Stats
Grinweld has five stats. Every point you earn at level-up goes into one of them, and they do double duty: they power your attacks and they gate what gear you can wear.
| Stat | Full name | Governs | Gates equipping |
|---|---|---|---|
| STR | Strength | Melee damage | Weapons, shields |
| DEX | Dexterity | Melee hit chance and melee evasion | — |
| NTL | Intellect | Spell magnitude (damage & heals) | Spells |
| WIS | Wisdom | Spell hit chance and spell deflection | — |
| VIT | Vitality | Max HP — 1:1 | Armour |
What each stat actually does
STR — Strength
Drives melee damage. Your swing rolls a random amount based on STR (roughly
STR/8 to STR/1.7 per hit before the damage curve multiplies it). STR
also gates weapons (STR ≥ IC × 200) and shields (STR ≥ IC × 120). If
you swing a weapon, STR is your primary stat.
DEX — Dexterity
Pure utility for melee fighters, and one of the best defensive stats in the game because it works both ways:
- Offence: your melee hit chance scales with your DEX ÷ the enemy's DEX.
- Defence: the enemy's melee hit chance scales with their DEX ÷ your DEX — so raising DEX makes you harder to hit (evasion).
DEX gates no equipment. A high-DEX build dodges and connects; a low-DEX build gets hit and whiffs.
NTL — Intellect
The caster's STR. Drives spell damage (≈ NTL/7 to NTL/1.4) and heal amount (≈ NTL/10 to NTL). It also gates spells:
- Attack spells:
NTL ≥ IC × 200 - Heal/Drain spells:
NTL ≥ IC × 130(cheaper — heals are easier to equip)
WIS — Wisdom
The caster's DEX, and equally two-sided:
- Offence: your spell hit chance scales with your WIS ÷ enemy WIS.
- Defence: scales the enemy's spell hit chance down — spell deflection.
WIS gates no equipment. A caster that ignores WIS will miss spells and eat enemy spells.
VIT — Vitality
The simplest and one of the most important stats: VIT is your HP pool, 1:1.
500 VIT = 500 max HP. There is no separate HP stat. VIT also gates armour
(VIT ≥ IC × 150), so it does double duty for survivability. Every build wants
some VIT; tanks want a lot.
The two-sided stats are why "hybrid defence" works
DEX and WIS each defend against their own attack type. That means:
- A melee build that ignores WIS is vulnerable to caster monsters' spells.
- A caster build that ignores DEX is vulnerable to melee monsters' swings.
- A little investment in your "off" defensive stat (WIS for fighters, DEX for casters) smooths out the zones full of the other type. See Build Guide.
Where stat points come from
- Level-ups — the main source. Each level you raise one stat by a flat +50
plus your race's growth for that stat (plus a rank bonus),
or raise all five by
2 × growth. See Leveling & XP. - Ranks — add a flat per-level stat bonus to single-stat level-ups.
- Gems — Amber (+STR & NTL %), Emerald (+DEX %), Pearl (+WIS %), and the "steal/drain" gems shift effective stats mid-fight. See Gems & Enchanting.
- Accessories & mythics — flat or % stat bonuses. See Accessories and Shadow & Mythic Items.
Quick stat priorities by build
| Build | Primary | Secondary | Defence | Notes |
|---|---|---|---|---|
| Melee fighter | STR | DEX | VIT, a little WIS | DEX is both hit & evasion |
| Archer/skirmisher | DEX | STR | VIT | DEX-first leans on hit/evasion + doublehit |
| Elemental caster | NTL | WIS | VIT, a little DEX | WIS is both hit & deflection |
| Drain/heal caster | NTL | WIS | VIT | sustains via lifesteal/heals |
| Tank | VIT | STR | DEX/WIS | wears the heaviest armour & shields |
Next: Combat → Equipment → Build Guide