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#
- Melee damage rises by half a percent per point above 10, reaching 20 percent at the cap. It applies across the whole damage band, so critical hits carry 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 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 defense (parry, evasion and the bardic dances) gains 1 percentage point of chance per 4 points above 10.
- Many rogue and thief abilities scale their damage with agility, though that curve stops improving at agility 25.
Constitution#
- Maximum health gains 2.5 points per point above 10, which is 100 health at the cap. It is added after your class multiplier, so it is worth more to lightly armored classes.
- Armor class gains 5 points per point above 10, which is 200 armor class at the cap, or 8 percent damage reduction. See combat for how armor 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#
- Ordinary experience gains rise by 1 percent per 2 points above 10, reaching 20 percent at the cap. Merchant clock and call awards are not multiplied.
- Healing you cast rises by up to 50 percent at the cap. It is applied once, as the heal lands, so every healing ability carries it. It comes from 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 you generate rises by up to 25 percent at the cap, which matters 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.
- Gains in presence and credibility on
reprise by 2 percent per point above 10, up to 30 percent at charisma 25. Losses, and the other tracks, are not affected.
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 in it. It weighs even more on the separate roll that decides whether a failure was seen.
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. |
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 equipment bonuses to attributes.