Stats


Each character has 13 attributes that set the groundwork for his or her abilities. Most stats are intuitive. You need strength to carry large amounts of equipment. Others have underlying hidden benefits that aren't always apparent. Attributes are displayed on your character sheet (type stats).

Jump to:

Related Commands

These are useful commands for staying aware of your character's current state and well-being.

  • stat?s
  • @attributes

See the full list of commands.

Attribute Types

#Agility

Can your character bob and weave in a fistfight? Does she twist and turn in a hail of arrows, watching them hit nothing but air and dirt? If so, she has high Agility. Agility sets a character's baseline defensive capability. This stat can be improved at a training course, performing combat-related skills, and by using story points.
Agility provides a 2:1 to-hit bonus to your defense. (i.e. 100 agility will naturally increases successes against you by 50 points. 120 agility will naturally increases successes against you by 60 points. Etc.)

#Appearance

Does your character make the most ill-shaped clothes look like the new fashion? Has he walked through the forums as street workers fumble their tools and make catcalls? If so, he has a high Appearance. Appearance marks a character's physical beauty and contributes to his ability to barter with NPCs. This stat can be improved by using story points.

#Charisma

Can your character make a deal that sounds too good to refuse? Has she spent many a night captivating the camp with stories told over the fire? If so, she has high Charisma. Charisma contributes to a character's brokering ability. This stat can be improved by using story points.

#Dexterity

Did your character master juggling multiple objects at an early age? Can he write a codex with beautiful stylized lettering and illustrations? If so, he has high Dexterity. Dexterity measures a character's tactile precision and provides a bonus to non-combat skills such as healing, pickpocketing, and locksmithing, and also sets a character's baseline attack bonus. This stat can be improved at a training course, performing certain non-combat-related skills, and by using story points.
Dexterity provides a 2:1 to-hit bonus to your offense. (i.e. 100 dexterity will naturally reduce your success by 50 points. 120 dexterity will naturally reduce your success by 60 points. Etc.)

#Empathy

Does your character have an understanding of how others feel? If so, she has high Empathy. Empathy also impacts your character's ability to work with pets. This stat can be improved by using story points.
Empathy provides a 4:1 to-hit bonus to your offense. (i.e. 100 empathy will naturally reduce your success by 25 points. 120 empathy will naturally reduce your success by 30 points. Etc.)

#Endurance

Can your character run a mile, hardly breaking a sweat? Has he taken a beating and still managed to walk away alive? If so, he has high Endurance. Endurance sets a character's maximum Hit Points and fatigue pool, allowing your character to take more damage and perform more actions before becoming exhausted. This stat can be improved at a training course, performing combat-related skills, and by using story points.

#Judgement

Did your character decide against drinking that fifth round of Warclub? Is it common for her to travel with escorts or with a guarded caravan outside Iridine's walls? If so, she has high Judgement. Judgment measures a character's ability to make wise decisions. This stat can be improved by performing certain non-combat-related skills, and by using story points.

#Memory

Does your character know exactly what he ate for breakfast on the 17th day of Lucifal? If so, he has high Memory. Memory is important for the tailor and the linguist, allowing you to remember more tailoring recipes or your tutor's language lessons. This stat can be improved by performing certain non-combat-related skills, and by using story points.

#Perception

Can your character hear the drovers shouting all the way from Seneda's Bank? Can she identify the strange traveler approaching from far up the path? If so, she has high Perception. Perception measures your character's ability to identify her environment when detecting a sneaky thief, seeing farther or with less ambient light, searching out clues in a dusty catacomb and more. Perception also provides a bonus to attack. This stat can be improved at a training course, performing combat-related skills, performing certain non-combat-related skills, and by using story points.
Perception provides a 4:1 to-hit bonus to your offense. (i.e. 100 perception will naturally reduce your success by 25 points. 120 perception will naturally reduce your success by 30 points. Etc.)
Note: For bows specifically dexterity and perception have their stat values flip-flopped for offense.

