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attributes guide
goflishMC edited this page Apr 21, 2025
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This guide will help you design balanced, meaningful attributes for your Fabled classes. It includes practical tips, scaling strategies, and formula examples.
Attributes are powerful stats like Strength, Dexterity, or Intelligence that can affect damage, mana, speed, cooldowns, and more.
When designing attributes, ask:
- What does this attribute represent?
- How does it affect gameplay?
- What skills or mechanics will it modify?
- Should it synergize with certain classes or playstyles?
| Attribute | Affects | Example Usage |
|---|---|---|
| Strength | Physical Damage, Knockback | Warrior melee builds |
| Dexterity | Attack Speed, Move Speed | Rogues, Rangers |
| Vitality | Health, Health Regen | Tanks, frontliners |
| Intelligence | Skill Damage, Mana Regen | Mages, casters |
| Willpower | Mana, Cooldown Reduction | Healers, buffers |
Use small, gradual scaling to avoid power creep. Try:
- Starting with 0.25–0.5 increase per point
- Capping attributes to avoid exponential scaling
- Testing formulas on low and high values (e.g., 5 vs 25 points)
| Stat | Sample Formula | Change per Point | Notes |
|---|---|---|---|
health |
a * 0.5 |
+0.5 HP | 0.5 HP gained per point |
mana |
a * 0.6 + 10 |
+0.6 Mana | Adds 10 base mana, +0.6 per point |
mana-regen |
a * 0.05 |
+0.05/tick | Passive regen per tick |
move-speed |
a * 0.0025 + 1 |
+0.25% speed | Slightly faster movement |
attack-speed |
a * 0.01 |
+1% | Faster weapon swing timing |
skill-damage |
a * 0.03 + 1 |
+3% | Boosts damage dealt by skills |
cooldown |
1 - a * 0.02 |
-2% | Reduces cooldown, capped at 0 |
You can scale any stat listed in Creating Attributes.
To have attributes affect skill behavior:
- Mechanic:
Damage - Field:
value - Formula:
a * 0.2 + 10
This increases skill damage by 0.2 per point of the attribute.
You can also affect:
- Target radius (
Area-radius) - Knockback strength
- Teleport distance
- Particle count
- Heal amount
- Condition thresholds
| Class Type | Attribute Focus |
|---|---|
| Warrior | Strength, Vitality |
| Rogue | Dexterity, Luck |
| Mage | Intelligence, Willpower |
| Cleric | Willpower, Vitality |
| Archer | Dexterity, Intelligence |
- Use simple names:
strength,agility,focus - Limit total max points to encourage meaningful choices
- Give each attribute at least one noticeable effect in gameplay, such as increased speed, mana, damage, or tooltip updates
- Use
{attr:*}placeholders in lore to reflect scaling for players