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Stat points

Four points every level from level 2: what STR, INT, DEX, CON and SPR do and where each class should start.

Updated

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

StatWhat it raises
STRPhysical damage, and a little physical critical rating.
INTSpell power and maximum mana.
DEXAccuracy, evasion and physical critical rating, and a head start on the turn bar when a battle opens.
CONMaximum health and physical defence.
SPRMagic 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

ClassEach levelWhy
Warrior3 STR + 1 CONDamage for levelling, with a little extra staying power.
Mage3 INT + 1 CONSpell power and mana, and a bit more health.
Priest3 INT + 1 CONHoly power for heals and damage.
RangerSTR or DEX first; CON when neededSTR 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.