Six primary stats define every character — what each one governs, why INT and INTE are not the same, how physical and magic builds split them, and where your stats actually come from.
What Are Primary Stats?
Every character is built on six primary stats. They decide how hard you hit, how much you survive, how often you go first, and whether your damage scales physically or magically. Your class sets the starting spread, then gear, gems, talents and buffs push the numbers up. Master what each stat does and you stop guessing where to invest — you build on purpose.
Six stats, six roles
STR, AGI, INT, END, INTE and WIS each govern a distinct part of your character — none of them overlap.
You allocate points
Levelling grants stat points; spend them to lean into your class fantasy or patch a weakness in your build.
Primary feeds derived
Primary stats flow into derived combat values — damage, HP, dodge, crit, mana — that decide what actually happens in a fight.
This page describes the qualitative role of each stat — what it governs and why it matters. Exact multipliers and formulas vary by balance version and live in the in-game character sheet.
The 6 Primary Stats
Each stat owns a clear slice of your character. Read the role, then map it to the build you want.
Stat
Full name
What it governs
STR
Strength
Physical damage and carry weight — the backbone stat for melee fighters who win with raw force.
AGI
Agility
Dodge chance, critical-hit chance and initiative (turn order) — speed, evasion and striking first.
INT
Intuition
Perception and trap detection — a universal utility stat for awareness and scouting (INT, not INTE).
END
Endurance
Maximum HP, armor and physical resistance — your survivability and how long you stay standing.
INTE
Intellect
Mana pool and spell damage — the caster's power stat for mages and other spellcasters (INTE, not INT).
WIS
Wisdom
Mana regeneration and spell effectiveness — sustain and scaling for anyone who casts.
Two abbreviations look almost identical but are completely different stats: INT (Intuition) and INTE (Intellect). The section below makes the distinction crystal clear — read it before you spend a single point.
INT vs INTE — Don't Confuse Them
INT and INTE are DIFFERENT stats. Their abbreviations look almost the same, but they do completely unrelated things — and mixing them up is the single most common stat mistake new players make.
INT — Intuition
INT is Intuition. It governs perception and trap detection — awareness and scouting utility. It is NOT a caster stat and does nothing for your mana or spell damage.
INT = Intuition · perception & traps
INTE — Intellect
INTE is Intellect. It governs your mana pool and spell damage. This is the stat mages and other casters actually want — the one that powers your spells.
INTE = Intellect · mana & spell damage
Quick rule: casting spells? You want INTE (Intellect — note the extra E). Spotting ambushes and traps? That's INT (Intuition). When in doubt, read the full name, not the abbreviation — and double-check before socketing gems, since Amethyst grants INT (Intuition) while Topaz grants INTE (Intellect).
Physical vs Magic Builds
Most builds lean one of two directions. The stats you favor decide whether your power comes from steel or from spells — and which of the 7 classes fits.
Physical builds
STRENDAGI
STR for damage, END for survivability, AGI for crit, dodge and going first. The martial path — Warriors, Paladins, Rogues and Barbarians live here, winning with weapons rather than spells.
INTE for spell damage and a bigger mana pool, WIS for mana regen and spell effectiveness. The caster path — Mages and Clerics scale their power through INTE and WIS, never STR.
INT (Intuition) doesn't pick a side — perception and trap detection help any class. A flexible stat you layer onto either a physical or a magic core depending on what your build needs.
Your class sets the natural lean: martial classes (Warrior, Paladin, Rogue, Barbarian) thrive on physical stats, while casters (Mage, Cleric) live on INTE and WIS. The Crafter sits apart as an economy specialist. See the class guide for each archetype's stat spread and playstyle.
Where Stats Come From
Your stat sheet is the sum of four sources. Stack them in the direction your build wants and the numbers climb fast.
Class baseline
Every class starts with a signature stat spread that reflects its fantasy — Warriors lean STR/END, Mages lean INTE/WIS. This baseline is the foundation everything else builds on.
Weapons, armor and accessories carry stat bonuses. Better gear in high-value slots adds the most stats — and pushes your Gear Score up at the same time.
Talent nodes, abilities and temporary buffs add stats on top — some permanent, some for the duration of a fight. The finishing layer that tunes your final numbers.
Gem sockets are stat-specific: Ruby grants STR, Amethyst grants INT (Intuition), Emerald grants END, Topaz grants INTE (Intellect) and Sapphire grants WIS. There is currently no dedicated AGI gem — push Agility through gear, crafting styles and talents instead. See the Gems & Jewelry guide for the full breakdown.
Stats in Combat
In a fight, three things matter most: who acts first, who survives, and whose damage scales harder. Your primary stats decide all three.
Who acts first
AGI (Agility) drives initiative and turn order, plus your dodge and crit chance. Going first — and landing a crit before the enemy moves — often decides the exchange.
Who survives
END (Endurance) is your survivability stat: more max HP, more armor and higher physical resistance mean you stay standing through hits that would drop a glass build.
How damage scales
STR scales physical damage; INTE scales spell damage. Which one you stack decides whether your hits land as steel or as spells — the core fork between physical and magic.