The whole manual, open to read before you start — every stat, curve, drop rate and rule the game runs on. Nothing here is hidden from new players.
You have seven primary stats. Attribute points, gear, mastery and artifacts all add to these, and combat stats are derived from them. A few mastery nodes, premium titles and enchant lines land on a combat stat directly (named where they come up), but you can never SPEND on a combat stat.
| Primary | Start | What it feeds |
|---|---|---|
| Stamina | 20 | HP, HP Regen |
| Strength | 15 | Physical Attack |
| Intelligence | 15 | Spell Damage |
| Defense | 20 | Damage Reduction |
| Haste | 10 | Speed (who acts first each round) |
| Intuition | 5 | Critical Hit Chance, Evasion |
| Malice | 5 | Defense Ignore |
One primary can feed several combat stats: Stamina and Intuition each drive two. Intelligence is the one primary attribute points cannot go into. The Magical pathway’s Brains Over Brawn converts your whole Strength pool into it, so casters spend on Strength. Gear, mastery, artifacts and Bonus % still raise it.
Ten combat stats are derived from those seven. They are recalculated on every read, so a spent point shows up instantly. Flat stats convert directly; percent stats convert into a RATING first (next section).
| Combat Stat | From | Per point |
|---|---|---|
| HP | Stamina | 120 |
| HP Regen | Stamina | 25 (40 with the Defense capstone), every 2nd turn |
| Physical Attack | Strength | 10 |
| Spell Damage | Intelligence | 17 |
| Speed | Haste | 10 |
| Damage Reduction | Defense | 0.65 rating |
| Critical Hit Chance | Intuition | 0.70 rating |
| Evasion | Intuition | 0.1 rating |
| Defense Ignore | Malice | 0.1 rating |
| Critical Damage | — | fixed at 150% |
Spell Damage only matters in the Magical pathway, where Brains Over Brawn converts ALL Strength into Intelligence. Outside it, Intelligence does nothing. Physical Attack and Spell Damage floor at each other: whichever your build feeds, the other is never lower, so a skill using the "wrong" damage type still scales. Critical Damage is fixed at 150% (a crit deals 1.5× normal damage); no primary raises it. Physical Mastery, Master of Eluding and the Combat tree’s Critical Damage+ each add +25%. These add past the 200% hard cap: Deeper Cuts, its trades Reckless Edge and Heavy Hand, AL Mastery’s Critical Hit Damage Overflow (+5), Intuition Instinct (+25), Exotic enchant lines, and the Aura Farmer and Shadow Authority titles. Speed only decides who acts first each round: highest first, ties go to you.
Two steps. First your primary total, then the combat stat it produces.
Artifacts multiply, not add, so they are worth most on a stat you have already built up.
Percent stats climb fast at first, then level off. The first 2,000 rating is worth as much as everything after it combined.
Bonus % is the last column of the Stat Management table and the × in the formula above. It MULTIPLIES Base + Gear + Mastery, so it is worth most on a primary you have built up. Everyone starts at 100%.
Seven systems feed it. Some hit one primary, some hit all:
| Source | What it adds |
|---|---|
| Artifacts worn | Each one’s own rolled percentage, onto the primary it boosts — up to 30% from a single Exotic |
| Artifact set bonuses | Up to +20% for five different types, plus 4-30% more set by your WEAKEST equipped artifact — both on every primary |
| Exotic artifacts offered to the G-Host | Each placed artifact keeps paying its own roll while it stands there, up to ten of them |
| The Blessing | +10% to each of three random primaries per level — +30% a level, and the levels have no ceiling |
| The pet Trainer Bonus | 2-40% on every primary, set by your weakest pet’s rarity |
| Exotic pet levels | Onto that pet’s own stats, every level — rolled below level 100, then a flat 2-3% for ever after |
| Enchanted Exotic artifacts | Each rolled stat line — up to +60% on one primary, or +36% on all of them, three lines per artifact — paying whether the artifact is worn OR placed at the G-Host |
Three more sources are exclusive rather than cumulative: the Anal-ly, Lavish and Shadow Authority titles add +10%, +20% and +66% to every primary, but only one effect title is ever worn. In the Magical pathway, Free Hand Casting adds +50%.
The uncapped sources end up largest: the Blessing has no ceiling and Exotic pet levels run to 999. Worn artifacts and set bonuses are limited by five slots.
SLOT PROFICIENCY IS NOT PART OF THIS. It multiplies the GEAR in one slot (the Gear column). It never touches Bonus %.
Percent stats diminish twice. The rating curve levels off, and past each stat’s KNEE extra rating counts for less: half for most stats, 40% for Damage Reduction. Above both is a hard cap. Past a threshold just above the cap, the primary OVERFLOWS into another stat, so points are not wasted.
| Stat | Base % | Knee (rating) | Past the knee | Hard cap (base) |
|---|---|---|---|---|
| Damage Reduction | 0% | 1,636 (= 45%) | 40% | 80% |
| Critical Hit Chance | 5% | 1,500 | 50% | 80% |
| Evasion | 2% | 750 | 50% | 33.33% |
| Defense Ignore | 5% | 400 | 50% | 33.33% |
(!) beside a stat on the Character page means its rating is past the knee; (X) means it hit the hard cap. HP, HP Regen, Physical Attack, Spell Damage and Speed have no caps. Three caps can be raised: Master of Eluding lifts Evasion to 45% and Defense Ignore to 66.6%; the Elusive Pinnacle’s Phantom Form takes Evasion to 77.7%. Enchant lines and a couple of premium titles add points on top of any cap.
