Welcome to my guide on How To make Warding, Resistances and Attunement work together! This guide aims to answer the many questions surrounding the new warding skills, along with the pre-existing Resistance passives, attunement and warding gems that can be infused into gear. I will try to be as simplified as possible in my explanations, and acting as if the person who read this guide knew nothing about these features. To start things off, here is a list of *MOST* sources of these three terms. Attunement : Attunement is the number that shows on your Skills Tab (Default:K) when you click on the little meditating emote top left of the fire magic tree. This number is the average level of your 10 highest spells or passives in the specific tree. Resistance : This is the term used to reference you defensive capabilities against a school of magic. In other words, Fire Resistance is how much defense you have against fire magic. Warding : This is the term used to reference the new passive skills which grants Resistance in exchange for attunement. Attunement Gems : Gems can be crafted and infused into some gear pieces to increase attunement. (1 Gem usually offers +10 Attunement, jewels +5) Warding Gems : Gems can be crafted and infused into some gear pieces to increase resistances. These will exchange Resistance for Attunement. (1 Gem usually offers +15 Resistance, -5 Attunement). Resistance (passives) : ("Blue Blooded", "Well Grounded", "Fire Proof") These passives will raise your resistance against a certain school of magic by 0.25 per level in the passive. These are the things we will be interested in for this thread. Now where do all these things come together and make 1 big pile of confusion? First thing I will ask of you if you are confused about these skills and passives is to COMPLETELY FORGET everything else. Forget the formulas you might have seen, forget the examples people have given you, focus on this right here. The combat formula which uses these things is the following : Code: (1)Effective Attunement = (2)Casters Attunement - ((3)Targets Attunement / 2) - (4)Targets Resistance So what does this all mean? Here is a breakdown of each step : This is the result of the combat formula. This value will be converted into a multiplier to determine how hard a casters spells will hit. No matter how low this number gets, you will not hit 0, and this number offers diminishing returns, meaning the difference between 0-100 is WAY bigger than the difference between 100-200. This is how much attunement the caster has in the school of magic he is currently casting. Having 200 Attunement in Fire Magic has 0 impact on his Death Magic spells. This value will count attunement from all the different sources he has : Gear, Food, Buffs, Top 10 Spells & Passives. This is how much attunement the Target has in the school of magic he is currently the target of. Having 200 Attunement in Fire Magic has 0 impact on Death Magic spells directed at him. This value will count attunement from all the different sources he has : Gear, Food, Buffs, Top 10 Spells & Passives. This is the targets resistance value in the school of magic he is currently the target of. Having 100 Fire Resistance has 0 impact on Death Magic spells directed at him. This value will count resistance from all the different sources he has : Gear, Buffs, Passives. So lets start things off with Attunement. Attunement is one of the variables that is VERY IMPORTANT to determine how hard your spells will hit. If you plan on playing a spell caster, you will want to get this number as high as possible. Like previously mentionned, You can get Attunement from the average of your top 10 passives and spells in a school of magic. You can also get attunement from gems and jewels infused into your weapons, chest pieces and jewelry. And now for Resistances, Resistance is the variable which will determine how hard spells being cast AGAINST you will hit, this is a defensive number only, and has no impact on how hard your spells will hit. The higher the number, the less a spell will hurt you, pretty straight forward. Now we already know how to get Attunement up, but how can we get resistances up? Lets break the sources down here : Buffs (Douse, Celestial Blessing) : These active spells will grant you resistance for a set duration of time. These have no drawbacks and simply give you the resistance points as long as you keep the spell up. Passives : These passive skills in some magic trees offer Resistance on a golden platter, raise the skill, and your resistance goes up. Simple. These have no negative drawbacks at all. Warding gems & jewels : These crafted gems and jewels, once infused into your gear, will grant you resistance in exchange for attunement. On a weapon, a warding gem will grant you 15 points of resistance in exchange for 5 points of attunement, so your spells will hit slightly lower, but you will get a nice bit of resistance in exchange. Warding Passives. For all 8 magic trees except for Chaos, there is a Warding Passive for the opposite school, meaning Life Magic has Death Warding as a passive. These passives will offer 1 point of resistance but remove 1 point of attunement PER LEVEL for the school it is