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Build Anatomy

Stats Guide

Stats are the cleanest way to understand your build: health, melee damage, stamina, mana, armor, Bard support, magic scaling, healing output, and speed.

2 Points Per Level

Each level grants stat points, so every choice should support a role.

Survival First

Vitality, Endurance, and Fortitude fix most early deaths.

Damage Later

Strength raises melee damage, Arcane raises spell damage, Dexterity sharpens tempo, and Faith strengthens Bard support.

Guide

What Players Need To Know

Short, practical explanations written for players who want to understand the system before they commit a build.

The simple rule

If enemies kill you before you can learn, invest in Vitality for health and Fortitude for armor rating. If you run dry during pressure, invest in Endurance. If fights drag forever, add Strength for melee or Arcane for spells.

Melee builds

Strength raises melee and weapon HP damage. Dexterity improves movement and attack cadence. Endurance keeps pressure going long enough to matter. Posture damage is fixed by attack type instead of Strength.

Caster builds

Intelligence raises mana and mana regeneration. Arcane raises magic damage and magic healing amounts. Faith is for Bard buff power and aura range, not ordinary spell damage.

Reset Keys

Reset Keys refund spent stat points. They are best used when changing class identity, moving from beginner survivability into damage, or switching into a party role.

Race, armor, and buffs

Derived stats also listen to race multipliers, Bard buffs, equipped armor, and armor stat bonuses. Fortitude is your built-in armor rating source, while armor gear can add more rating or small stat bonuses depending on its item data.

Stats

Scaling Reference

Current stat effects and scaling for planning a build.

Stat
StrengthMelee and weapon HP damage.Base melee damage 10; +2 HP damage per Strength. Posture damage stays fixed by attack type.
DexteritySprint speed, attack cadence, and critical chance.+0.35 sprint-speed base per Dexterity, attack cooldown reduced by 0.015 down to 0.28s, +0% crit chance per point.
VitalityMaximum health and health regeneration.Base HP 100; +12 HP and +0.1 HP/sec regen per Vitality point.
EnduranceMaximum stamina and stamina regeneration.Base stamina 100; +6 stamina and +0.5 stamina/sec regen per Endurance point.
IntelligenceMaximum mana and mana regeneration.Base mana 100; +12 mana and +0.1 mana/sec regen per Intelligence point.
FaithBard support scaling and aura reliability.Faith is read by Bard buff services for song power and aura range; ordinary spell damage is handled by Arcane and class multipliers.
ArcaneMagic damage scaling.Base magic damage multiplier 1x; +10% magic damage per Arcane point after base.
FortitudeArmor rating and incoming HP damage reduction.+0.5 armor rating per Fortitude point after base. Rating caps at 100; each rating point reduces HP damage by 1%.

Armor

Armor and Equipment

Armor is an equipment layer with Head, Chest, and Legs slots. It can affect defense and, when item data provides it, extra movement or strength.

Armor Slots

Armor equips into Head, Chest, and Legs. Current armor entries include Head: Samurai Helmet, Knight Helmet, Dark Souls Helmet | Chest: Samurai Chestpiece, Knight Chestpiece, Dark Souls Chestpiece | Legs: Samurai Legs, Knight Legs, Dark Souls Legs.

Armor Rating

+0.5 armor rating per Fortitude point after base. Rating caps at 100; each rating point reduces HP damage by 1%.

Armor Bonuses

Armor item data can add ArmorRating, WalkSpeed, and Strength. Dynamic armor can also provide shirt, pants, and face templates.

Cosmetics Are Separate

Armor is equipment. Punch FX, parry FX, and dash trails are cosmetic rewards handled by the cosmetic and spin systems.