Seven stats · soft cap at 60 · one build that fits
Spend the points.Decide who you become.
Every character starts at 10 across all seven primary stats and earns 83 additional points across a full Unbound → Monarch climb. Where you spend those points determines whether you tank, mage, assassin, or something stranger. Soft caps kick in past 60 — the system rewards specialisation, not perfection.
Six sample S/A/B-tier builds documented
Inner polygon · diminishing-returns soft cap at 60
7
Primary stats
10
Base value (each)
83
Points to allocate at Monarch
200
Hard cap
The seven primary stats
STR — Strength
Governs · Physical attack
Physical attack, melee damage, light-armour piercing.
Breakpoints
- 20+Basic melee competence
- 30+Strong fighter — recognised by guards
- 40+Devastating damage — Iron Covenant officer tier
- 50+Legendary warrior — feared regionally
Contributes to
- · Contributes 2× to Physical Attack
- · Contributes 0.5× to Physical Defence
DEX — Dexterity
Governs · Speed
Speed, evasion, critical-hit rate, ranged precision.
Breakpoints
- 20+Decent speed
- 30+Fast combatant
- 40+Blur of motion — outpaces most enemies
- 50+Untraceable — opponents can't track you in melee
Contributes to
- · Contributes 0.5× to Physical Attack
- · Contributes 2× to Speed (base 100)
- · Contributes 0.2% per point to Critical Rate
VIT — Vitality
Governs · Health pool
Health pool, passive regeneration, resistance to lethal effects.
Breakpoints
- 20+250 HP
- 30+350 HP
- 40+450 HP
- 50+550+ HP — survives single-target Ultimate abilities
Contributes to
- · Contributes 10× to Max Health (base 50)
- · Contributes 0.5× to Physical Defence
END — Endurance
Governs · Stamina
Stamina, physical defence, resilience under fatigue.
Breakpoints
- 20+Marathon stamina
- 30+Heavy-armour tolerant
- 40+Wall — physical defence dominates encounter
- 50+Immovable — Storm Riders pass through fortresses around you
Contributes to
- · Contributes 5× to Max Health
- · Contributes 1.5× to Physical Defence
INT — Intelligence
Governs · Magical attack
Magical attack, spell power, mana ceiling.
Breakpoints
- 20+Basic spells reliable
- 30+Skilled mage — village-level reputation
- 40+Powerful caster — Arcane Assembly recruit
- 50+Reality-warping — area-of-effect spells reshape terrain
Contributes to
- · Contributes 2× to Magical Attack
- · Contributes 0.5× to Magical Defence
WIS — Wisdom
Governs · Magical defence
Magical defence, mana regeneration, healing-power scaling.
Breakpoints
- 20+Reliable self-buffs
- 30+Group support viable
- 40+Healing scales above all damage sources
- 50+Sustained party-wide regeneration
Contributes to
- · Contributes 2× to Magical Defence
- · Contributes 0.5× to Magical Attack
- · Drives healing scaling
PER — Perception
Governs · Initiative
Initiative, awareness, detection, critical-hit follow-through.
Breakpoints
- 20+Spots most ambushes
- 30+Initiative dominance in normal combat
- 40+Detects invisible / cloaked targets reliably
- 50+Pre-emptive — reacts before most enemies move
Contributes to
- · Contributes 0.1% per point to Critical Rate
- · Drives initiative ordering
Combat formulas
Combat stats are derived from primary stats. These are the actual formulas the engine runs every tick — equipment and essence bonuses modify the inputs, not the formulas themselves.
| Combat stat | Formula |
|---|---|
| Physical Attack | STR × 2 + DEX / 2 |
| Magical Attack | INT × 2 + WIS / 2 |
| Max Health | 50 + VIT × 10 + END × 5 |
| Physical Defence | END × 1.5 + VIT × 0.5 |
| Magical Defence | WIS × 2 + INT × 0.5 |
| Speed | 100 + DEX × 2 |
| Critical Rate | 5% + DEX × 0.2% + PER × 0.1% |
Diminishing returns
Every point you spend doesn't translate 1:1 to combat effectiveness past 30. The engine applies a piecewise efficiency curve that flattens extreme single-stat builds. Balanced builds and dual-specialised builds dodge the worst of the curve; pure-spec all-in-on-one builds eat all of it.