warding you from, (So the passive in the Life Tree gives you 1 point of Death Resistance but removes 1 point of DEATH attunement). The impact of this passive skill is that it will make your spells in the resisted school weaker. If you plan on being a mage who uses Death Magic, taking up the Death Warding passive would generally be a bad Idea, as it reduces Death Attunement. and Finally, "Magic Warding" from the Tactics tree. This passive will grant you 1 resistance and remove 1 attunement for ALL 8 Magic schools except for Chaos per level. The drawback of this passive is that it makes ALL your spells in ALL the magic schools weaker, and thus is a bad idea if you plan to be a mage. *IMPORTANT THING TO NOTE* If you raise "Magic Warding", you will reduce all your schools attunements. what this means is that your life magic will be weaker, making your heals heal less. It also means your buffs will be weaker, such as Strength of Earth, Air's Embrace, Enlightenment, but also the shields such as Death Shield, Shield of Ice, Crystal Shield, and others. This is very important to note if you decide to train this passive. Here is now a few examples to show how these things all interact with each other. Since we now know that warding will reduce your attunement, I will use 2 terms for attunement : Spoiler: Examples & Scenarios Base Attunement, which is the Attunement you have before any warding passive, gem or jewel comes into play Real Attunement, which is the attunement you have once warding is taken into account. 1 : You have a base attunement of 100 in the fire magic school. You have decided to increase your Fire Warding passive to 50. Your real attunement is now 50, but you also have 50 points of resistance. 2. following step #1, you now decide to raise "Magic Warding" to 50. All your magic schools lose 50 points of attunement, so your Fire Magics Real Attunement is now at 0, but you have 100 resistance. 3. You now want to use your Fire spells, but realise that with 0 attunement, you arent hitting much, so you decide to forget completely your warding passives, so you bring them down to 0. Your Real Attunement is now 100, but your resistance is now 0. 4. By doing all of this, you never trained Death Magic, so your death magics "Base Attunement" is 0. You had already trained your Death warding to 50, and during step 2 you had raised Magic Warding to 50, so your Real Attunement for death magic was -100, but you had +100 Resistance. Now lets use these 4 steps, and reproduce them into the combat formula I mentionned earlier, using a Casters attunement of 200. Code: (1)Effective Attunement = (2)Casters (REAL) Attunement - ((3)Targets (REAL) Attunement / 2) - (4)Targets Resistance *I added the term real for our attunements so that it stays in line with everything else. So, 1. Effective Attunement = 200 (Casters real attunement) - (50 / 2 (your real attunement)) - 50 (your resistance). Effective Attunement = 200 - 25 - 50 Effective Attunement = 125 So during step 1, the casters attunement dropped by 75 points, while you had 50 attunement and 50 resistance. 2. Effective Attunement = 200 (casters real attunement) - (0 / 2 (your real attunement)) - 100 (your resistance) Effective Attunement = 200 - 0 - 100 Effective Attunement = 100 So during step 2, the casters attunement dropped by 100 points while you had 0 real attunement and 100 resistance. 3. Effective Attunement = 200 (Casters real attunement) - (100 / 2 (your real attunement)) - 0 (your resistance) Effective Attunement = 200 - 50 - 0 Effective Attunement = 150 So during step 3, even though you had 100 attunement, the casters attunement only dropped by 50 points. 4. Effective Attunement = 200 (Casters real attunement) - (-100 / 2 (your real death attunement)) - 100 (your resistance) Effective Attunement = 200 + 50 (two negatives become a positive ) - 100 Effective Attunement = 150 So during step 4, even though you were at -100 attunement, the casters attunement still dropped by 50 because you had 100 points of resistance. Step 4 had the same impact as step 3. What this all means is that these 2 variables, Attunement and Resistance, will work together to help you defend yourself against a spell cast against you, but only Attunement is counted for the damage YOU do with your spells. Now many of you might wonder "But what is the best option then? What should I do that maximise my efficiency?" And the answer to this will highly depend on your playstyle. Do you cast spells? Do you have buffs you really want to get the most out of? Are you willing to train tons of different skills to get resistances? Simply consider the impact of lowering attunement so that you can take a good descision. If you use that school of magic, then maybe using warding is not that great of idea, but if you dont use the school of magic at all, why not raise warding a bit? If you have any more questions, feel free to post below, or private message me. You can always hit me up ingame, My IGN is the same as on the forums! Post #2 here will be me attempting to give a review of each warding skill, and the impacts on the important features of each tree. I will be formating the thread in a little bit, I wanted to get the information out first.