Attributes
One attribute point per level, a cap of level 100, and more than fifty attributes to spend them on. This page is mostly about one decision, because that decision is worth more than all the others put together.
On this page
The six core stats
Open the menu with /attribute, or /attr for short. Every
core stat does two things: an obvious one, and a second one that people miss.
| Attribute | Base (+1 point) | Also scales |
|---|---|---|
| Strength | +1% physical and melee damage | Melee skills |
| Vitality | +1% health and physical defence | Fire skill damage |
| Agility | +1% movement speed and absorption | Ice skill damage |
| Dexterity | +1% attack speed and hunger stats | Projectile skill damage |
| Wisdom | +1% mana regeneration and cooldown reduction | Lightning skill damage |
| Intelligence | +1% maximum mana and skill range | How long you can keep casting |
Base versus Power, the decision that matters
Every core stat exists twice. There is Strength, and there is Strength Power. They cost exactly the same: one attribute point each.
| Variant | Cost | Effect | Good for |
|---|---|---|---|
| Strength | 1 AP | +1% physical damage, and small nudges to related stats | Generalists who want a bit of everything |
| Strength Power | 1 AP | +5% physical damage | Specialists. Five times the return per point |
Five times the effect, same price. The two stack and add together, so a min-maxed build buys both. If you are optimising for one thing, though, Power is where the points go. This split repeats for all six core stats.
The seven families
Beyond the core six, attributes are grouped into families. The Ascension family is the interesting one: those attributes change how a skill behaves rather than how hard it hits.
| Family | What it does | Examples |
|---|---|---|
| Base | Cheap, spreads bonuses evenly across related stats | Strength, Vitality, Agility |
| Power | Five times the Base effect on one stat, for the same cost | Strength Power, Vitality Power |
| Element Damage | +1% damage per point with one element | Fire Damage, Ice Damage, Lightning Damage |
| Element Damage Mod | +1 flat damage per point. Worth more than the percentage at low level | Fire Damage Mod |
| Element Defense | +1% reduction from that element | Fire Defense, Lightning Defense |
| Utility | Everything else: health, mana regeneration, area radius, mining speed | Mana Regen, Movespeed |
| Ascension | Changes skill behaviour rather than skill numbers | Multi-Projectile, Repeat Again, Burn Rate |
The flat modifiers are worth a second look early on. At level 5, +1% of a small number is nothing and +1 flat damage is a real increase. That reverses later.
Changing your mind
You can refund attribute points at any time from the menu for a small currency cost. There is no permanent commitment, no respec cooldown, and no reason not to experiment with a build for an evening and undo it.
You also have three character slots per account, each with its own
class, level, attributes and skills. Money is shared between them; progression is not.
Switch with /fabled accounts.
Where to put points
There are broadly three answers, and you can change between them freely.
- Damage. Stack the Power version of the stat feeding your skill type, then add the matching Element Damage. A fire build is Vitality Power plus Fire Damage.
- Survival. Vitality Power for health and physical defence, then the Element Defenses matching whatever is killing you on the floor you are on.
- Utility. Movespeed, Mana Regen and Multi-Projectile. Less obvious per point, but Mana Regen is what lets you keep casting instead of standing still.
Next: which skills those stats scale, or how gear adds to them.