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Skill Points ​

Every level-up grants a soldier a handful of skill points. Those points are the only lever you control directly - how you spend them shapes the soldier's combat profile.

Skill points

How You Earn Them ​

Skill points arrive with every level. A soldier levels up from the XP of its source habit, so the answer to "how do I earn more skill points?" is the same as the answer to "how do I level my soldier?" - keep logging the habit.

What You Spend Them On ​

Points go into the six identity attributes:

AttributeEffect
ArmorPhysical damage reduction
StrengthAttack power
IntelligenceMagic power, magic defense, healing output
SpeedDodge and turn order
LuckCritical hit chance
VitalityMax HP

See Levelling & Stats for more on what each attribute does.

Class Baselines Steer the Choice ​

Each soldier class starts with a distinctive attribute spread - Knights lean Armor/Vitality, Mages lean Intelligence, Bards lean Speed/Luck, Healers lean Intelligence/Vitality. Allocating along those strengths doubles down on the class's identity; allocating against it creates a hybrid build.

Neither is wrong. A Knight with some Intelligence picks up a little spell presence. A Mage with some Vitality stops folding to the first physical hit. You get to decide what your soldier is for.

A few patterns that tend to work

  • Knight - most points into Armor and Vitality; enough Strength to make Heavy Blow hit hard.
  • Mage - pour into Intelligence; a little Vitality so the Mage doesn't die to a stray arrow.
  • Healer - Intelligence boosts both healing output and magic defense; Vitality keeps the Healer alive long enough to matter.
  • Bard - Speed is the headline (the Bard's buffs are most valuable when the Bard acts early); Luck on top for crits on Inspiring Strike.

Caps ​

Each attribute has a hard cap. Pouring points past that cap is wasted. Some of the combat effects - dodge, physical damage reduction, magic damage reduction, crit chance - have their own soft caps as well, so attributes tied to a capped effect start giving diminishing returns before the hard cap.

In practice, that means no build escapes the combat math entirely, no matter how deep you go.

No Respec ​

Once you commit a skill point, it stays committed. There's no way to pull points back and reassign them. This is deliberate - build decisions are supposed to carry weight. It also means you can develop two soldiers of the same class on different builds over time, rather than re-tuning a single soldier every few weeks.

Previewing Before You Commit ​

On the soldier detail screen, a stat allocation panel lets you dry-run a build before locking it in. You can tweak attribute values and see the resulting combat numbers update live, then confirm with a dedicated Apply action. Until you apply, nothing is permanent.