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Attributes and stats

Attributes are the six core numbers of your character: Strength, Dexterity, Wisdom, Constitution, Speed and Luck. Your derived stats — HP, Mana, Stamina, Attack, Defence, crit and evasion — come from attributes, level, gear and cultivation.

  • Strength raises your attack and stamina. It is the simplest way to hit harder.
  • Dexterity adds a little attack, makes your strikes harder to dodge, makes critical hits hit harder and gives gathering actions a chance for an extra roll.
  • Wisdom raises mana and mana regeneration, makes every skill that costs mana stronger and gives more Qi from meditation.
  • Constitution raises HP, defence and stamina. It keeps you alive.
  • Speed decides who acts first, raises evasion and helps you flee. You also gain one point of Speed for free every 5 levels.
  • Luck raises crit chance, the chance of rare drops, the chance for better gear rarities and the chance for random events.

The table shows the exact effect of one point.

What one attribute point does
AttributePer pointNotes
StrengthAttack and stamina
  • +1 attack
  • +1 stamina
—
DexterityAttack, hit chance, crit damage and extra gathering rolls
  • +0.5 attack
  • +0.4% hit chance
  • +0.5% extra gathering roll
  • +1% crit damage
  • Extra-roll chance is capped at 50%, class bonus included
  • Extra rolls apply to: Herbalism, Hunting, Woodcutting, Fishing, Mining
WisdomMana, mana-skill power, mana regeneration and Qi
  • +4 mana
  • +1.5% mana-skill power
  • +1% Qi
  • +0.2 mana/round
—
ConstitutionHP, defence and stamina
  • +10 HP
  • +1 defence
  • +2 stamina
—
SpeedAct first, evasion and escaping
  • +0.2% evasion
  • +5% flee chance per point you are faster than the enemy
  • The faster fighter acts first
LuckCrits, rare drops, better gear and random events
  • +0.1% crit
  • +0.2% rare drops
  • +0.1% events
  • +0.2% weight for better gear rarities
—
Data from game version 0.3.0 · f8531c1 (2026-10-01)

Every character starts with the same base attributes. Your race adds a small bonus when you create your character:

Races
RaceAttribute bonusProfession EXP
Human+2 Strength, +2 Constitution+5% Crafting
Elf+2 Dexterity, +2 Wisdom+5% Herbalism
Data from game version 0.3.0 · f8531c1 (2026-10-01)

After that, attributes grow from:

  • Attribute points you spend on the Character screen (next section).
  • Gear. Some items and affixes add attribute points while you wear them.
  • Your class. Passing the class trial adds a permanent bonus, see Classes.
  • The Collection book. Every item you find for the first time is recorded. At certain milestones you get a permanent bonus. Items you buy in a shop do not count.
Collection book milestones
Items discoveredPermanent bonus
5+1 Luck
10+3% EXP
15+1 Strength, +1 Constitution
20+5% EXP
25+2 Luck, +1 Speed
Data from game version 0.3.0 · f8531c1 (2026-10-01)

Each level up gives you 3 points, and every 10th level gives 5 instead. Unspent points wait until you use them, so you can save them. If you want to move spent points, reset them (next section).

The full list per level is in the EXP table.

Yes. On the Character screen, “Reset attributes” returns every point you spent to your pool, and you distribute them again. Your race bonus and your class bonus stay.

  • Free: 1 reset per week. The week starts on Monday at 00:00 UTC.
  • Paid: every further reset in the same week costs Gold: 100 Gold plus 20 Gold per character level, multiplied by 2 for each paid reset before it that week, rounded up to a multiple of 10. The game shows the exact price before you confirm.
  • You cannot reset during a fight or a dungeon run. HP and mana never rise above your new maximum.

Before attributes, every character has the same base values, and some of them grow a little with every level. Crit and evasion have hard caps.

