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#
- Melee damage rises by half a percent per point above 10, reaching 20 percent at the cap. It is applied across the whole damage band, so critical hits inherit it in full.
- Carry capacity is 300 units per point of Strength.
- The damage reduction from a successful parry scales with Strength.
Agility#
- Maximum endurance gains 1 point per point of Agility.
- Endurance recovery gains 1 point per 4 points above 10, and every point above 10 adds a percentage chance that the recovery tick lands double.
- Critical hit chance gains 1 percentage point per 4 points above 10, taking the base 5 percent to 15 percent at the cap. Rogues, thieves and assassins gain half as much from Agility here, reaching 10 percent at the cap, because their kits already carry a great deal of extra critical chance.
- That one chance covers skills, spells and heals as well as weapon swings. A critical skill lands for the top of its damage band, and a critical heal mends 20 percent more. It also decides how many swings a weapon or Berserker flurry gets. See combat.
- Every avoidance defence - parry, evasion, dancing and the bardic dances - gains 1 percentage point of proc chance per 4 points above 10.
- Many rogue and thief abilities scale their damage with Agility, though that particular curve stops improving at Agility 25.
Constitution#
- Maximum health gains 2.5 points per point above 10, which is 100 health at the cap. This is added after your class multiplier, so it is proportionally more valuable to lightly armoured characters.
- Armour class gains 5 points per point above 10, which is 200 armour class at the cap, or 8 percent damage reduction. See combat for how armour class converts to mitigation.
- Health recovery gains 1 point per 4 points above 10, and every point above 10 adds a percentage chance the recovery tick lands double.
Intelligence#
- Maximum spell points gain 5 points per point above 10, scaled by your class multiplier.
- Spell point recovery gains 1 point per 4 points above 10, with the same chance of a doubled tick.
- Spell damage rises by up to 25 percent at the cap.
- Experience earned toward fighting style mastery rises by up to 25 percent at the cap.
Wisdom#
- Experience gains rise by 1 percent per 2 points above 10, reaching 20 percent at the cap. This applies to positive gains only.
- Healing you cast rises by up to 50 percent at the cap. It is applied once, at the point the heal lands, so every healing ability inherits it. It scales off the caster, so potions are unaffected.
- The chance for a fighting style to proc gains 1 point per 4 points above 10.
Charisma#
- Bardic and song damage rises by up to 25 percent at the cap.
- Threat generated rises by up to 25 percent at the cap, which matters a great deal if you are trying to hold or avoid an enemy's attention.
- Shop prices improve. Buying costs 100 percent of list at Charisma 10 falling to 92 percent at the cap. Selling is half as good again at the cap as at Charisma 10, though shops pay very little either way, and fish fetch nearly twice as much.
- Reputation gained on the standing tracks shown by
reprises by 2 percent per point above 10, to a maximum of 30 percent. This applies to positive gains only. Standing with the Brinewarrens factions is not affected by Charisma.
Luck#
- General fortune improves by up to 50 percent at the cap. This covers world
drop rates,
search,dig, fishing and gathering, including a chance for a gather to come away with a double pull. - Melee damage rolls are biased toward the top of the weapon's band, worth about 20 percent on average at the cap. The bias is solved per weapon, so it can never make a weapon hit harder than that weapon is capable of.
- Skill and spell damage rolls are pulled toward the top of the skill's band: not at all at Luck 10, and 90 percent of the way at the cap. On a skill with the standard band that is worth a little under 12 percent on average. It can never make a skill hit harder than that skill is capable of.
- Threat generated falls by up to 30 percent at the cap.
- Firearm accuracy improves slightly.
- Thief skills that can fail roll through one shared formula, and Luck is the largest stat term in it. It weighs even heavier on the separate roll that decides whether a failure was witnessed.
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. |
Related pages#
- Vitals covers the pools Constitution, Intelligence and Agility feed.
- Combat covers where Strength, Agility and Luck are spent.
- Conditions covers temporary effects.
- Gear and runes cover the only ways to raise a stat after creation.