Attributes
Thirteen attributes. Your style stat is raw power, Accuracy and Precision help everyone, and nothing is permanent — you can respec.
| Attribute | Does | Matters to |
|---|---|---|
| Strength | Melee damage (+1¼ per STR, +130 % at 215) | Melee |
| Dexterity | Ranged damage (+1¼ per DEX, +130 % at 215) | Ranged |
| Intelligence | Magic damage | Magic |
| Accuracy | Hit chance and the initiative tie-break; your own hit floor rises to 55 % at 215 | Everyone |
| Precision | Crit chance and crit damage (×1.5 → ×2 at 215) | Everyone |
| Insight | Your states hit harder (+30 % at 215, one round longer from 108) and armour piercing (10 % at 215) | Element builds, everyone |
| Constitution | Max HP (50 + 15×level + 5×CON) | Everyone |
| Agility | Initiative and defence; −10 % damage taken at 215 | Everyone |
| Endurance | −5 % damage taken, crits against you ×1.35, 1 % HP back each round (at 215) | Tanks, everyone |
| Willpower | States put on you −40 % and one round shorter from 108; crit chance against you −10 points (at 215) | Everyone |
| Spirit | Healing power with Constitution, and a ward of 8 % of your HP when a fight starts (at 215) | Healers, tanks |
| Luck | Your states trigger more often (×1.5 at 215, up to each element's cap); never crit | Element builds |
| Charisma | NPC discount (cap 25 %) and work pay | Traders |
What each attribute does
- Strength — Your melee power stat. Every point adds +1¼ damage to each melee swing and +0.6 % to the whole swing (+130 % at 215), before the target's armour. Does nothing for a ranged or magic build.
- Dexterity — Your ranged power stat. Every point adds +1¼ damage to each bow or crossbow shot and +0.6 % to the whole shot (+130 % at 215), before armour. Only ranged builds care.
- Intelligence — Your magic power stat. Every point adds +1¼ spell damage and +0.6 % to the whole spell (+130 % at 215). Healing now reads Spirit instead. Ignis Vestae's burn no longer reads your Intelligence at all: it takes a share of the strike that lit it, so it grows with your weapon instead. Magic builds only.
- Accuracy — Your aim — one half of the old Skill, for every style. Each point above the defender's Agility adds +2 % to hit (from 80 % at equal stats up to 95 %, then slowly on to the 98 % hard cap), and it breaks an initiative tie. It also lifts your own hit floor from 40 % to 55 % at 215 (Max Stats), +0.07 % per point, which only matters against very high Agility. Accuracy from gear past 215 keeps lifting it.
- Precision — Your crits — the other half of the old Skill. Every 4 points add +1 % crit chance (base 5 %) up to 35 % at 120, then +1 % per 19 points up to the 40 % hard cap. It also sharpens each crit: ×1.5 damage rising to ×2 at 215 (Max Stats) (+0.0023 per point, and on past 215 with gear), while crit chance itself stops at the 40 % cap. Old gear with Skill counts as both Accuracy and Precision.
- Insight — States that bite. The states you leave (burning, frozen, poisoned, shocked) are up to 30 % stronger at 215 (Max Stats) (+0.14 % per point) and last one round longer from 108 Insight; a foe that resists your element holds back up to 50 % less (never past normal). It also pierces armour: up to 10 % at 215 (Max Stats) (+0.047 % per point), inside the shared 35 % piercing cap.
- Constitution — Survivability. Adds +5 Max HP per point on top of the level curve (Max HP = 50 + 15 × level + 5 × Constitution). Every build wants some.
- Agility — Defence and initiative. Every hit you take is up to 10 % smaller at 215 (Max Stats) (+0.047 % per point). Each point cancels one of the attacker's Accuracy points in their hit roll — that is −2 % to their chance to hit you, down to 50 %; beyond that every point still shaves a sliver off, toward the 40 % hard floor (or the attacker's own Accuracy floor). Higher Agility also strikes first each fight, with Accuracy breaking the tie.
- Endurance — Staying power. Every hit you take is up to 5 % smaller (+0.023 % per point), a crit against you deals ×1.35 instead of ×1.5, and you heal 0.98 % of your HP at the end of each round (all at 215 (Max Stats); regeneration counts the points above 5, +0.0047 % each). Never energy.
- Willpower — Resolve. States put on you are up to 40 % weaker at 215 (Max Stats) (+0.19 % per point) and one round shorter from 108 Willpower (never below one round, never immunity), and hits against you are up to 10 points less likely to crit (0.047 per point).
