it matters less because you will generally either be in a good position to expect a win or far enough behind that you might choose to restart instead of finishing out the game.

The above is also important to provide context to what sort of stats your characters will have when they are choosing the abilities below. For instance, a Level 7 Path of Assassin Character, choosing their Level 7 Trait will already have 102 Accuracy (87 Acc +15 from Traits) if they are choosing the Precision traits, so the Precision 3 Trait is really only useful if you forsee going up against units with dodge scores well in excess of 20.

 

Following is a list of the various Trait Sets broken down by Trait Grouping and Path.

Minimum Levels listed in most cases to illustrate when a character can expect to see the trait due to prerequisites, and not an actual minimum level.

General Traits MinLevel Trait Bonus Gross Bonus
Potential 1 2 +15% Xp bonus 15% Xp Bonus
  Potential 2 3 +20% Xp Bonus 35% Xp Bonus
  Potential 3 4 +25% Xp Bonus 60% Xp Bonus
Swordsman 1 5 +10% Cutting Damage +10% Cutting Damage
  Swordsman 2 6 +15% Cutting Damage, +1 Initiative +25% Cutting Damage, +1 Init
  Swordsman 3 7 +20% Cutting Damage, +2 Initiative +45% Cutting Damage, +3 Init
Trainer 1   5 +10% Xp for Stacked units +10% Stack Xp Bonus
  Trainer 2 6 +15% Xp for Stacked units +25% Stack Xp Bonus
  Trainer 3 7 +20% Xp for Stacked units +45% Stack Xp Bonus
Quick   2 +1 Initiative +1 Initiative
  Fast 3 +2 Initiative +3 Initiative
  Graceful 4 +2 Initiative, Cannot be knocked Prone +5 Init, NoProne
Adventurer's Boon 2 +15 Hps  
Bash   2 Chance to Knock Prone  
Brute   2 +3 Attack v. Lower Level  
Enmity   2 +25% Attack v. Opposite Faction  
Medic   3 +1 Army Regen per Turn  
Spell Resist 2 +10 Spell Resist  
Strength   2 +20 Weight Capacity  
Magic Apprentice (Rank 1) 1 Cast Rank 1 spells of an Element  
Magic Disciple (Rank 2) 3 Cast Rank 2 spells of an Element  
Magic Mage (Rank 3) 5 Cast Rank 3 spells of an Element  
Magic Master (Rank 4) 7 Cast Rank 4 spells of an Element  
Magic Archmage (Rank 5) 9 Cast Rank 5 spells of an Element  

 

Trait MinLevel Trait Bonus Gross Bonus
Path of the Governor 4 +1 Faction Prestige  
  Admin 1 5 -10% Improvement Cost -10% Improve Cost
  Admin 2 6 -10% Imp. Cost, -10% Train Time -20% Improve Cost, -10% Train
  Admin 3 7 -10% Imp. Cost, -10% Train Time, +10% Gold -30% Imp. Cost, -20% Train, +10% Gold
  Loremaster 1 5 +1 Research per Season +1 Research
  Loremaster 2 6 +2 Research per Season +3 Research
  Loremaster 3 7 +4 Research per Season +7 Research
  Merchant 1 5 +2 Gold per Season +2 Gold
  Merchant 2 6 +3 Gold per Season +5 Gold
  Merchant 3 7 +4 Gold per Season +9 Gold

 

Trait MinLevel Trait Bonus Gross Bonus
Path of the Mage 4 -25% Tac Cost, +50% Spell Dmg  
  Evoker 1 5 +25% Spell Damage +75% Spell Damage
  Evoker 2 6 +25% Spell Damage +100% Spell Damage
  Evoker 3 7 +25% Spell Damage +125% Spell Damage
  Prodigy 1 5 +5 Spell Mastery +5 Spell Mastery
  Prodigy 2 6 +10 Spell Mastery +15 Spell Mastery
  Prodigy 3 7 +15 Spell Mastery +30 Spell Mastery
  Summon 1 5 +1 Level for Summons +1 Level Summon
  Summon 2 6 +1 Level for Summons +2 Level Summon
  Summon 3 7 +1 Level for Summons +3 Level Summon
  Affinity 5 -10% Cost for Tactical Spells -35% Tactical Spell Cost
  Knowledge 5 +25% Exp Gain  

 

