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#
- Melee damage rises by 1 percent per point above 10, reaching 40 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.
- 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 1 point per point above 10, which is 40 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, and selling pays 40 percent of full value at Charisma 10 rising to 70 percent at the cap. That is the single largest practical effect Charisma has.
- Reputation gained with factions scales with 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.
- Threat generated falls by up to 30 percent at the cap.
- Firearm accuracy improves slightly.
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. |
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.