- Spirit — The healer's stat. In dungeons and raids your healing power is your tome plus (Constitution + Spirit) ÷ 4 — Spirit takes over from Intelligence there. Every fight starts with a ward of 7.81 % of your HP at 215 (Max Stats) (+0.037 % per point above 5); it soaks hits before your health.
- Luck — Chance, never crit. The states you leave trigger more often: up to ×1.5 at 215 (Max Stats) (+0.23 % per point), up to each element's cap. It also improves your loot: at 215 (Max Stats) expedition drops come ×1.049 as often and almost 1 rarity step better (never past what the expedition can drop), and crafts roll a masterwork 2.9 points more often. Each point gives an even share, and the loot part stops at 215.
- Charisma — The trader stat — no effect in combat. Lowers NPC shop prices by 0.2 % per point up to 20 %, then 0.1 % per point up to the 25 % cap, and raises the gold you earn from jobs and quests by 0.5 % per point, with no cap.
Caps, and points past 215
215 is Max Stats: where training stops, not where an attribute stops working. The effects above do not stop at 215: points from gear past it keep counting in the same way, with these exceptions: Precision's crit chance (the 40 % cap), Charisma's shop discount (the 25 % cap), Luck's loot share (it stops at 215), and the one round Insight and Willpower add or take away (a single step at 108). Gear can take Strength, Dexterity, Intelligence, Accuracy, Precision (through old Skill lines), Agility, Constitution and Charisma past 215. Insight, Endurance, Willpower, Spirit and Luck do not come on gear today, so for now they end at 215.
| What | Limit | How it works |
|---|---|---|
| Hit chance | 40 % – 98 % | Every hit roll is held inside these. 95 % is a bend in the curve, not a cap: past it each point adds only a sliver. |
| Your hit floor | 40 % → 55 % at 215 | Players only (monsters stay at 40 %). Accuracy past 215 from gear keeps lifting it. |
| Crit chance | 40 % | Precision alone reaches 40 % at 215. Frozen (+16) and Shocked (+15) on the target add points before the cap, so they help you reach 40 % sooner but never take you past it. The target's Willpower (up to −10 points) is also taken off before the cap, so crit you hold above 40 % absorbs it first. |
| Crit damage | none | ×1.5, rising to ×2 at 215 Precision and on past it with gear. Endurance softens crits that land on you. |
| Armour piercing | 35 % in total | Your battle art, Sundering lines, talents, gems and Insight are added together, then capped once. |
| Element states | Fire 25 %, Ice 45 %, Poison 35 %, Lightning 40 % | Your art and your gear chances add up to the cap. Luck makes them trigger more often, but never past it. |
| Frozen healing cut | 50 % | However strong the Frozen, it never takes more than this off healing. |
| Shop discount | 25 % | Charisma; its gold from jobs and quests has no cap. |
The Frozen and Shocked numbers are for gear states at their base power; the attacker's Insight makes them stronger and the target's Willpower weaker. Hit chance and crit chance are worked out in full on the Combat page.
Starting out and growing
- Every attribute starts at 5, and you get 5 free points to place.
- A single attribute is capped at 5 + 3 × level, so you cannot dump everything into one stat early.
- Max HP is 50 + 15 × level + 5 × Constitution.
- Charisma shaves 0.2 % off NPC prices per point up to 20 %, tapering to 0.1 % per point up to the 25 % cap.
- The level ceiling is 70.
Respec — Oracle's Absolution
Changing your build never means rolling a new character. A respec resets all thirteen attributes to 5. What comes back depends on where the point came from:
- Points you earned by levelling return to your free-point pool, ready to reassign wherever you like.
- Points you bought with gold training do not return as points. They are refunded as all of the gold you paid for them, so rebuilding a trained stat means training it again.
Below level 25 a respec is free and refunds your training gold in full — experiment with any build while you are learning the game, at no cost. Those early respecs do not count towards the rising price below. Your talents are free to re-spend below the same level.
The Cursus Honorum total on the training ground counts the gold you have invested and not taken back. Every respec returns all of its training gold, so that gold comes off the total too.
From level 25 the gold price scales with your level and climbs each time you respec. It is (500 + 200 × level) × (respecs so far + 1) — your first respec is that price at ×1, your second at ×2, and so on, up to ×5: from your fifth respec on, the price stops rising. It does not depend on how many points you have trained. A level 30 character, for instance, pays 6,500 gold the first time and 13,000 the second.
Prefer to skip the rising gold curve? Pay a flat 60 Aurei instead — the same reset at a fixed price, unaffected by your level, your prior respecs or your Charisma discount.
From level 25 a respec is a real choice, not a free reset: your training gold always comes back in full, and the respec price itself is the cost of changing your mind about a stat you paid for.