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Races & Stats

What the six stats do, and how your race shapes them.

Your character is defined by six stats. Your race sets where those stats start and — just as importantly — how high each one can ever climb. Choosing a race is really choosing your ceilings.

The six stats

STR — Strength

Your critical-hit stat: each point above 15 adds a 2% chance (up to 20%) for a melee swing to deal double damage. It also sets bare-handed damage and powers Berserker abilities. The core stat for Fighters, Berserkers, and Paladins.

INT — Intelligence

Powers Mage spell damage, improves your chance to forage successfully, and reduces how often your spells fizzle. Higher INT means more reliable casting for everyone who learns spells.

DEX — Dexterity

Governs how often you land a hit and how often you get hit. It also scales a Ranger's arrow damage. Useful to every class as a defensive and accuracy stat.

CON — Constitution

Determines how much HP you gain per level, so it is the toughness stat for everyone. It also affects how much stamina a Thief burns while moving covertly.

WIS — Wisdom

Determines MP gained per level, how strongly hostile magic hits you (your magic resistance), and the effectiveness of Cleric, Druid, and Paladin spells. The primary stat for those three classes.

CHA — Charisma

Determines how much you are healed for when someone mends you, and now also shop prices — high CHA buys cheaper and sells dearer (up to ±15%). It also boosts a Ranger's chance to land Hypnotise. No longer a stat to overlook.

Starting stats by race

These are the values every character of that race begins with, before you add your own allocation during creation. The higher a starting stat, the higher its cap tends to be too.

RaceSTRINTDEXCONWISCHA
Human151515151515
Dwarf171414171413
Elf141715141617
Gnome131716141514
Half-Elf141615151516
Halfling141517141415
Half-Orc181113181011

Which classes each race can be

Human — every class. The ultimate all-rounder, with balanced stats and no restrictions.

Half-Elf — Berserker, Fighter, Mage, Cleric, Druid, Ranger. Nearly as flexible as Human, with a charisma edge.

Elf — Fighter, Mage, Cleric, Druid, Ranger. High INT, WIS, and CHA make superb casters.

Gnome — Mage, Cleric, Thief. Sharp minds; excellent spellcasters despite frail bodies.

Dwarf — Berserker, Fighter, Cleric, Thief. High STR and CON make tough, durable melee.

Halfling — Paladin, Fighter, Cleric, Druid, Ranger, Thief. The highest DEX around — ideal Thieves and Rangers.

Half-Orc — Berserker, Fighter only. Unmatched STR and CON, but hopeless at magic.

Growing your stats

Your final starting stats are your race's base plus the points you allocate at character creation. After that, you earn one stat point to spend at levels 3, 10, 15, 25, and 30 — each raising a stat by +1 with /statup <stat> or the Stats panel — until you hit your race's cap for that stat.

Tip: Because caps differ by race, pick a race whose ceiling suits your class: a Half-Orc Berserker can push STR and CON far higher than an Elf ever could, while an Elf or Gnome Mage reaches INT levels a Half-Orc never will.

Keep reading

Races & Stats — Nightmist Legacy