Base values before attributes
StatBasePer levelCap
HP50+5—
Mana20+2—
Stamina20+1—
Attack2+1—
Defence0+0.5—
Speed—+1 every 5 levels—
Crit5%—50%
Evasion5%—40% (75% with skills)
Data from game version 0.3.0 · f8531c1 (2026-10-01)

HP is a base value plus a bonus per Constitution point and per level. The total is then raised by your cultivation stage. The Warrior passive adds a percentage on top.

Mana is a base value plus Wisdom and level. The Sorcerer passive adds a percentage. Stamina comes from Constitution, Strength and level.

Formula

HP = ⌊(50 + Constitution × 10 + level × 5) × cultivation bonus⌋

Example: With 10 Constitution at level 10 and cultivation stage 1, you have 200 HP.

Data from game version 0.3.0 · f8531c1 (2026-10-01)

Formula

Mana = 20 + Wisdom × 4 + level × 2

Example: With 10 Wisdom at level 10, you have 80 mana.

Data from game version 0.3.0 · f8531c1 (2026-10-01)

Formula

Stamina = 20 + Constitution × 2 + Strength × 1 + level × 1

Example: With 10 Strength and 10 Constitution at level 10, you have 60 stamina.

Data from game version 0.3.0 · f8531c1 (2026-10-01)

Stamina is full at the start of every fight. Mana is not: it carries over from fight to fight like your HP. In a fight you regain 2 stamina and 1 mana per round, plus a little mana per Wisdom point, but mana regained during a fight is lost when it ends.

Outside fights, HP and mana come back every 5 min (at fixed marks of the clock), and a level up refills both. See Recovery.

Attack adds up a base value, Strength, Dexterity, your level and the attack of your gear. Defence adds up Constitution, 0.5 per level (rounded down) and the defence of your gear. Both are then multiplied by your cultivation bonus and rounded.

Formula

Attack = (2 + Strength × 1 + Dexterity × 0.5 + level × 1 + gear) × cultivation bonus, rounded

Example: With 10 Strength, 5 Dexterity and 6 attack from gear at level 10, your attack is 31.

Data from game version 0.3.0 · f8531c1 (2026-10-01)

Formula

Defence = (Constitution × 1 + ⌊level × 0.5⌋ + gear) × cultivation bonus, rounded

Example: With 10 Constitution and 4 defence from gear at level 10, your defence is 19.

Data from game version 0.3.0 · f8531c1 (2026-10-01)

Damage starts from your attack and the skill’s multiplier (a normal attack counts as ×1). The enemy’s defence then reduces it: the more defence, the smaller the share that gets through, but it never reaches zero. A random factor spreads the result a little, and every hit deals at least 1.

Elements change the result: a strong element deals × 1.25, a weak one × 0.8. Some skills ignore part of the enemy’s defence. Enemies use the same formula against you.

Formula

damage = Attack × skill multiplier × 100 ÷ (100 + Defence) × element × random 0.9–1.1; critical hit × 1.5

Example: A basic attack with 30 attack against 10 defence deals 25–30 damage (about 41 on a critical hit).

Data from game version 0.3.0 · f8531c1 (2026-10-01)

Enemies can dodge your strikes. Every enemy has a small base chance to dodge, and it grows for each point of Speed the enemy has above yours. Each point of Dexterity removes some of that dodge chance. Being faster than the enemy gives it no extra dodge.

Formula

enemy dodge = max(0, 3% + max(0, enemy Speed − your Speed) × 1% − Dexterity × 0.4%); hit chance = 100% − enemy dodge

Example: With 10 Dexterity against an enemy 3 Speed faster than you, the enemy dodges 2% of your strikes: you hit 98% of the time.

Data from game version 0.3.0 · f8531c1 (2026-10-01)

Crit chance starts at a base value. Luck, gear with the affix “…of Precision” and some class passives add to it, up to the cap. Some skills add crit chance for one strike.

A critical hit multiplies the damage. The multiplier grows with Dexterity. Enemies crit you with a fixed 5% chance.

Formula

crit = min(50%, 5% + Luck × 0.1% + gear + class passive)

Example: With 20 Luck and no gear or class bonus, your crit chance is 7%.

