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Identity Attributes ​

Your avatar has six identity attributes. They're the main lever you control to shape combat. Each attribute maps to a concrete combat effect, and each one is scaled by a real-life stat on top of the base math.

Knight identity

The Six ​

AttributeWhat It Governs
ArmorPhysical damage reduction
StrengthAttack power (physical damage)
IntelligenceMagic power and magic defense
SpeedDodge chance and turn order
LuckCritical hit chance
VitalityMaximum HP

Two of these - Intelligence and Speed - do double duty. Intelligence pays off both offensively (your magic damage) and defensively (your magic resistance). Speed pays off both evasively (dodge) and temporally (who acts first in a turn).

Armor ​

What it does: each point contributes to your physical damage reduction. There's a hard cap on physical DR - past it, more Armor does nothing.

Interactions:

  • The Knight's physical DR floor adds on top, letting Knights reach the cap with far fewer Armor points than anyone else.
  • Parry chance (Knight only) is derived from physical DR, so investing in Armor also raises parry probability.
  • Equipment pieces that grant Armor stack on top of your allocated Armor.

Best for: Knights and tank Rogues. Wizards typically ignore it.

Strength ​

What it does: each point adds to attack power - the headline number behind every physical attack. A small fraction of Strength also cross-feeds into magic power, so a Strength-heavy build isn't completely spell-useless.

Interactions:

  • Real-life Strength multiplies attack power after everything else is computed - see Real-Life Stats.
  • Critical hits multiply attack power, so high Strength + high Luck compounds dramatically (especially for Archers and Rogues with their elevated crit damage).
  • Weapons and rings typically grant Strength.

Best for: every physical build - Knights, Archers, Rogues. Optional hybrid path for Wizards.

Intelligence ​

What it does: each point adds to magic power for outgoing magic, and also contributes to magic defense against incoming magic. One attribute, two benefits.

Interactions:

  • The Wizard's magic damage multiplier lands on top - every point of Intelligence is worth more to a Wizard than to anyone else.
  • The Wizard also has a magic DR floor, so Intelligence amplifies an already-strong defense.
  • Real-life Intelligence multiplies magic power; real-life Clarity multiplies magic defense rating. Wizards get amplified twice on magic - once offensively, once defensively.
  • Staves, books, and circlets typically grant Intelligence.

Best for: Wizards as the headline stat. Hybrid paths for other classes.

Speed ​

What it does: each point contributes to dodge chance (capped) and to a separate speed rating that decides who acts first in the turn order.

Interactions:

  • The Rogue's dodge floor, combined with high starting Speed, makes Rogues reach the dodge cap quickly.
  • The Archer also has a dodge floor, though smaller.
  • Turn order doesn't have a cap the way dodge does - Speed keeps paying off in "who goes first" long after it stops paying off in dodge.

Best for: Rogues and Archers as their headline evasion/initiative stat.

Luck ​

What it does: each point adds to critical hit chance (capped). On a crit, your damage is multiplied by your class's crit multiplier.

Interactions:

  • The Archer's crit multiplier is the highest in the game; Luck + Strength compounds multiplicatively on Archer builds.
  • The Rogue's crit multiplier is elevated but smaller - Rogue crits happen often, Archer crits hit bigger.
  • Knight and Wizard use the default crit multiplier, so each Luck point pays off less for them.

Best for: Archers primarily, Rogues secondarily.

Vitality ​

What it does: each point adds to your maximum HP. No secondary effects - pure health pool.

Interactions:

  • Knights start with the highest Vitality, pushing their baseline HP pool above every other class.
  • Wizards start with the lowest - a Wizard who never invests in Vitality stays fragile all game.
  • Real-life Vitality multiplies max HP. A healthy real-life pattern makes even a low-Vitality Wizard noticeably tougher.
  • No soft cap - the more HP, the longer you live, full stop.

Best for: every class, as a survival hedge. Knights lean into it hardest.

Identity vs Real-Life vs Combat Stats ​

Three stat layers the game tracks, and they're easy to confuse. Here's the split:

LayerWhat It IsWho Controls It
Identity attributesThe six on this page - Armor, Strength, Intelligence, Speed, Luck, VitalityYou, via skill points
Real-life statsSeven 0-100 stats - Strength, Intelligence, Social, Vitality, Clarity, Charisma, WillpowerYour real-world behavior
Combat statsDerived numbers - attack power, magic power, max HP, etc.Computed from the layers above

Identity attributes are the levers you pull. Real-life stats are the mirror of who you are. Combat stats are the result.

Starting Distribution ​

Every class begins with a distinct starting spread across the six attributes - that's what makes a level-1 Knight play like a Knight before you've allocated anything. See Avatar Classes for each class's starting emphasis.

Caps ​

Each attribute has a hard cap. Some of the combat effects tied to attributes - physical DR, magic DR, dodge, crit - have their own softer caps, so some attributes hit a practical ceiling well before the hard number. Builds can go deep but can't escape the combat math.