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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.

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.

Core attributes, per point invested
AttributeBase (+1 point)Also scales
Strength+1% physical and melee damageMelee skills
Vitality+1% health and physical defenceFire skill damage
Agility+1% movement speed and absorptionIce skill damage
Dexterity+1% attack speed and hunger statsProjectile skill damage
Wisdom+1% mana regeneration and cooldown reductionLightning skill damage
Intelligence+1% maximum mana and skill rangeHow long you can keep casting
Intelligence is not the caster stat. It buys you mana and range, not spell damage. A fire build wants Vitality, an ice build wants Agility, and a lightning build wants Wisdom. This is the single most common mistake new players make.

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.

The same point, spent two ways
VariantCostEffectGood for
Strength1 AP+1% physical damage, and small nudges to related statsGeneralists who want a bit of everything
Strength Power1 AP+5% physical damageSpecialists. 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.

Attribute families
FamilyWhat it doesExamples
BaseCheap, spreads bonuses evenly across related statsStrength, Vitality, Agility
PowerFive times the Base effect on one stat, for the same costStrength Power, Vitality Power
Element Damage+1% damage per point with one elementFire Damage, Ice Damage, Lightning Damage
Element Damage Mod+1 flat damage per point. Worth more than the percentage at low levelFire Damage Mod
Element Defense+1% reduction from that elementFire Defense, Lightning Defense
UtilityEverything else: health, mana regeneration, area radius, mining speedMana Regen, Movespeed
AscensionChanges skill behaviour rather than skill numbersMulti-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.