Trait MinLevel Trait Bonus Gross Bonus
Path of the Defender 4 +20 Weight, +1 Hp/Level +20 Weight, +1 Hp/Level  (+4 Min)
  Defender 1 5 +5 Defense when Defending +5 Def Autoresolve
  Defender 2 6 +10 Defense when Defending +15 Def Auto
  Defender 3 7 +15 Defense when Defending +30 Def Auto
  Endurance 1 5 +1 Hp per level +2 Hp per level (+10 Hps Min)
  Endurance 2 6 +1 Hp per level +3 Hp per level (+18 Hps Min)
  Endurance 3 7 +1 Hp per level +4 Hp per level (+28 Hps Min)
  Endurance 4 8 +1 Hp per level +5 Hp per level (+40 Hps Min)
  Guardian 1 5 +2 to Army's Dodge +2 Army Dodge
  Guardian 2 6 +4 to Army's Dodge +6 Army Dodge
  Guardian 3 7 +6 to Army's Dodge +12 Army Dodge
  Shieldwall 5 +5 to Army's Defense  
  Stun 5 Cause enemy to lose their next action
  Imm. to Counter. 5 Immune to Counterattack  

 

Trait MinLevel Trait Bonus Gross Bonus
Path of the Assassin 4 +1 Crit/Level, +50% Crit Damage +1 Crit/Level, +50% Crit Damage
  Dodge 1 5 +5 Dodge +5 Dodge
  Dodge 2 6 +7 Dodge +12 Dodge
  Dodge 3 7 +9 Dodge +21 Dodge
  Marksman 1 5 +10% Pierce Attack +10% Pierce Attack
  Marksman 2 6 +15% Pierce Attack, +5 Accuracy +25% Pierce, +5 Acc
  Marksman 3 7 +20% Pierce Attack, +10 Accuracy +45% Pierce, +15 Acc
  Precision 1 5 +5 Accuracy +5 Accuracy
  Precision 2 6 +10 Accuracy +15 Accuracy
  Precision 3 7 +15 Accuracy +30 Accuracy
  Vital Strike 1 5 +1 Crit Hit, +20% Crit Damage +6 Crit (min), +70% Crit Damage
  Vital Strike 2 6 +2 Crit Hit, +30% Crit Damage +8 Crit (min), +100% Crit Damage
  Vital Strike 3 7 +3 Crit Hit, +40% Crit Damage +11 Crit (Min), +140% Crit Damage
  Impulsive 5 Unit Goes First  
  Deflect Missiles 6 + 20 Dodge v. Missiles Dodge 1 Prereq
  Double Strike 5 Attack twice for -30 Accuracy  
  Sweep 6 Attack all adjacent for 50% damage Double Strike Prereq
  Charge 5 +3 Moves and +3 Initiative on first turn  
  Gambler's Strike 5 50/50 double damage or miss  
  Acrobat 8 +1 Dodge/ Level +29 Dodge (Minimum), Dodge 3 Prereq
  True Strike 5 Never Misses, does 75% Damage  

 

Trait MinLevel Trait Bonus Gross Bonus
Path of the Warrior 4 +3 Attack, +20 Weight +3 Attack, +20 Weight
  Tactician 1 5 +1 Army Initiative +1 Army Initiative
  Tactician 2 6 +1 Army Initiative +2 Army Initiative
  Tactician 3 7 +1 Army Initiative +3 Army Initiative
  Leadership 1 5 +5 Army Accuracy +5 Army Accuracy
  Leadership 2 6 +10 Army Accuracy +15 Army Accuracy
  Leadership 3 7 +15 Army Accuracy +30 Army Accuracy
  Bruiser 1 5 +15% Blunt Damage +15% Blunt Damage
  Bruiser 2 6 +20% Blunt Damage +35% Blunt Damage
  Bruiser 3 7 +25% Blunt Damage +50% Blunt Damage
  Lethal 1 5 +2 Attack +5 Attack
  Lethal 2 6 +3 Attack +8 Attack
  Lethal 3 7 +4 Attack +12 Attack
  Lethal 4 8 +5 Attack +17 Attack
  Lethal 5 9 +6 Attack +23 Attack
  Rage 5 +8 Attack below 25% hps  
  Discipline 5 +1 Accuracy and Spell Resist/lv  
  Bloodthirsty 5 +25% to Weapon Attack  

 

I will be doing full assessment posts on each individual Path after the weekend holiday. Enjoy!

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May 26, 2012 12:16:16 PM from Elemental Forums Elemental Forums

Wow very nice thorough start. Well done. Looking forward to your analysis.

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May 26, 2012 1:01:53 PM from Elemental Forums Elemental Forums

Did they remove the initiative bonus from the swordsman perk?  I did not see it in your table, and I have not had a swordsman in .915.

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May 26, 2012 1:19:22 PM from Elemental Forums Elemental Forums

Ohhh.. Good catch. They did keep it in, by my notes were shorthand, and they were missed.