#Reasoning

Did your character understand the subtle wording weaved into that last play? Had he mastered three different professions before the age of 20? If so, he has high Reasoning. Reasoning sets the initial number of skill slots available at character creation. It also helps for learning languages, solving puzzles, and navigating complex obstacles such as the ones found in Rock Valley's ancient hunting grounds. This stat can be improved by performing certain non-combat-related skills, and by using story points.
Reasoning increases your natural amount of skill slots at a rate of every 25 reasoning. i.e. 100, 125, 150, 175,200.

#Speed

Did your character just steal that man's pouch, stab him a few times, and run away before he could even get out of his chair? If so, she has high Speed. Higher speed will decrease a character's round time for combat actions. Speed also provides a bonus to a character's base defense. This stat can be improved at a training course, performing combat-related skills, and by using story points.
Speed provides a 4:1 to-hit bonus to your defense. (i.e. 100 speed will naturally increases successes against you by 25 points. 120 speed will naturally increases successes against you by 30 points. Etc.)

#Strength

Can your character carry two heavy soft sun dressers upstairs at the same time? If so, he has high Strength. Strength measures the maximum weight you can carry, and how much weight can be carried before being burdened by a significant load. Higher-strength allows a character to do more damage in combat and provides a small bonus to attack. This stat can be improved at a training course, performing combat-related skills, and by using story points.
Strength provides a 10:1 to-hit bonus to your offense. (i.e. 100 strength will naturally reduce your success by 10 points. 120 strength will naturally reduce your success by 12 points. Etc.)

Strength also affects damage severity. Strength allows increases how much you can carry or deal with a significant load.

Strength calculates how much you can carry:

#Willpower

Can your character withstand a novice healer's unsuccessful attempts at setting that broken bone, bearing nothing but a smile? If so, she has high Willpower. Willpower helps you hold absolutely still when trying to hide, survive blows to the head without blacking out and mitigate penalties associated with fighting at less than maximum Hit Points. This stat can be improved at a training course, performing combat-related skills, and by using story points.

Back to Top

#The Training Courses

Head to a training course to improve your character's physical attributes more quickly. Your character will feel the impact upon successful completion.

Three-Part Course

Location: Campus Martius

  • Obstacles: Climbing Wall, Plank Pool, Sprinting Track
  • Attributes: Strength, Perception, Speed
  • Directions: walk to North Side Carcass Buyers, w, nw x3, n, ne x5, e

Four-Part Course

Location: Campus Martius

  • Obstacles: Mud Pit, Swinging Sandbags, Distance Track, Burning Coal Walk
  • Attributes: Dexterity, Agility, Endurance, Willpower
  • These update in order: Willpower, Agility, Dexterity, Endurance
  • Directions: walk to North Side Carcass Buyers, w, nw x3, n, ne x5, n, e x2, s

Five-Part Course

Location: Vetallun

  • Obstacles: Climbing Wall, Mud Pit, Swinging Sandbags, Plank Pool, Burning Coal Walk
  • Attributes: Strength, Dexterity, Agility, Perception, Willpower
  • Directions: walk to Vetallun Road, walk to Vetallun Crossroads, w x5, nw x3, n x2

Back to Top

#Numeric Equivalents

Each attribute in your character's stats is linked to a hidden numeric value, which corresponds to the descriptive adjectives you see on the character sheet. While knowing the exact numbers isn't always necessary, it can be useful—especially when planning to use role-points to improve a particular attribute. Understanding these values helps you estimate how many role-points you'll need to reach your desired stat level. (See the [| RolePoint Purchases] section for details on the cost of increasing attribute potential by 10 points. Completing training courses will also raise your attribute’s numeric value by 1 point.)

By default, a stat’s potential maxes out at Outstanding (200). However, the maximum value you can achieve for a particular stat may vary based on the nationality and traits you selected during character creation. With certain traits that boost a specific attribute, you may be able to train that stat beyond Outstanding, reaching levels like Remarkable, Extraordinary, Phenomenal, or even higher.

For example, the numeric value for Endurance directly corresponds to your character’s hit points on a 1:1 ratio. So if your character’s Endurance is 157, they will have Very Good Endurance and 157 hit points.

