Guides
Stats In Depth
Exactly how every stat shapes your character — with the numbers.
The Races & Stats guide covers what each stat is. This one goes deeper: precisely how they turn into damage, survival, healing, and gold — with worked examples so you can plan a build instead of guessing. Every number here reflects the current game.
What's actually reachable
You can only ever add to your race's starting stats. Nothing drops a stat below the value your race begins with, and nothing pushes it past your race's cap — so the true range for each stat across the entire game is narrower than you might expect:
| Stat | Lowest possible | Highest possible |
|---|---|---|
| STR | 13 (Gnome) | 22 (Half-Orc) |
| INT | 11 (Half-Orc) | 21 (Elf) |
| DEX | 13 (Half-Orc) | 21 (Halfling) |
| CON | 14 (Elf, Gnome, Halfling) | 22 (Half-Orc) |
| WIS | 10 (Half-Orc) | 20 (Elf) |
| CHA | 11 (Half-Orc) | 21 (Elf) |
STR — Strength (your melee damage stat)
Strength is your melee damage stat: it adds to every weapon swing, not just your crit chance. A strong fighter clearly out-hits a lightly-built caster wielding the same weapon. The bonus pivots at 13 — STR at or below 13 adds nothing to damage (so pure casters aren't forced into it), and every point above 13 raises both the floor and the ceiling of your hits.
On top of that damage, Strength is also your critical-hit stat. Every point of STR above 15 gives you a 2% chance for any melee swing to land as a critical hit, which deals double damage.
| STR | Crit chance | Meaning |
|---|---|---|
| 13 | 0% | The lowest start in the game (Gnome) — no crits, no damage bonus |
| 15 | 0% | Crits only begin above 15 |
| 18 | 6% | Roughly 1 swing in 17 lands double |
| 20 | 10% | 1 in 10 swings |
| 22 | 14% | The most you can raise it yourself — a Half-Orc at its cap |
| 25+ (buffed) | 20% (cap) | Only reachable with a Strength buff — 1 swing in 5 |
STR 22 (Half-Orc) is the highest you can raise it yourself, giving 14% crit unbuffed. You can never drop a stat below your race's starting value either, so no build has zero Strength — the floor is 13.
Buffs count. Both the damage bonus and the crit chance use your effective Strength, so anything that raises STR raises both: Paladin Champion's Strength (+6), Cleric Holy Might (+5), Cleric Enhance (+4), Berserker Berserk (+4, but −4 DEX), Cleric Righteous Fury (+3) and Paladin Divine Prayer (+3). A buffed high-STR melee can reach the 20% crit cap — which is exactly why the cap exists.
Because a crit multiplies the hit, Strength gets stronger still as you level. At level 1 a crit might turn a 5 into a 10 — barely noticeable. At level 40, swinging for 60, that same crit lands for 120.
DEX — Dexterity (accuracy & evasion)
Dexterity decides how often you land a hit and how often you dodge one. Every point above 10 improves your accuracy by ~2%, and each point above 10 also makes enemies ~1.5% less likely to hit you. It directly scales a Ranger's Dual Shot and Rapid Fire, and improves a Thief's Steal Gold success rate.
Note a Thief's Assassinate scales with STR and stamina, not DEX — DEX is what gets a Thief in and out, not what makes the blade land harder.
Where Strength drives your raw damage (and the occasional crit burst), Dexterity gives you consistency — you connect more often and get clipped less. Most melee builds want a healthy mix of both.
CON — Constitution (your health)
Constitution sets how much HP you gain every level. Each point of CON above 15 adds +1 HP per level on top of your class's base gain.
Example: a Fighter gains 5 HP/level at CON 15. A Dwarf or Half-Orc Fighter can push CON to 20, making it 10 HP/level — so by level 20 they carry roughly +95 HP over the CON-15 one. CON is retroactive: raising it recalculates your whole HP pool, not just future levels.
CON runs from 14 (Elf, Gnome, Halfling) up to 22 (Half-Orc), so every character has some toughness — but the sturdy races start and finish well ahead.
INT — Intelligence (arcane might)
Intelligence powers Mage spell damage, improves your chance to forage successfully, and reduces how often your spells fizzle (fail to cast). It is the Mage's core stat and matters to anyone who leans on arcane spells.
WIS — Wisdom (faith & warding)
Wisdom does three jobs, and one of them protects every class:
1. Magic resistance. Each point of WIS above 15 reduces incoming spell damage by 1.5%. Even a pure melee fighter benefits — dumping WIS makes you fragile against enemy casters, especially in PvP.
2. Healing & spell power. WIS drives the strength of Cleric, Druid, and Paladin healing and spells — a higher-WIS Cleric heals for noticeably more.
3. Mana. It sets how much MP you gain per level.
CHA — Charisma (presence & coin)
Charisma used to be a healer-only stat. It now earns its place for everyone through prices.
Shop prices. Each point of CHA above 15 haggles roughly 1% off what you buy and 1% more for what you sell; below 15 you pay more and earn less. Over a long career that is a lot of gold.
Healing received. Each point of CHA above 15 increases healing done to you by 3%, and reduces it by 3% per point below 15. A high-CHA character is far easier to keep alive.
| CHA | Shop prices | Healing received |
|---|---|---|
| 11 — Half-Orc floor | Pay 4% more, sell for 4% less | −12% |
| 15 | Neutral | Normal |
| 18 | Buy 3% cheaper, sell 3% dearer | +9% |
| 21 — Elf ceiling | Buy 6% cheaper, sell 6% dearer | +18% |
Charisma also boosts a Ranger's chance to land Hypnotise.
Weapons vs. bare hands
A real weapon now hits far harder than your fists — usually around four times the damage. Weapon damage grows with your level and the weapon's quality; bare hands are a weak last resort that scale only with Strength. Always carry a weapon your level can wield.
Armour (why it matters now)
Armour used to shave off a point or two and feel pointless. It now provides real protection. The more armour you wear, the more often blows are reduced and the bigger those reductions are — from glancing chips right up to fully blocking a hit.
As a rough feel: around 55 armour roughly halves the damage a mid-tier monster does to you, and will fully block the weaker blows outright. The tougher the hitter, the smaller the share it stops entirely. You'll see it in the combat log:
…but your armor blocked the blow. — fully absorbed
…you were mostly shielded by your armor… — heavy reduction
…you were partially protected by your armor… — about half
…your armor blocked some of the blow… — a light chip
Healing & healer experience
Healing spells were rebalanced and, importantly, healers now earn real experience for the job:
Heal another player → XP equal to 10 × the HP you restored. Heal yourself → 20 × the HP restored. So a support Cleric levels by keeping the party alive, not just by fighting.
Healing undead hurts them — holy energy burns the unliving — and pays combat experience plus a healing bonus on top, making Clerics superb undead-hunters.
Heal amounts scale with the caster's WIS and level, and the amount you receive is then adjusted by your CHA (see above). Clerics are the strongest healers; Paladins and Druids heal for a little less.
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