Once a stat shows (!), almost any other primary is a better place for the next point. Past (X) the excess converts at half value: not wasted, just discounted.
Attribute points have their own ceiling: a primary’s BASE (starting value plus every point allocated) caps at 9,999, and Manage AP stops there. Mastery, Bonus % and overflow keep working past it. AL Mastery’s Overflow nodes raise one stat’s cap to 19,999. Lose the node (unlearn or RESET MP) and that base drops back to 9,999; every point above it returns as unused Attribute Points, up to 10,000 per stat.
Three primaries stop paying once they are enormous, and past that point the excess CONVERTS into another stat instead of being wasted. It is automatic — there is nothing to press — and it reads your primary TOTAL, so Items, Mastery and your Bonus % all count towards the threshold.
| Overflowing stat | Past (total) | With Master of Eluding | Converts into | Rate |
|---|---|---|---|---|
| Defense | 27,000 | 27,000 | Stamina | 0.50 per point |
| Intuition | 15,000 | 23,000 | Haste | 0.50 per point |
| Malice | 12,000 | 60,500 | Strength | 0.50 per point |
Phantom Form raises the Intuition threshold to 118,000, and AL Mastery's Overflow Mastery improves the rate. What arrives is added to the target's TOTAL directly — it is not multiplied by that stat's Bonus % a second time.
The three that overflow and the three they pay into are different stats on purpose, so nothing can convert in a circle. The Arena is the one place it does not apply: duel stats are normalised to a fixed budget, so an absolute threshold would mean nothing there.
Some mastery nodes do not grant a fixed amount — they READ one stat and pay another, and they are recomputed every time your stats are read. Spend an attribute point in the stat being read and what they pay goes up with it, which is why the Character page can move without you touching the stat that moved.
| Node | Reads | Pays | At full level |
|---|---|---|---|
| Titan's Resilience | total Strength | Defense and Intuition | 15% |
| Survivor's Guilt | base and item Malice | Strength and Stamina | 100% — and it DRAINS what it reads |
| Immovable Fortress | base and item Haste | Stamina | 100% — and it DRAINS what it reads |
| Master of Eluding | base and item Defense | Haste | 50% |
A draining node empties the stat it reads: that stat becomes zero, and what it was worth turns up somewhere else. Take one only when you have no use for the stat being drained.
The simplest kind of mastery node: learn it and a fixed amount of one primary is written into the Mastery column on your Character page. It stays there until you unlearn the node, and nothing else changes it.
| Flat grant | Stat | Once learned |
|---|---|---|
| Windswept | Haste | +50 |
| Crushing Power | Strength | +50 |
| Battle Intuition | Intuition | +50 |
| Unending Malice | Malice | +50 |
| Rapid Regeneration | Stamina | +25 |
| Physical Mastery | Strength | +200 |
| Defense is the Best Offense | Defense | +200 |
| Holy Wisdom | Intelligence | +50 |
| Swift Cast | Haste | +50 |
| Bright Mind | Intuition | +50 |
| Knowledge is Power | Intelligence | +100 |
| Haste+ | Haste | +50 |
| Intuition+ | Intuition | +50 |
| Malice+ | Malice | +50 |
| Stamina+ | Stamina | +75 |
| Strength+ | Strength | +75 |
| Defense+ | Defense | +75 |
| Haste++ | Haste | +125 |
| Intuition++ | Intuition | +125 |
| Haste++ | Haste | +125 |
| Malice++ | Malice | +125 |
| Strength++ | Strength | +125 |
| Defense++ | Defense | +125 |
| Stamina++ | Stamina | +125 |
| Master of Eluding | Intuition | +200 |
| Stamina Mastery | Stamina | +500 |
| Strength Mastery | Strength | +500 |
| Haste Mastery | Haste | +500 |
A flat grant is written into the Mastery column on your Character page and stays there until you unlearn the node.
Final Damage is the last thing that happens to a hit. It multiplies your Physical Attack and your Spell Damage together, at the very end, so every engine in the game inherits it without knowing about it — Battle Stages, the Dungeon, the Arena and the Endless Boss alike. It starts at 100% and everything below adds points to that.
It multiplies DAMAGE and nothing else. Healing does not scale with it: a heal built on Spell Damage rises because Spell Damage rose, and a heal built on your maximum HP does not rise at all. In the Arena and the Endless Boss the enchant share is divided down like every other enchant line.
Survivability is HP, HP Regen and Damage Reduction, plus Evasion as a gamble. HP and Regen come from Stamina, Damage Reduction from Defense, Evasion from Intuition. The levers, roughly in order of early impact:
Both sides regen every 2nd turn. You must out-damage the monster’s regen to win, so do not spend EVERYTHING on survival.