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Wiki Systems Stats

Stats

The seven core attributes, what each one actually changes, and how they are set.

Your character has seven core attributes: Strength, Agility, Constitution, Intelligence, Wisdom, Charisma and Luck. stat lists them on their own and score shows them alongside the rest of your character sheet.

Ten is the neutral value. Every curve in the game is written so that a stat of 10 gives exactly no bonus, above 10 helps, and below 10 hurts a little. Because the penalty band is only seven points wide, a low roll is a mild disadvantage rather than a crippling one.

Every effect is capped at 50. Nothing you can do makes a stat count for more than 50, and gear and runes are counted toward that threshold rather than sitting outside it.

You may also see Constitution referred to as durability in older help text and in a few commands. They are the same stat. Agility likewise answers to dexterity, speed and coordination.

Where your stats come from#

Stats are rolled once, at character creation. The roll distributes a race-sized pool of points one at a time, weighted by your race, then applies a variance of up to two points either way per stat, enforces a minimum of 5 in every stat, and normalises the total back to exactly that pool. The pool is not the same for everyone: it scales with the race's own weighting, running from 89 points for a shade or a scorpien to 98 for a halfling, with a human at 93. The average result is a little over 13 per stat. You may reroll twenty-four times, twenty-five rolls in all, before you have to accept what you have.

Race does not add a flat bonus. It biases the weighting, so a dwarf will tend to land higher in Constitution and lower in Agility without that ever being guaranteed:

Race Str Agi Con Int Wis Cha Luck
Human 10 10 10 10 10 10 10
Elf 10 12 9 11 10 8 10
Dwarf 12 8 13 9 10 8 8
Pisca 7 12 9 13 10 9 9
Jackile 10 9 12 8 13 8 9
Shade 7 13 7 10 12 11 7
Dryad 8 9 8 10 12 13 11
Gnome 7 11 8 13 12 9 13
Scorpien 13 8 13 8 10 8 7
Fey 7 12 8 12 10 11 13
Halfling 8 11 10 10 10 11 14
Catfolk 8 13 8 10 12 9 12
Goblin 9 13 12 9 8 9 13

Luck is rolled like every other stat, and race biases it just as it biases the rest. A halfling tends toward the top of the Luck band and a shade or a scorpien toward the bottom. Luck's weight sits outside the balance total the other six share, so a lucky race is luckier rather than stronger.

The background you pick at creation adds a permanent point to one stat. Each of the fourteen backgrounds is tied to a single attribute, and the point is granted once and never again.

Levelling does not raise stats, and there is no command to train or spend points on them. Your rolled values are permanent. What does change is your effective total: worn gear can carry up to 4 points of a single stat per item, and socketed runes can contribute up to 20 points of a stat. Both are lost the moment the item comes off, and positive gear bonuses are suppressed entirely while you are in social attire. Negative effects, such as a wraith's drain, are not suppressed.

Strength#

Agility#

Constitution#

Intelligence#

Wisdom#

Charisma#

Luck#

Luck comes from your roll, your race's leaning and your background, and gear and runes move it afterwards like any other stat.

Stat abilities#

Reaching an effective 50 in a stat unlocks one ability tied to it. Gear and rune bonuses count toward the threshold. All seven share a 24-hour cooldown.

Command Stat Effect
doorbash <direction> Strength Smashes a locked door off its lock in one action. Also costs 100 endurance.
surestep Agility For 60 seconds no trap can trigger on you, including ones you are already standing in.
ironlung Constitution For 120 seconds you cannot drown.
analyze Intelligence For 60 seconds you read exact health, mana, endurance, level, class and race on every visible creature in the room.
foresight Wisdom For 60 seconds all invisible and hidden creatures and objects are plainly visible to you.
unspoken Charisma For 120 seconds hostile NPCs will not engage you, even ones that already remember you as an enemy.
pressluck Luck Arms a charge that makes the next creature you kill drop a guaranteed piece of shard-tier gear at its own level.