Each time your character levels up, you will receive additional attribute points (AP). You may allocate these points across any attributes you choose to customize your character. There are significant bonuses to be earned as you reach various levels of any given attribute. In game, you may hover over any attribute to read more about these bonuses and the perks table below details those.
The maximum AP is earned at level 60 at the rate of 1 AP per level. At that point, you will have a total of 60 AP and you will not earn any more thereafter. This is an intentional design feature of the game. You cannot maximize all attributes and instead you will need to find a balance of attributes that serves your play style. It will cost you 20 AP just to max out one attribute, meaning you can completely max out three attributes.
At attribute level 10 and 20, you get to choose from two perks.
Players draw power from Corruption and corrupt their attributes. Corrupting an attribute requires players to have at least Heavy corruption (40% corruption or more) as well as Soul Essence, 1 Essence per point. Corrupting a perk will result in the character getting new Corrupted perks that will replace the old perk. Corrupted perks tend to be much more powerful. However, corrupting an attribute also results in 2.5% of permanent Corruption (this corruption only only be cleansed by resetting attributes). Meaning fully corrupting a single attribute, will result in player suffering 50% permanent corruption. However, since permanent Corruption is capped at 50%, a character can corrupt all attributes with the same maximum penalty.
Currently only Strength, Vitality and Authority can be corrupted.
Followers do not get Authority or Expertise. The bonuses provided per point by their other attributes vary depending on the follower, e.g. 1 point of vitality will give a different amount of health. The effects of the followers' current attributes can be seen on their status screens.
* Trampling is also supposed to be a strength-based attack, however, the mount checks for its mount's strength, and since mounts do not have mounts, it always returns a 0.
Mounts do not benefit from any bonuses provided by the player, such as their Authority or +follower damage gear.
Truncheons are not strength- or agility-based weapons and will gain no bonus from those attributes, however, thralls' melee/ranged damage multipliers do affect concussive damage.
While perks are granted through specific attributes, the perks themselves function the same regardless whether the weapon being used is Strength or Agility.
Strength
- Heavy and special attacks deal 10% more damage.
Any status effects caused by a heavy attack, such as Bleeding, Poison, or even Noxious Gas from a charged Noxious Gas Arrow, will also benefit from the damage increase.
- Combo finishers deal 20% more damage.
- While below 50% health, you deal 25% more damage and gain 100 armor
Any damage caused by the player counts, including sources such as Bleeding, Poison, or Noxious Gas.
- While below 25% health, you cannot be staggered or knocked down, your damage is increased by an additional 10%, and your armor is increased by an additional 50.
Any damage caused by the player counts, including sources such as Bleeding, Poison, or Noxious Gas.
The damage bonus requires the Berserker perk. If Berserker is lost by corrupting Strength, this perk will only provide the stagger resistance and extra armor, but no damage.
- Equipped armor weighs 25% less.
- Your heavy attacks stagger for 25% longer and no longer rebound off shields.
Corrupted
- Deal additional damage that scales with your corrupted Strength.
+1% per point of corrupted strength.
- Your kick knocks back enemies farther and knocks them down.
- The blows from your strikes numb your opponents, reducing their damage potential
Reduces enemy damage by 25% for 4 seconds.
- Chance when dealing damage to cause a blast of corruption to vent from the earth, knocking down and damaging enemies.
5% chance.
Inflicts 50 damage.
Damage is added to normal damage, so it can be affected by damage buffs.
Has 1.5 second cooldown.
Agility
- Deal 15% increased damage when attacking from behind.
Behind is 180° wide.
Any damage caused by the player counts as long as the player is currently behind the enemy, including sources such as Bleeding, Poison, or Noxious Gas.
- Arrows and thrown weapons travel twice as quickly and deal 15% more damage to distant targets.
"Distant" is about the length of six foundations.
- Jogging, sprinting, jumping, swimming, and climbing cost less stamina and are faster.
Running speed +10%
Sprinting speed +10%
Sprinting stamina -20%
Jumping stamina -67%
Slow-swimming speed +200%
Fast-swimming speed +20%
Swimming stamina -20%
Climbing speed +20%
Climbing stamina -10%
- Jump while in the air to do a second jump.
- 10% additional armor penetration while carrying a medium or lighter load.
Medium load = <75%.
