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.
The Six
| Attribute | What It Governs |
|---|---|
| Armor | Physical damage reduction |
| Strength | Attack power (physical damage) |
| Intelligence | Magic power and magic defense |
| Speed | Dodge chance and turn order |
| Luck | Critical hit chance |
| Vitality | Maximum 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:
| Layer | What It Is | Who Controls It |
|---|---|---|
| Identity attributes | The six on this page - Armor, Strength, Intelligence, Speed, Luck, Vitality | You, via skill points |
| Real-life stats | Seven 0-100 stats - Strength, Intelligence, Social, Vitality, Clarity, Charisma, Willpower | Your real-world behavior |
| Combat stats | Derived 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.
Related Pages
- Skill Points - how you actually allocate
- Avatar Classes - each class's starting emphasis
- Class Perks - the multipliers and floors layered on top
- Real-Life Stats - the final multiplier layer
- Stats Overview - the derived combat numbers
