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The three skills governed by Endurance are Armorer, Block, and Heavy Armor. At the other extreme, Marksman can be particularly time-consuming (especially if Marksman is not your character's primary combat skill). Of these three, Sneak is the easiest to artificially increase (it can even be done while you are not at the keyboard or controller). The three skills governed by Agility are Marksman, Security, and Sneak. Attributes with no + next to them can still be selected, and will increase by 1 if selected. If you can increase an attribute by more than one point, there will be a +2 to +5 next to that attribute on the screen. When you sleep you will be asked which three attributes to increase. Any skill increases you obtain after the level up message and before sleeping are applied to the next level, not your current level. It is not controlled by the number of skill levels you obtain before you sleep.
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In other words, it is the number of skill increases that you obtain during the time it takes for your major skills to increase by a total of 10 points. Note that the attribute bonus is controlled by the skill increases you obtain from the time you receive one "level up" notification to the time you receive the next "level up" notification. Receiving +5 attribute bonuses is the primary goal of efficient leveling. Thus, optimal attribute improvement is realized if you can select +5 attribute bonuses for your character's most important attributes every turn. Larger bonuses are possible if you have increased any of the three skills governed by that attribute during the turn. Each time your character levels up, you get to select three attributes to have increased, by 1 to 5 points. The primary means of increasing attributes is by leveling up your character. Two attributes are selected for +5 bonuses as part of your character's class.Thief: +10 Agility, +10 Luck, +10 Speed.
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Several birthsigns provide attribute bonuses.Race and gender determine the starting values for each attribute.When creating your character, there are several decisions that directly affect your character's initial attribute values.
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