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Wiki Systems Stats

Stats

The seven stats, what each one changes, and where they come from.

Your character has seven stats: strength, agility, constitution, intelligence, wisdom, charisma and luck. stat lists them on their own and score shows them with the rest of your character sheet.

Ten is neutral: most stat bonuses are zero at 10, grow above it and shrink a little below it. A stat stops doing anything more at 50, counting gear and runes. A few skill calculations stop improving earlier.

Older help text and a few commands call constitution durability; 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 that people, 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 you can start as. Luck sits outside that total, so a whole row runs from 89 points for 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
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
Warrener 12 16 9 12 14 17 12

The remort races, shade and dryad, are reborn with 84 core points; see Remorting. Characters made before 19 October 2026 rolled their stats and keep what they rolled.

Each of the fourteen backgrounds is tied to one stat, and its point is given once and never again.

Leveling does not raise stats, and there is no command to train them. Two things do change them. Each remort gives 20 points to place where you like, up to 35 in a stat before gear and runes (see Remorting). And your effective total moves with what you wear: gear can carry up to 4 points of one stat per item, and socketed runes up to 20 points of a stat. Both are lost the moment the item comes off, and gear's bonuses are switched off while you are in social attire. Harmful effects, such as a wraith's drain, are not.

Strength#

Agility#

Constitution#

Intelligence#

Wisdom#

Charisma#

Luck#

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

Stat abilities#

Reaching an effective 50 in a stat opens one ability tied to it. Gear and rune bonuses count toward the 50. All seven share a cooldown of a day.

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, spell points, 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.