Attack & Magic Power
The two offensive stats. Attack Power drives physical attacks. Magic Power drives spells. Most skills scale off one or the other - a few hybrid classes blend a little of the first into the second.

Attack Power
What it's for: every physical hit in the game - basic sword swings, arrow shots, Heavy Blow, Savage Strike. The bigger your attack power, the harder those land.
Primary driver: Strength. Every point of Strength you allocate (or pick up from equipment) adds directly to your attack power number.
Multiplied by:
- Skill multipliers - each skill has its own damage multiplier applied on top of attack power. A basic sword strike lands at full weight; Heavy Blow lands at a larger multiple.
- Real-life Strength - for the avatar, your recent fitness-related real-life behavior zones into a multiplier on top.
- Critical hits - when a crit lands, your class's crit damage multiplier scales the whole result.
Magic Power
What it's for: every spell cast - Fireball, Arcane Surge, Healing Touch's heal, Void Bolt, Dark Burst, and so on.
Primary driver: Intelligence. Every point of Intelligence adds to your magic power.
Multiplied by:
- Skill multipliers - same structure as physical.
- Wizard / Mage / Magical Beast / Shaman class perk - these classes carry a magic damage multiplier applied after the flat magic power number is computed. Makes Intelligence more valuable for them than for any non-magic class.
- Real-life Intelligence - for the avatar only, the zone multiplier scales magic power further.
The Strength → Magic Cross-Feed
A handful of magic-oriented classes (Wizard avatar, Mage/Healer soldier, Magical Beast/Shaman monster) also convert a small fraction of their Strength into effective magic stat. This exists so that investing in Strength on a magic-primary build isn't a pure waste - a battlemage-flavored Wizard can lean into a weapon with Strength and still see some payoff on magic damage.
The cross-feed doesn't replace Intelligence. It's a small bleed-over that rewards hybrid builds.
Which Stat Your Skills Scale With
You don't pick whether a skill uses attack or magic power - the skill decides.
| Damage Type | Scales With | Examples |
|---|---|---|
| Physical | Attack Power | Sword Strike, Heavy Blow, Inspiring Strike, Staff Strike, Savage Strike, Swoop Swipe |
| Magical | Magic Power | Arcane Bolt, Fireball, Arcane Surge, Healing Touch, Void Bolt, Dark Mend |
The damage pipeline then sends physical damage through the target's Armor and magical damage through their Magic Defense.
Comparing Classes
Classes start with dramatically different baselines on these two stats:
- Knight, Archer, Rogue, Brawler, Flying - physical-heavy. High starting attack, low starting magic.
- Wizard, Mage, Magical Beast - magic-heavy. High starting magic, low starting attack.
- Healer, Shaman, Bard - balanced with a magic lean. Enough of both to be functional, specialized in neither.
Your identity attribute allocation can push these baselines in any direction, but the starting spread is a big part of what makes each class feel different.
Related Pages
- Identity Attributes - Strength and Intelligence in detail
- HP, Armor & Magic Defense - the defensive mirror
- Luck & Crit - the damage amplifier on top
- Soldier Skills
- Class Perks - the multipliers that stack with these stats