Data from game version 0.3.0 · f8531c1 (2026-10-01)

Formula

critical hit = × (1.5 + Dexterity × 0.01)

Example: With 20 Dexterity, a critical hit deals × 1.7 damage.

Data from game version 0.3.0 · f8531c1 (2026-10-01)

Evasion is your chance to dodge an enemy attack completely. It comes from your Speed (points plus the free level bonus) and stops at 40%. Dodge skills add a bonus for one round, and together they can reach 75%. While you are Slowed, your evasion is halved.

Formula

Speed = your points + ⌊level ÷ 5⌋; evasion = min(40%, 5% + Speed × 0.2%)

Example: With 10 Speed points at level 10 (total 12), your evasion is 7.4%.

Data from game version 0.3.0 · f8531c1 (2026-10-01)

Each round, the fighter with more Speed acts first; on a tie you do. Acting first matters most when both sides are low on HP. Effects that slow you or the enemy count for this.

Flee starts from a base chance. Every point of Speed you have above the enemy raises it, every point below lowers it, within fixed limits. Bosses are hard to escape from.

If fleeing fails, the enemy still gets its attack that round. After a successful escape you wait 20 s before you can start the next fight, and your gear still loses durability.

Formula

flee = 50% + (your Speed − enemy Speed) × 5%, kept between 20% and 90% (bosses: at most 30%)

Example: If you are 2 Speed faster than the enemy, your flee chance is 60%.

Data from game version 0.3.0 · f8531c1 (2026-10-01)

Each point of Wisdom raises the skill power of every skill that costs mana by 1.5%. Skill power boosts their damage, healing and shields — for example First Aid, Qi Strike and the Sorcerer’s spells. Skills that cost stamina do not benefit.

Wisdom also gives +1% Qi per point when you meditate, which speeds up cultivation.

Luck multiplies the chance of every drop that is not guaranteed by +0.2% per point. It also raises the weight of every rarity above Common when gear is rolled.

After each timed action there is a 6% chance for a random event, plus 0.1% per point of Luck.

When you gather herbs, hunt, chop wood, fish or mine, Dexterity gives you a chance to roll the whole reward table a second time. The chance stops at 50%, and the Archer passive counts towards that cap. Quest items are never part of the extra roll.

Formula

extra roll = min(50%, Dexterity × 0.5% + class passive)

Example: With 20 Dexterity, 10% of your gathering runs roll one extra item.

Data from game version 0.3.0 · f8531c1 (2026-10-01)

Food and rest. Rested (from sleeping at the Inn “The Weary Boar”) and Well Fed (from meals such as Roast Rabbit) give bonus EXP for a while. Different buffs add up; eating the same buff again only renews its timer. Milestones of the Collection book add a permanent EXP bonus on top.

Weakened. If you lose a fight, you wake up in the village with 10% of your HP. For 10 min your attack and defence are 15% lower (Weakened I). Leaving a battle alone for 15 min counts as a defeat. If you fall in a party fight that your group still wins, you stay on the map, get Weakened I as well and receive 50% of the EXP and Gold. A Lesser Cleansing Draught removes Weakened up to level 1 and heals you a little.

Slowed. Some monsters, like the Blue Slime, can slow you for a few rounds: your Speed and evasion drop.

  • Don’t spread points evenly. A few attributes with a clear goal beat six mediocre ones. Many players put most points into Strength or Dexterity for damage and some into Constitution for survival.
  • Plan for your class. At level 15 you pick a class (from level 10 with the node Early Calling of the Soul Tree, bought after an Ascension); points in its main attributes pay off twice. Spellcasters want Wisdom.
  • Evasion has a cap. Beyond 40% evasion, more Speed still helps you act first and flee, but no longer dodges.
  • Rest after a defeat. While Weakened, gather or meditate instead of fighting, or drink a Lesser Cleansing Draught.
  • Find new items. Every new item in the Collection book brings you closer to a permanent bonus, so try every action and monster at least once.