Game Stats Overview
Seven combat numbers drive every fight in Scope. They're the downstream result of your identity attributes, your equipment, your class, and (for the avatar) your real-life stats.

The Seven Combat Stats
| Stat | What It Does |
|---|---|
| Attack Power | How hard your physical attacks hit |
| Magic Power | How hard your magic attacks hit |
| Max HP | How much damage you can take before going down |
| Armor | Reduces incoming physical damage |
| Magic Defense | Reduces incoming magic damage |
| Speed | Your dodge chance and how often you take turns |
| Luck | Your critical hit chance |
Each combat stat is paired with at least one identity attribute that powers it:
| Attribute | Feeds |
|---|---|
| Strength | Attack Power |
| Intelligence | Magic Power + Magic Defense |
| Vitality | Max HP |
| Speed | Speed rating + Dodge chance |
| Luck | Crit chance |
| Armor | Armor (physical DR) |
Intelligence and Speed each contribute to two stats. Everything else is a clean one-to-one.
Where Combat Stats Come From
Your combat sheet is built up in layers:
- Class base - a starting profile from your class.
- Identity attributes - what you've allocated via skill points.
- Equipment bonuses - flat additions from gear (avatar only). See Equipment.
- Class perks - multipliers and floors layered on top. See Class Perks.
- Real-life-stat zone multipliers - for the avatar only, on four of seven stats. See Real-Life Stats (Avatar).
Combine all five and you get the combat sheet the battle system actually uses.
Who Gets Which Layers
Not every fighter uses every layer:
| Layer | Avatar | Soldier | Monster |
|---|---|---|---|
| Class base | Yes | Yes | Yes |
| Identity attributes | Yes | Yes | Yes |
| Equipment | Yes | No | No |
| Class perks | Yes | Yes (smaller) | Yes (smaller) |
| Real-life zone multipliers | Yes | No | No |
The avatar is the only unit that gets the full stack. Soldiers are tethered to their source habit instead of real-life stats (logging the habit is their real-life layer). Monsters are tuned against expected avatar power at each level.
Caps and Diminishing Returns
Most derived stats have a ceiling past which more investment does nothing:
- Physical damage reduction - hard-capped. Past the cap, extra Armor is wasted.
- Magic damage reduction - hard-capped, a bit lower than physical.
- Dodge chance - capped.
- Critical hit chance - capped.
The raw scaling stats (Attack Power, Magic Power, Max HP, Speed) don't have the same ceiling - Speed, for example, keeps paying off in turn order long after dodge has capped.
Why the caps exist
Without them, a deep investment in a single defensive stat would make a unit effectively unkillable. The caps ensure no single defensive layer becomes so dominant that other layers stop mattering - and they're part of why balanced builds usually outperform one-trick builds.
Related Pages
- Attack & Magic Power
- HP, Armor & Magic Defense
- Speed
- Luck & Crit
- Dodge & Parry
- Identity Attributes - the upstream layer
- Battle Overview - where stats actually get used