| Stat range | Efficiency |
|---|---|
| 0 – 30 | 100% |
| 31 – 60 | 75% |
| 61 – 100 | 50% |
| 101 – 150 | 25% |
| 151 – 200 | 10% |
| 200+ | 0% |
Effective Stat = if stat ≤ 30: stat × 1.0 else if ≤ 60: 30 + (stat - 30) × 0.75 else if ≤ 100: 52.5 + (stat - 60) × 0.50 else if ≤ 150: 72.5 + (stat - 100) × 0.25 else if ≤ 200: 85 + (stat - 150) × 0.10 else: 90 (hard cap — additional points discarded)
Build archetypes
Six reference builds at Monarch (rank 12, full 83 points allocated). Tier letter reflects competitive viability — S-tier builds outperform other S-tier builds only in their niche, not universally.
Heavy Warrior
S-tierTank / damage hybrid
Allocation
- STR: 55
- END: 27
- VIT: 24
- DEX: 17
Output (post diminishing returns)
- Physical Attack: ~119
- Max Health: 605
- Defence: 52
Survivability plus high physical damage. Best solo profile in the game; tanks for parties when no Guardian is available.
Glass Cannon Mage
S-tierBurst damage / group DPS
Allocation
- INT: 55
- WIS: 33
- PER: 24
- Other: 11
Output (post diminishing returns)
- Magical Attack: ~183
- Cast Speed: +44%
- Mana pool: Large
Maximum magical damage output. Brittle — requires a Guardian or Healer to stay alive in extended fights.
Speed Assassin
A-tierPvP / kiting
Allocation
- DEX: 56
- PER: 33
- STR: 24
Output (post diminishing returns)
- Speed: 212
- Crit Rate: 19.5%
- Physical Attack: ~62
Dictates engagement range and initiative. Loses sustained fights but rarely has to take them.
Balanced All-Rounder
A-tierVersatile
Allocation
- All: 22
Output (post diminishing returns)
- No weakness: All stats ~22
No outstanding strength, no outstanding weakness. Best for new players and characters that need to swap roles often.
Tank Specialist
B-tierRaids
Allocation
- END: 60
- VIT: 23
Output (post diminishing returns)
- Max Health: 550+
- Defence: 98
Pure damage absorption. Limited offensive output; lives or dies by the party's DPS.
Support Healer
B-tierGroup support
Allocation
- WIS: 60
- INT: 23
Output (post diminishing returns)
- Healing: +30%
- Mana pool: Large
Sustained healing output. Essential for any party running Glass Cannon damage; otherwise optional but valuable.
Different essence, different build
Remember that every essence slot allocates points independently (see Essence allocation). A single character can carry multiple of the above builds at once and swap between them by activating different essences.
Common multi-build loadouts:
- Heavy Warrior (Fire) + Tank Specialist (Earth): Active Fire for aggressive solo work; swap to Earth for raid tanking when needed.
- Glass Cannon Mage (Lightning) + Support Healer (Life): Active Lightning for burst encounters; swap to Life when party HP drops.
- Speed Assassin (Air) + Balanced (Wolf): Active Air for engagement-control PvP; swap to Wolf for unpredictable monster fights.
Two-essence combinations also unlock confluence abilities when both are active — which makes the choice of which two to pair more important than the choice of individual essences.
Where to read next
Essence system →
The slot mechanics that hold these stats — five slots, two active, per-essence allocation pools.
Ranks & realms →
Where the 83 points come from. Per-rank point grants, realm transitions, full XP curve.
Class archetypes →
The ability pools that map onto these stats — STR-heavy builds reach into Striker / Guardian, INT-heavy into Caster / Controller.
Abilities →
How a sample Strike, Power Blow, or Fireball gets modified by the stats above plus the active essence aspect.
Source: World-Engine — ESSENCE_RANK_STAT_BALANCING, ESSENCE_RANK_QUICK_REFERENCE, StatCalculator.h, CharacterSystem.cpp.
