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Stats and attributes

What each attribute actually does, how the numbers are calculated on this server, and which ones your build should care about.

The one rule that matters

Your damage scales off one attribute, and it is decided by your skills, not by your gear. Strength raises melee attack. Agility raises ranged attack. Intelligence raises magic attack. Spirit raises healing. A Sorcery caster wearing Strength gear gains nothing at all on their spells — the Strength adds melee attack they never use.

So the order is always: pick your skillsets, work out which of the four your damage comes from, then buy gear that carries it. Hybrid builds do exist and they do mix stats — but they mix on purpose, not by accident.

The five attributes

AttributePrimary effectAlso drivesBuilt for
Strength +0.2 melee attack per point Melee critical rate, melee accuracy, parry rate Battlerage, Defense — anything swinging a weapon
Agility +0.2 ranged attack per point Ranged critical rate, ranged accuracy, evasion Archery, Shadowplay
Intelligence +0.2 magic attack per point Spell critical rate, spell accuracy, evasion, +12 max mana per point Sorcery, Occultism, Malediction, Witchcraft
Spirit +0.2 healing power per point Heal critical rate, spell accuracy, parry rate, magic resistance, mana regeneration Vitalism, Songcraft
Stamina +12 max health per point Shield block rate, health regeneration Everyone. Tanks live on it, and it is the PvP survivability stat

The +0.2 figures are literal: melee attack is your weapon's DPS plus Strength ÷ 5, ranged attack is weapon DPS plus Agility ÷ 5, and magic attack is weapon magic DPS plus Intelligence ÷ 5. Read straight out of the running server.

Where your base stats come from

Every character gets the same base value in all five attributes, and it grows purely with level. Everything above that comes from gear, gems and buffs.

LevelBase value, each attribute
110
1028
3068
50108
55 — cap158

The curve is +2 per level to 50, then +8 per level from 51 to 55 — which is why the last five levels feel disproportionately strong and why 55 is the real starting line.

Derived numbers

These are the actual formulas the server evaluates, if you want to work out what a stat point is worth before you buy a piece.

Max healthlevel × 150 + Stamina × 12 + 100
Max manalevel × 100 + Intelligence × 12 + 100
Health regenStamina × 0.2 + 50
Mana regenSpirit × 0.2 + 15
Melee critfrom Strength
Ranged critfrom Agility
Spell critfrom Intelligence
Heal critfrom Spirit
Parryfrom Strength and Spirit
Shield blockfrom Stamina
Evasionfrom Agility and Intelligence
Magic resistancefrom Spirit

Secondary and PvP stats

Once you are fighting players rather than mobs, a second layer of stats decides most fights. They do not appear on low-level gear; they are what endgame pieces, gems and Ancestral levels are actually selling you.

StatWhat it does
ToughnessFlat reduction to damage taken from other players
ResilienceReduces the extra damage critical hits do to you
Focus / accuracyCounters enemy evasion, parry and block so your attacks land at all
Evasion, parry, blockThe other side of that coin — the chances your attacker has to miss
Casting toleranceHow much being hit interrupts your casts

Accuracy is the one people skip and then wonder why they are missing a geared target. Against a heavily evasive opponent, more attack power is worth nothing if the swing does not connect.

Ancestral levels

Ancestral levels are the progression that starts where levelling stops. From level 55 you spend experience and Honorforged Medals to raise them, and they run from 1 to a cap of 34 on this build.

Ancestral progression is the largest single power gap between a fresh 55 and an established player, and unlike gear it cannot be bought or traded — only played.

Changing your mind: Migration Talismans

Your fixed stat points are not a life sentence. Migration Talismans move points between attributes, and there is one per attribute:

StrengthAgilityStamina IntelligenceSpirit

There are also Random and Cloaked Migration Talismans, plus Migration Pendants and the Migration Scale and Scalpel for finer control, and a Migration Reset if you want to start the piece over. If you rebuild your character around a different damage type, this is the tool that stops it costing you your gear.

Stat priority by role

RolePriorityNotes
Melee DPS Strength → Stamina → Agility Stamina second, always. You cannot deal damage from a respawn point.
Archer Agility → Stamina → Strength Evasion gear rewards you twice: Agility raises it and leather adds more.
Caster Intelligence → Stamina → Spirit Intelligence is doing double duty — damage and your whole mana pool.
Healer Spirit → Stamina → Intelligence Spirit is healing power and mana regen. Intelligence still buys you the mana pool.
Tank Stamina → Strength → Spirit Stamina gives health and block rate. Spirit quietly adds parry and magic resist.

In PvP, add toughness and resilience to every one of those lines. They are worth more than the last few points of your primary stat.

Further reading

Every number on this page was read off this server's own data rather than copied from a guide. If something does not match what you see in game, post it on the forums.