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Attributes refers to the system of values influencing a wolf's strengths and weaknesses. They are assigned to the base set of stats of a player's own created avatar during customization.
In WolfQuest: Anniversary Edition, Attributes is a standalone category in the Stats tab of the Customize Wolf interface found between the Body and Bio tabs. It partly shares its interface (during customization only) with Age Perks. The player can allocate attributes only to new wolves and wolves they have previously created themself, but they cannot change attributes for pups grown into playable adults nor for their mate.
In the Anniversary Edition, attributes operate on a point-based system under the Customize Wolf interface's Attributes tab. Points can be allocated to four base stats with some restrictions. This system is applied to the player's own wolf, as well as courtabledispersals, the mate, rival wolves, and the offspring of all ages produced by breeding pairs.
When creating a new wolf, its default loadout is 0 across all base stats. In order to increase an attribute, you must first take away from another. E.g., to increase one's health, one point must be deducted from speed, stamina, or strength.
Note that having -3 or +3 in a particular attribute is only possible due to aging. Customization of a player-created wolf only permits a minimum of -2 and a maximum of +2. In order to get -3 in an attribute, the wolf must be an elder wolf on top of already having -2 in that attribute during customization. This does not apply to pups who were grown into playable adults; their base stats cannot be modified. For created wolves and playable adult offspring, a +3 attribute is obtained by gaining the particular attribute's age perk, while also already having +2 in that attribute during customization. From age 8 onwards, an elder will have a permanent -1 point penalty across all of its attributes. Anything below -3 is only possible with major injuries.
In the Anniversary Edition, having attribute points in strength increases the damage output of the wolf during hunts and fights. Cosmetically, a wolf with a positive strength value will appear larger than average, and a wolf with a negative strength value will appear smaller than average. This applies to both player-wolves and NPC wolves.
Below is a table compiling the average damage of 100 bites dealt to a cow elk on Easy difficulty with each level of strength as well as minimum and maximum damages:
Level
Average Damage
Minimum
Maximum
-3
31.51
17
45
-2
33.86
20
47
-1
34.78
20
51
0
34.92
20
51
+1
38.20
20
56
+2
39.20
22
60
+3
40.14
22
62
Bites are performed while at above 80% health, to ensure no reduction in damage.
In the Anniversary Edition, having attribute points in stamina increases a wolf's maximum energy as well as its regeneration rate by 10% for each point.
In the Anniversary Edition, having attribute points in speed increases the overall speed and quickness of the wolf in 3 of the 5 possible gaits of movement (sprinting, galloping and trotting). Walking and stalking speeds are not affected by the speed attribute. The speed boost is most apparent when sprinting.
In the Anniversary Edition, each attribute point in health increases the maximum health points (HP) of the wolf by 75. The player has the following HP depending on the level of their health:
In the Anniversary Edition, since some attributes are better at certain tasks than other attributes, it is certainly possible to optimize your wolf’s attributes in order to suit your style of play.
Depending on whether you play single-player or multiplayer, and which difficulty you play on (Easy, Challenging, Accurate, or unforgiving), your choice of attribute combination will likely vary in order to optimize play in these gamemodes.
Generally speaking, since Easy difficulty gives a very strong boost to the wolf’s stamina regeneration and significantly reduces stamina drain, most players will find it an excellent compromise to have -2 stamina when playing on Easy. Additionally, since Easy also causes the wolf to take less damage overall, having -2 health is also a decent compromise. This is especially more apparent in multiplayer, as having the quick heal ability allows players to stay longer in a hunt/fight than they normally would in single-player. As a result, many players who find themselves playing on Easy often, will most likely find themselves gravitating to a wolf with +2 strength and +2 speed, whilst compromising on stamina and health.
Since quick heal isn’t available in single-player, it is generally more efficient to have attribute points in health for single-player gameplay than for multiplayer, as it allows a player to hunt more, sleep less, and take more risks (especially in higher difficulties). As a result, players who are comfortable with using quick heal often may find having -2 health in multiplayer to be an acceptable compromise (care must be noted in Accurate difficulty, as having -2 health in Accurate generally means being unable to successfully hunt most prey as a lone wolf).
For players who are able to confidently and consistently maximize their stamina (having 100% wakefulness, food at between 50-60%, drink water, and possibly have a pack rally), they may find that having -2 stamina regardless of gamemode and difficulty to be a decent compromise, essentially only allowing themselves to hunt at an appropriate time.
For players who are looking to mainly scavenge, hunt small prey, or hunt slower prey, they may find that having -2 speed regardless of gamemode and difficulty to be a decent compromise, as all of these activities do not require the wolf to sprint in order to fulfill their hunger.
For players that simply want to explore the map and mark territories in multiplayer, having an attribute combination of +2 stamina and +2 speed will optimize travel and exploration.
For players looking to take down larger prey such as bull moose and bison, it helps significantly to have +2 strength and +2 health as your attribute combination. This combination is also best for when fighting enemy wolves and stealing/defending carcasses from scavengers such as bears, cougars and coyotes.
For optimizing within a pack in multiplayer, it is generally best to have 1-2 player(s) to have +2 stamina and +2 speed (speedsters), while 6-7 players have +2 strength and +2 health (fighters). When hunting prey such as deer, elk, or moose, the speedsters are generally the first ones to bite in order to slow it down for the rest of the pack and try to get the prey to enter into a standoff. Once they are slowed or in a standoff, it is generally just a matter of seconds for the “fighters” to finish off the prey. “Speedsters” help the pack by being the quickest and most efficient wolves to enter and mark territory, whilst also being able to easily outrun enemy wolves they may potentially meet. If encountered, “fighters” stand the best chance at defeating enemy wolves in a skirmish. Having at least 5 “fighters” ensures that the pack is capable of taking down a bison with less difficulty, while also having the strength to scare away a bear from a valuable carcass.
In the Anniversary Edition, Age Perks are visible within this interface, though they cannot be changed or reselected from anywhere within the customization interface. They can only be changed while in-game on the active wolf's birthday. (Occurs after pups are born.)
A hard point-based system replaces the old slider-based system. It's unclear if this decision was influenced by a glitch commonly regarded as a cheat which allowed players to boost all stats to their highest values.
Runts of the litter will generally have more negative attributes than positive ones. Since pups cannot have their attributes changed once they are adults, playing them as adults will always prove more challenging than a pup who was not a runt growing up.
There are a total of 525 possible attribute combinations. There are a total of 85 “useful” attribute combinations that effectively balance their attribute points and have 0 points remaining. There are a total of 80 attribute combinations of “non-useful” combinations that have no attribute greater than zero while ineffectively having at least 1 point remaining. There are a total of 360 combinations that are variants of the “useful” combinations that are varied by removing attributes in order for them to have at least 1 point remaining, ultimately making them also ineffective in terms of point balance.