Stat points
Four points every level from level 2: what STR, INT, DEX, CON and SPR do and where each class should start.
Earn and spend
You earn four stat points every level, starting at level 2. Your class also grows its own base stats as it levels, without any points. Open the character sheet to spend them: it shows each stat's base, the part your gear adds, and the total.
The five stats
| Stat | What it raises |
|---|---|
| STR | Physical damage, and a little physical critical rating. |
| INT | Spell power and maximum mana. |
| DEX | Accuracy, evasion and physical critical rating, and a head start on the turn bar when a battle opens. |
| CON | Maximum health and physical defence. |
| SPR | Magic defence, mana, and spell power and magic critical rating for casters. |
How much each point gives depends on your class: a Warrior's STR hits harder than a Mage's, and a Ranger gets the most out of DEX.
Where to start
| Class | Each level | Why |
|---|---|---|
| Warrior | 3 STR + 1 CON | Damage for levelling, with a little extra staying power. |
| Mage | 3 INT + 1 CON | Spell power and mana, and a bit more health. |
| Priest | 3 INT + 1 CON | Holy power for heals and damage. |
| Ranger | STR or DEX first; CON when needed | STR for raw early damage; DEX for critical hits, accuracy and acting first. |
These are starting points for fighting creatures, not endgame rankings. Gear, companions, opponents and your role in a party change the trade-off.
What DEX does to turn order
DEX moves you further along the turn bar when a battle opens, so you are more likely to act first. It does not make the bar fill faster for the rest of the fight: speed buffs do that.
A Priest's power
Both INT and SPR raise a Priest's spell power, and SPR adds magic defence and magic critical rating. Direct heals grow with holy power and never land as critical hits; bonuses to holy damage improve them too.
