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:
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.
I will be doing full assessment posts on each individual Path after the weekend holiday. Enjoy!
Wow very nice thorough start. Well done. Looking forward to your analysis.
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.
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.
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.
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.
Nice to see this, very good thread, reminds me of all the useless traits out there
Sincerely~ Kongdej
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)
Cool info.
Your math for potential seems off.
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.
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
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.
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.
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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