Avatar Skill Points
Every avatar level grants skill points you spend on the six identity attributes. Allocation is the biggest lever you have to shape your avatar's combat profile beyond what the class gives it.
Earning Skill Points
Each time your avatar levels up, you get points to spend. The source of all avatar XP is real-life actions - habit completions, journal entries, infocard reads, premade goal completions, achievement unlocks. See Levelling Up for the full breakdown.
Spending Skill Points
Points go into the six identity attributes - Armor, Strength, Intelligence, Speed, Luck, Vitality. Each one maps to a concrete combat effect:
| Attribute | Effect |
|---|---|
| Armor | Physical damage reduction |
| Strength | Attack power |
| Intelligence | Magic power + magic defense |
| Speed | Dodge + turn order |
| Luck | Critical hit chance |
| Vitality | Max HP |
See Identity Attributes for the deeper effect breakdown.
Class Affinities - Where the Points Tend to Go
Each class starts with a distinctive attribute distribution. Allocating along those strengths specializes the class further; allocating against them creates a hybrid build. Common patterns:
- Knight - Vitality and Armor to push durability. Enough Strength to hit back. Usually skips Intelligence and Luck.
- Wizard - Intelligence as the headline, always. Add Vitality so the Wizard isn't one-shot by a stray sword. Skip Armor; the cap is far away and other stats pay off faster.
- Archer - Strength and Luck for big, frequent crits. Vitality as a hedge - Archers are fragile outside their dodge floor.
- Rogue - Speed first (both dodge and turn order pay off). Luck for frequent crits. Strength so the crits have something to multiply.
None of these are rules - just defaults. A Knight with Intelligence is a battlemage; a Wizard with Speed is a sneaky caster; a Rogue with Vitality is unusually hard to finish. Class perks stay on no matter what you allocate.
Caps
Each attribute has a hard cap that blocks further investment past a certain value. Some of the derived combat effects - dodge chance, physical DR, magic DR, crit chance - have their own soft caps, so some attributes hit a practical ceiling before the hard one.
In practice, this means no build escapes the combat math entirely. Dumping everything into a single stat eventually stops paying off.
No Respec
Once a skill point is committed, it stays committed. There's no "reset all points" action, no respec currency, no level at which you can redistribute. The same rule applies to soldier skill points.
Plan before allocating
Because skill points can't be reclaimed, it's worth spending a few minutes on the allocation preview before committing. A poorly-allocated build isn't unplayable, but it's also not reversible short of an account reset.
Previewing Before You Commit
The avatar page exposes an allocation surface with per-attribute increment controls. As you adjust, a live preview of the resulting combat numbers updates so you can see the downstream effect before locking it in. An explicit Apply action saves the allocation; until then, you can revert freely.
Related Pages
- Identity Attributes
- Levelling Up
- Class Perks - what your allocation compounds with
- Soldier Skill Points - same system on soldiers
- Stats Overview - the combat numbers allocation feeds
