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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.