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: CombatEquipmentBuild Guide