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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.