Stats and training
There are five stats: Strength, Dexterity, Endurance, Intelligence, Willpower. You raise them on the Training screen for energy. Here's what each does and how the derived values are computed.
What each stat does
- Strength — base damage in combat: strike damage =
Strength × multiplier × (1 + Dexterity/200) + weapon_damage × multiplier. - Dexterity — +0.5% damage per point (divisor 200): 200 Dexterity = +100% to the strength part.
- Endurance — survivability in three places at once:
- max HP =
100 + Endurance × 0.3; - defence (mitigation): damage reduction =
base/(base+100), wherebase = armour_def + Endurance × 0.3; - max energy (via
√Endurance).
- max HP =
- Intelligence, Willpower — resilience, effects and a range of checks outside direct damage.
Stat tiers
| Tier | Range |
|---|---|
| Novice | 0–100 |
| Student | 100–500 |
| Skilled | 500–1500 |
| Master | 1500–3000 |
| Virtuoso | 3000–5000 |
| Legend | 5000+ |
Max HP from Endurance
100 + Endurance × 0.3. Examples: 50 → 115, 500 → 250, 2000 → 700, 5000 → 1600. Equipped gear adds flat HP, and a temporary buff adds no more than +25% (anti-"terminator" cap).
Training and saturation
Invest energy → bank stat experience → it grows. The higher the value, the more the next step costs (gentle saturation at large numbers), so there's no endless explosive growth.
Skills are separate
Skills (blacksmithing, alchemy, trading and others) grow from relevant actions and education, not training. Note: for the mission chance, skill helps up to 50 (it saturates there), while stats follow their own formulas without such a hard cap.
Takeaway
Train for your role: a fighter wants Strength and Dexterity (damage) plus Endurance (to survive and keep hitting); a "tank", and anyone who visits the hospital often, wants Endurance first (HP + defence + energy at once). Spreading across all five is inefficient.