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Each of the six Characteristics are detailed below, along with recommendations for each Class. There are also examples of the Bonuses gained from spending 100 points (ten levels) in a Characteristic. This gives a realistic idea of how it would affect a Player.

Characteristics also affect Skills. See the associated page for further information.

Note that the Binder, Treasure Hunter, and Trickster Classes have no recommended Main Stats. Their approach to Stats will be defined by choice of playstyle (tankiness or ranged, Weapons vs. Spells, support abilities, choice of Summons).

Summary

Strength: Boosts Weapon Attacks significantly. Helps with Death Saves. Main Stat for Ashavir, Shifters, Vindicators. Second Stat for anyone who Attacks with Weapons. Raises Athletics, Brute Force, Climbing.

Dexterity: Boosts Weapon Attacks somewhat. Helps with Dodge and Parry. Main Stat for Infiltrators and Rangers. Second Stat for anyone who is in the frontlines. Raises Acrobatics, Disarm Trap/Device, Filch, Lockpick, Stealth, Throw.

Intellect: Boosts all Spells significantly. Increases Mana pool. Main Stat for Arcanists, Foggernauts, Wizards. Second Stat for anyone who often casts Spells. Raises Arcane Lore, Navigate, Use Trap/Device.

Wisdom: Boosts Healing significantly and Spells somewhat. Increases Mana pool. Helps with Magic Resistance. Main Stat for Priests. Second Stat for anyone with Healing Abilities. Raises Religion, Reveal, Search, Stealth.

Constitution: Increases HP pool. Boosts Block and Toughness significantly. Main Stat for Sacriers. Second Stat for anyone who is in the frontlines. Raises First Aid and Wilderness.

Charisma: Gives a little of everything. Useful for hybrid Classes with both Weapons and Spells. Raises Appraise, Haggle, Identify.

Strength

Strength represents physical force and prowess with Weapons. It also makes it much harder to kill you. Strength is the recommended Main Stat for Ashavir, Shifters, and Vindicators. It is a useful Second Stat for anyone who Attacks often with Weapons.

Strength also raises the following Skills: Athletics, Brute Force, Climbing.

One point grants:

0.25 Weapon Damage
0.05 Weapon Chance
0.04 Death Saves Bonus

100 points grant:

25 Weapon Damage
5 Weapon Chance
4 Death Saves Bonus

Dexterity

Dexterity represents nimbleness of motion and accuracy with hands. Dexterity is the recommended Main Stat for Infiltrators and Rangers. It is a useful Second Stat for anyone who Attacks often with Weapons and wants to be harder to hit.

Dexterity also raises the following Skills: Acrobatics, Disarm Trap/Device, Filch, Lockpick, Stealth, Throw.

One point grants:

0.25% Parry
0.15 Weapon Damage
0.07 Weapon Chance
0.05 Dodge

100 points grant:

25% Parry
15 Weapon Damage
7 Weapon Chance
5% Dodge

Intellect

Intellect is the ability of the mind to focus in situations of stress. Intellect is the recommended Main Stat for Arcanists, Foggernauts, and Wizards. It is a useful Second Stat for anyone who often casts Spells or Heals.

Intellect also raises the following Skills: Arcane Lore, Navigate, Use Trap/Device.

One point grants:

2.5 Maximum Mana
0.4 Spell Damage
0.05 Spell Chance

100 points grant:

250 Maximum Mana
40 Spell Damage
5 Spell Chance

Wisdom

Wisdom is strength of will and inner spirit. Wisdom is the recommended Main Stat for Priests. It is specifically recommended as a Second Stat for Arcanists and Shifters, and is a useful Second Stat for anyone who Heals.

Wisdom also raises the following Skills: History, Religion, Reveal, Search, Stealth.

One point grants:

0.5 Maximum Mana
0.35 Heals
0.025 Spell Chance
0.25% Magic Resistance

100 points grant:

50 Maximum Mana
35 Heals
2.5 Spell Chance
25% Magic Resistance

Constitution

Constitution is sheer physical mass and toughness. Constitution is the recommended Main Stat for Sacriers. It is a useful Second Stat for most Classes, especially those who are frequently in the front lines of Combat.

Constitution also raises the following Skills: First Aid, Wilderness.

One point grants:

3 Maximum HP
0.3 Block
0.25% Toughness

100 points grant:

300 Maximum HP
30 Block
25% Toughness

Charisma

Charisma is luck, or how kindly fate looks upon you. It grants a little of everything. It is not specifically recommended as a Main Stat, but is highly useful for Classes with many hybrid Weapon, Spell, and/or Healing Abilities.

Charisma also raises the following Skills: Appraise, Haggle, Identify.

One point grants:

1 Maximum HP
1 Maximum Mana
0.1 Spell Damage
0.075 Weapon Damage
0.025 Weapon Chance
0.015 Spell Chance
0.01 Death Saves Bonus

100 points grant:

100 Maximum HP
100 Maximum Mana
10 Spell Damage
7.5 Weapon Damage
2.5 Weapon Chance
1.5 Spell Chance
1 Death Saves Bonus