Bonus penetration is additive, not multiplicative; e.g. 30%+10%=40%
- After dodging, your next damaging attack has 25% increased penetration and your next swing costs no stamina.
Vitality
- You gain passive health regeneration of +0.5.
- Receive a one time healing effect when your health drops below 50%. Can be received again after being fully healed.
- Increases maximum health by 100.
- When your health drops below 50%, you remove all negative effects and gain 95% damage mitigation for a short time.
- You receive 50% increased healing from healing effects.
Causes healing buffs from sources such as food, potions, bandages, to heal 50% more.
Passive regeneration effects or healing received from perks are not affected.
- When you take damage, you regenerate the last instance of damage taken over 15 seconds.
20% of damage is healed every three seconds.
Corrupted
- You gain passive health regeneration that scales with your corrupted Vitality.
+0.2 health regeneration per point of corrupted vitality.
- You have a chance to deflect damage. The chance scales with your corrupted Vitality.
+0.5% chance per point of corrupted vitality.
Poison effects include Alcohol Poisoning, Food Poisoning, and Noxious Gas.
- When you take damage you expel corruption, dealing damage in an area around you or corrupting enemies around you if they can receive corruption
Inflicts 30 damage.
Damage is added to normal damage, so it can be affected by damage buffs.
Has 1.5 second cooldown.
Authority
- Active followers will goad enemies, attempting to force them to attack your follower.
Triples followers' threat generation from attacks.
Whenever a follower deals damage to an enemy that is currently targeting the player, it provokes them, causing the enemy's hate score for the follower to be matched to that of the player's current score, with a temporary boost added to it. This effect has a 3 second cooldown.
Since it is activated by attacks, mounts that never attack cannot Irritate.
Irritate can be toggled in followers' command wheel.
- Your active followers are inspired by your battle prowess and have their health restored when you deal damage in combat.
Causes followers to heal equal to 5% of raw damage inflicted by the player before any perks, damage reduction, or debuffs are taken into account.
- Your active followers receive 50% increased healing.
Causes healing buffs from sources such as food, potions, bandages, to heal 50% more.
Passive regeneration effects or healing received from perks are not affected.
- Your active followers have increased attributes.
Gives active followers +20 to all attributes.
- Your active followers gain passive health regeneration when not engaged in combat.
+10 health regeneration after 10 seconds of not taking damage.
- Maximum followers increased by 1, however your statistics no longer influence your follower's damage output.
Increases maximum normal active combat followers to 2 or zombie followers to 4.
Maximum mounts is unchanged.
Follower damage bonus received from Authority, +follower damage armor bonuses, and +follower damage buffs from the player are negated.
Followers still receive bonus damage from their own armor or buffs.
Corrupted
- When you deal damage in combat your followers enter a Frenzied state. Frenzied followers deal 3% increased damage for each corrupted Authority attribute.
Frenzy lasts for 10 seconds after the player inflicts damage.
Frenzy is a direct buff on the followers and so is not negated by War Party.
- Damage taken by you is split between you and your followers.
Causes 33% of actual damage inflicted against the player, after all damage reduction effects, to be transferred to every follower.
The full damage amount is inflicted to all followers. It is not divided among them and is not affected by their own damage reduction.
- Damage dealt by your followers heals you.
Causes the player to heal equal to 2% of raw damage inflicted by followers before any perks, damage reduction, or debuffs are taken into account.
- When dealing damage, there is a chance for an uncontrolled demonic entity to appear to attack your foes temporarily.
Odds to summon a demonic entity is 7%.
80% chance to summon a common demon, 20% chance to summon an elite demon.
They last 22.5 seconds.
It is possible to have multiple demons summoned at once.
Grit
- Increase your armor by 40 and stamina by 20.
- Your stamina regenerates 25% faster.
- Incoming damage is reduced by 15% while you are attacking or blocking.
- You can block unblockable attacks at a higher stamina cost and you react twice as quickly after successfully blocking.
- Increase your armor by 1/5 of your current stamina.
- You cannot take more than 33% of your maximum health in damage per hit.
Expertise
Hunger/thirst actually deplete 50% slower, not 33%.
- Final hit when harvesting grants twice as many resources.
- You harvest resource nodes twice as fast.
- When over-encumbered, you can dodge and move at full speed.
- You are twice as likely to gather rare resources when harvesting.
- Structures you build are 25% more stable.