 

It is +1 Initiative at Swordsman 2, and +2 (+3 total) at Swordsman 3, if I recall.

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May 26, 2012 1:27:45 PM from Elemental Forums Elemental Forums

I also do not see acrobat. 

Potential III brings the cumulative bonus to 60%.

Sorry for nitpicking, it's just that this post is such as useful reference. I'd love it if you edited the corrections in, as Stardock makes changes.

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May 26, 2012 1:36:46 PM from Elemental Forums Elemental Forums

This is pretty good. Thanks, now I know what skills to pick when I level my champions/sovereign to get the most out of one path. 

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May 27, 2012 7:48:37 AM from Elemental Forums Elemental Forums

Nice to see this, very good thread, reminds me of all the useless traits out there

Sincerely
~ Kongdej

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May 27, 2012 7:52:44 AM from Elemental Forums Elemental Forums

I do not know if they changed it in 0915 but in 0914 i remember administrater 2 giving - 10 percent on unit construction and admin 3 giving -10% on unit construction and -10% on gold production  (Thats what it said in the popup though I think the later is a bug)

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May 27, 2012 8:11:56 AM from Elemental Forums Elemental Forums

Cool info.

Your math for potential seems off.

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May 27, 2012 3:00:35 PM from Stardock Forums Stardock Forums

Quoting Schob13,
I do not know if they changed it in 0915 but in 0914 i remember administrater 2 giving - 10 percent on unit construction and admin 3 giving -10% on unit construction and -10% on gold production  (Thats what it said in the popup though I think the later is a bug)

Admin2 is -10% construction cost, -10% unit training time

Admin3 is -10% construction cost, -10% unit training time, +10% gildar

 

other corrections:

Loremaster3 is 4 research, not 3.

Impulsive doesn't give +10 initiative (which would make the unit faster overall), it makes the unit go first in combat by giving it a +50 bonus to the action "energy" in the first turn.

 

Moreover, many of the listed "minimum levels" for traits are no such thing - they are merely guidelines for character development extrapolated from the time a character can choose his path, since many traits don't have a minimum level at all but only a prerequisite trait to choose. So long as a character has the prerequisite trait, his level is irrelevant.

An example of this familiar to many Kingdom players will be Bannon Heighsley, who starts with Administrator1 and who can, with a bit of luck, end up as an Administrator3 already at level 3. (Not always - Administrator2 & 3 are "uncommon" picks - but it happens).

The above is a nitpick for form's sake since the OP appears to be attempting to write something FAQ worthy: It is great that the OP has taken the time to extract the data from the XML file to a format readable by the non-computer literate.

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May 27, 2012 3:58:10 PM from Elemental Forums Elemental Forums

Awesome! I was looking for these! The game should tell you what each path unlocks so you can make an educated choice.

What file were they hidden in?

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May 27, 2012 4:20:45 PM from Stardock Forums Stardock Forums

Quoting enoeraew37,
Awesome! I was looking for these! The game should tell you what each path unlocks so you can make an educated choice.

What file were they hidden in?

Hidden? They are plain text in the core data set. Specifically, /data/English/CoreAbilities.xml

 

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May 28, 2012 1:46:12 AM from Elemental Forums Elemental Forums


hehe i've been looking for an xml to word converter to filter out the xml there's like 200+ pages to look through for all the info i want to pull on spells, armour, skills, etc. sayinhg its in plain text in the middle of the file is like saying there's the hay, find the pin.

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May 28, 2012 9:37:20 PM from Elemental Forums Elemental Forums

Thank you all for the input. I'm updating the tables just as soon as this post gets made. Also added True Strike, which had been missed, as well as a generic "Magic Level1-5" Traits set to the Generic Table for completion's sake.

 

Quoting Peter Ebbesen,

Moreover, many of the listed "minimum levels" for traits are no such thing - they are merely guidelines for character development extrapolated from the time a character can choose his path, since many traits don't have a minimum level at all but only a prerequisite trait to choose. So long as a character has the prerequisite trait, his level is irrelevant.

In the interest of full disclosure, Peter, here, is absolutely correct. The only skills that really have a minimum level to them are the Path skills (L.4), and the Weapon-Type related skills (L.5).

That said, the above tables were drafted as they were in the interest of observing the tree's basic construction, and allowing us to gauge balance from one ability to another. As such, I elected to list the "minimum level" as the earliest that one could expect to see an ability with any given Champion, so that the system could be balanced against itself. Champions like Bannon are outliers for these purposes, and their "early access" to those traits is currently a considerable benefit.

 

 

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