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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 roll 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#

Stats are rolled once, at character creation. The roll distributes 80 points one at a time, weighted by your race, then applies a small random variance, enforces a minimum of 5 in every stat, and normalises the total back to exactly 80. The average result is a little over 13 per stat. You may reroll up to 25 times before you have to accept what you have.

Race does not add a flat bonus. It biases the weighting, so a dwarf will tend to land higher in Constitution and lower in Agility without that ever being guaranteed:

Race Str Agi Con Int Wis Cha
Human 10 10 10 10 10 10
Elf 10 12 9 11 10 8
Dwarf 12 8 13 9 10 8
Pisca 7 12 9 13 10 9
Jackile 10 9 12 8 13 8
Shade 7 13 7 10 12 11
Dryad 8 9 8 10 12 13
Gnome 7 11 8 13 12 9
Scorpien 13 8 13 8 10 8
Fey 7 12 8 12 10 11
Halfling 8 11 10 10 10 11

Luck is not part of the roll. Every character begins with Luck at the neutral value of 10 regardless of race.

Levelling does not raise stats, and there is no command to train or spend points on them. Your rolled 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#

Since Luck begins at 10 for everyone and cannot be rolled higher, gear and runes are the only way to move it at all.

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.