Stat Description Numeric Value
Abysmal 0 - 50
Very Poor 51 - 60
Poor 61 - 70
Below Average 71 - 90
Slightly Below Average 91 - 100
Average 101 - 110
Slightly Above Average 111 - 120
Above Average 121 - 130
Fairly Good 131 - 140
Good 141 - 150
Very Good 151 - 165
Great 166 - 180
Exceptional 181 - 190
Outstanding 191 - 200
Remarkable 201 - 210
Extraordinary 211 - 220
Phenomenal 221 - 230
Incredible 231 - 240
Inhuman 241 - 250
Superhuman 251 - ∞

#Improving Attributes

When your character is created, they start with a set of "base" attribute values. These are determined by a combination of chance and the choices you make during character generation. Each character also has a "potential" for each attribute, which is the maximum value they can reach without further RP or StP purchases. Stats under 150 receive 10 potential where anything over 150 receive 5 potential.

  • You can naturally increase your base attribute values by completing training courses or simply through normal gameplay by using your skills. Once an attribute's base value reaches its potential, you can use role-points to increase it further.
  • You can use StoryPoints to instantly increase an attribute. With StoryPoints, there’s no need to train or wait for natural growth—your character gets the improvement immediately.
  • Keep in mind that each attribute description (such as "Average" or "Very Good") covers a range of values. It might take 10 or more attribute increases for the description to change, but your character benefits from each increase, even if the adjective stays the same.
  • Your character's potential to improve is not limitless, and the traits you chose during character generation impact your maximum potential. You'll be notified in the StoryPoint or RolePoint menu when you can no longer purchase increases for a particular stat.

There are also skills you can learn that, if sufficiently trained, will replace an attribute's value with a higher one in certain situations (effectively raising the appropriate attribute level).


#Natural Attribute Increases

A character will gain attribute increases slowly by using her skills and actions, as long as his or her potential is still unmet. The attribute increased will be one that has an effect on that action: Sword Side Strike might increase Strength and Pick Lock-Unlocking might increase Dexterity. Here are a few samples of what you see when your character naturally increases an attribute:

  • You feel as if your movements are more accurate. (Agility)
  • You feel as if you may now manipulate things easier. (Dexterity)
  • You feel as if you can accurately make small adjustments. (Dexterity)
  • You feel invigorated. (Endurance)
  • You feel as if your breathing isn't as deep. (Endurance)
  • You feel as if your breathing is less labored. (Endurance)
  • You feel as if you could determine what to do next quicker next time. (Judgement)
  • You feel as if you've learnt a better way to think about that. (Judgement)
  • With a burst of insight, you feel as if you could absorb a bit more knowledge. (Memory)
  • You feel as if your focus has increased. (Perception)
  • You feel as if you spotted more detail that time. (Perception)
  • You feel as if you solved the problem quicker that time. (Reasoning)
  • With a burst of insight, you determine a better way to perform the movement. (Reasoning)
  • You feel as if you are moving a little quicker. (Speed)
  • You feel as if you are able to put more power into the movement. (Strength)
  • You feel as if your confidence has improved. (Willpower)

Stat Skills

Certain skills supplement your character's attributes, allowing you to save on RolePoints or StoryPoints. Learning ranks in these skills will increase their effectiveness, and when a character's bonus from the statskill is higher than the bonus from the natural attribute, you will start to see improvements with more ranks.

  • Each combat skillset has access to two skills: one that supplements Dexterity and one that supplements Perception.
  • The Combat Maneuvers skillset has two skills: one that supplements Agility and one that supplements Speed.

Learning statskills, however, has its limitations. A statskill's bonus will cap at rank 90 (grandmaster), and will provide the equivalent of being low-end Great in the relevant attribute. However, this bonus applies only to combat situations - stat skills do not increase your attributes for any other purpose. 1

Back to Top


#Temporary Modifiers

Your character's stats can be temporarily modified by certain substances (shh - they're a secret), prayers or blessings, coma sickness, encumbrance, sitting or lying, and other events. For example, being sprayed by a skunk will temporarily lower your Appearance, Charisma, and Perception. Positive modifiers have the potential to temporarily increase your character's attributes beyond her natural cap.

Back to Top



Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License