Attributes
Strength, Dexterity, Vitality, and Constitution — what each point does and how they feed your derived stats.
On this page
Every hero starts at 10 in each attribute. From then on, 5 attribute points are assigned automatically each level according to your chosen archetype — there are no points to spend by hand. Which attributes grow, and how fast, is set entirely by the archetype’s growth row. See the Archetypes page for the four archetypes and their growth rates.
The four attributes
Each point gives a flat, linear return. The one exception: Dexterity’s attack speed and Constitution’s percentage damage reduction feed into shared caps (noted below).
| Attribute | Per-point effect |
|---|---|
| Strength | +0.25% physical damage, and +2 Attack Rating |
| Dexterity | +4 Attack Rating, and +0.05% attack speed |
| Vitality | +5 Max HP |
| Constitution | +5 Defense Rating, +0.1% physical-damage reduction, and flat per-hit reduction of 0.0025 × Constitution × level |
Notes on each attribute
- Strength raises physical damage as a multiplier —
1 + 0.0025 × Strengthapplied to your weapon and flat-damage affixes (so +50% at 200 STR). Its Attack Rating helps heavy weapons actually land hits. - Dexterity buys Attack Rating (accuracy) and attack speed. The attack-speed bonus from all sources combined is capped at ±85%, so DEX speed stops helping once you are already at the cap (roughly +15% at 300 DEX before other gear).
- Vitality is pure survivability — a flat +5 Max HP per point, before any % Max HP affixes multiply it.
- Constitution is the tank stat. Its Defense Rating improves hit-avoidance and armor mitigation; its +0.1% physical reduction feeds the shared 50% physical-damage-reduction cap (so +20% at 200 CON); and its flat per-hit reduction (
0.0025 × CON × level) is applied after that cap. A single hit can never lose more than half its damage to flat reduction.
Per-level scaling (independent of attributes)
On top of attributes, every hero level automatically adds a fixed amount:
| Stat | Gain per level |
|---|---|
| Max HP | +3 |
| Attack Rating | +2 |
| Defense Rating | +2 |
How attributes feed your derived stats
| Derived stat | Formula |
|---|---|
| Max HP | (70 + flat HP affixes + 5 × Vitality + 3 × level) × (1 + % HP affixes) |
| Min / Max Damage | (weapon + flat damage affixes) × (1 + Enhanced Damage % from non-weapon slots) × (1 + 0.0025 × Strength), then main-skill / passive multipliers |
| Attack Rating | (50 + flat AR + 4 × Dexterity + 2 × Strength + 2 × level) × (1 + AR%) |
| Defense Rating | base + flat DR + 5 × Constitution + 2 × level + shield bonuses |
| Attack Interval | weapon base × (1 − attack-speed bonuses), where DEX contributes +0.05% per point |
Worked example
Take a fully-levelled Berserker at level 99. Its archetype growth row resolves to 216 STR, 79 DEX, 172 VIT, 64 CON. Running each attribute through the coefficients above (verified against player.ts and computePlayerStats in formulas.ts):
| Attribute | Value | Contribution | Result |
|---|---|---|---|
| Strength | 216 | 0.0025 × 216 damage multiplier | +54% physical damage |
| Strength | 216 | 2 × 216 Attack Rating | +432 AR |
| Dexterity | 79 | 4 × 79 Attack Rating | +316 AR |
| Vitality | 172 | 5 × 172 Max HP | +860 Max HP |
| Constitution | 64 | 5 × 64 Defense Rating | +320 DR |
| Constitution | 64 | 0.001 × 64 % reduction | +6.4% physical reduction |
| Constitution | 64 | 0.0025 × 64 × 99 flat reduction | ≈15.8 dmg/hit (shown as 16 on the sheet) |
Reading it back:
- Damage. Every point of weapon and flat-damage affix is multiplied by
1 + 0.0025 × 216 = 1.54, a flat +54% on top of the Slow-weapon archetype bonus. - Attack Rating. STR and DEX together add
432 + 316 = 748AR before the base 50, the +2/level (here +198), and any AR% affixes — so accuracy is never a problem for this build. - HP. The +860 from Vitality is added to the 70 base and the +3/level (+297) before any % Max HP affixes multiply the total.
- Defense. CON’s +320 DR feeds hit-avoidance and armor mitigation; its +6.4% reduction sits inside the shared 50% physical-damage-reduction cap; and its flat cut of
0.0025 × 64 × 99 ≈ 15.8is subtracted from every hit after that cap (the character sheet rounds it to 16). That flat cut is uncapped per point, but a single hit can still never lose more than half its damage to flat reduction overall.
Note the asymmetry the archetype leans into: at 64 CON the Berserker’s flat reduction is modest (≈16), whereas a max-CON tank at ~200 CON would subtract 0.0025 × 200 × 99 ≈ 50 per hit — the tank’s true anti-attrition niche.
Changing your growth
Because points are archetype-assigned, you re-shape your attributes by changing archetype (one respec charge), which recomputes every attribute for the new archetype at your current level. There is no manual point-by-point respec. See Archetypes for details.