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Wiki Systems Stats

Stats

The seven core attributes, what each one actually changes, and how they are set.

Your character has seven core attributes: Strength, Agility, Constitution, Intelligence, Wisdom, Charisma and Luck. stat lists them on their own and score shows them alongside the rest of your character sheet.

Ten is the neutral value. Every curve in the game is written so that a stat of 10 gives exactly no bonus, above 10 helps, and below 10 hurts a little. Because the penalty band is only seven points wide, a low stat is a mild disadvantage rather than a crippling one.

Every effect is capped at 50. Nothing you can do makes a stat count for more than 50, and gear and runes are counted toward that threshold rather than sitting outside it.

You may also see Constitution referred to as durability in older help text and in a few commands. They are the same stat. Agility likewise answers to dexterity, speed and coordination.

Where your stats come from#

Your race decides your starting stats. There is no roll: every character of a race starts with the same seven numbers, chosen to fit what that race is, and the background you pick adds one point to one of them. The six stats other than Luck add up to 80 for every race, so no race is stronger than another. Luck sits outside that total, so a whole row runs from 89 points for a shade or a scorpien to 98 for a halfling, with a human at 93.

Race Str Agi Con Int Wis Cha Luck
Human 13 13 14 13 13 14 13
Elf 12 17 10 16 14 11 13
Dwarf 16 10 18 11 14 11 10
Pisca 10 14 12 17 15 12 12
Jackile 12 15 13 13 17 10 12
Shade 10 17 10 14 15 14 9
Dryad 10 12 13 12 16 17 14
Gnome 9 15 11 18 14 13 17
Scorpien 17 12 17 10 14 10 9
Fey 9 16 10 16 13 16 17
Halfling 10 16 14 12 13 15 18
Catfolk 11 18 10 13 16 12 16
Goblin 12 18 17 11 10 12 17

Characters made before 19 October 2026 rolled their stats and keep what they rolled.

The background you pick at creation adds a permanent point to one stat. Each of the fourteen backgrounds is tied to a single attribute, and the point is granted once and never again.

Levelling does not raise stats, and there is no command to train or spend points on them. Your starting values are permanent. What does change is your effective total: worn gear can carry up to 4 points of a single stat per item, and socketed runes can contribute up to 20 points of a stat. Both are lost the moment the item comes off, and positive gear bonuses are suppressed entirely while you are in social attire. Negative effects, such as a wraith's drain, are not suppressed.

Strength#

Agility#

Constitution#

Intelligence#

Wisdom#

Charisma#

Luck#

Luck comes from your race and your background, and gear and runes move it afterwards like any other stat.

Stat abilities#

Reaching an effective 50 in a stat unlocks one ability tied to it. Gear and rune bonuses count toward the threshold. All seven share a 24-hour cooldown.

Command Stat Effect
doorbash <direction> Strength Smashes a locked door off its lock in one action. Also costs 100 endurance.
surestep Agility For 60 seconds no trap can trigger on you, including ones you are already standing in.
ironlung Constitution For 120 seconds you cannot drown.
analyze Intelligence For 60 seconds you read exact health, mana, endurance, level, class and race on every visible creature in the room.
foresight Wisdom For 60 seconds all invisible and hidden creatures and objects are plainly visible to you.
unspoken Charisma For 120 seconds hostile NPCs will not engage you, even ones that already remember you as an enemy.
pressluck Luck Arms a charge that makes the next creature you kill drop a guaranteed piece of shard-tier gear at its own level.