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Attributes

From SpiritVale Wiki

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Attributes


The Attribute System defines the core growth of every character. Attributes determine how a character develops in combat and exploration, while directly influencing derived stats such as Attack, Defence, and Hit Rate.

There are two types of character levels:

  • Base Level – Determines a character’s overall level and provides attribute points.
  • Job Level – Determines a character’s job progression and provides skill points.

This page covers the Base Level system and how it grants attribute points that can be allocated to improve attributes. Attributes form the foundation of all character progression.

Attributes matter because:

  • They shape offensive and defensive potential.
  • They directly modify core stats (HP, MP, ATK, etc.).
  • They allow specialization for different playstyles (damage, tanking, speed, or critical hits).

Leveling and Attribute Points

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Characters gain attribute points as they increase their Base Level.

  • All characters start at Base Level 1 with 27 attribute points automatically distributed by class. These cannot be reallocated.
  • From Levels 2–100, players gain 3 points per level (297 total).
  • From Levels 101–130, players gain 2 points per level (60 total).
  • From Levels 131–150, players gain 1 point per level (20 total).
  • Total points earned through leveling: 404.

Allocation Rules

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  • Attributes can be increased by spending attribute points.
  • Maximum point allocation is 99; higher values must come from other sources such as equipment or artifacts.
  • Scaling costs:
    • 1 point per level from 1–50
    • 2 points per level from 51–98
    • 3 points to reach 99
  • A character can raise two attributes to 99 and still have 110 points left for others.

Strength (STR)

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  • ATK with melee weapons.

Vitality (VIT)

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  • Increases HP
  • Increases DEF

Dexterity (DEX)

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  • ATK with ranged weapons
  • Increases HIT
  • Increases BLOCK
  • Increases CTR

  • Increases FLEE
  • Increases ASPD

Intelligence (INT)

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  • Increases MATK
  • Increases MP
  • Increases MDEF

  • Increases CRIT
  • Increases CRIT DMG
  • Total amount of health; reaching 0 HP results in death.
  • Increased by Vitality.
  • Regen: X HP every 2s.
  • Resource used to cast skills.
  • Increased by Intelligence.
  • Regen: X MP every 2s.

Attack (ATK) / Offhand Attack

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  • Represents physical damage output.
  • Increased by Strength (melee) and Dexterity (ranged).
  • Used as the base number in damage calculations.

Magic Attack (MATK)

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  • Represents magical damage output.
  • Increased by Intelligence and Dexterity.
  • Used as the base number in magical damage calculations.

Defence (DEF) / Flat Defence

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  • DEF reduces incoming physical damage by a percentage.
  • Flat Defence reduces incoming physical damage by a flat amount.
  • Increased by Vitality.
  • Damage Reduction: X%

Magic Defence (MDEF) / Flat Magic Defence

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  • MDEF reduces incoming magic damage by a percentage.
  • Flat Magic Defence reduces incoming magic damage by a flat amount.
  • Increased by Intelligence and Vitality.
  • Damage Reduction: X%
  • Increases chance to hit enemies.
  • Increased by Dexterity.
  • Hit Chance: X%
  • Increases chance to evade attacks (less effective against multiple enemies).
  • Increased by Agility and Dexterity.
  • Evade Chance: X%

Critical Rate (CRIT) / Critical Damage (CRIT DMG)

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  • Physical attacks and skills have a chance to deal critical hits.
  • Increased by Luck.
  • X% chance to deal X% additional damage.

Block Rate (BLOCK)

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  • Chance to negate physical attacks when using a shield.
  • Increased by Dexterity.
  • Block Rate: X% (capped at 75%).

Attack Speed (ASPD)

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  • Reduces delay between basic attacks and skills (capped at 193).
  • Increased by Agility and Dexterity.
  • Attack Delay: X.XXs
  • Attacks Per Second: X.XX

Cast Time Reduction (CTR)

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  • Reduces skill cast times.
  • Increased by Dexterity and Intelligence.
  • Cast Time Reduction: X% (capped at 90%).
Classes
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Advanced I WizardShinobi
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