Attributes
You earn 3 attribute points every level (starting at level 1) to spend across six attributes. Each converts into concrete combat effects. There's no hard cap, but a soft cap at 150 points in a single attribute — beyond that, each point is worth half.
What each attribute does
Per point invested (before the soft cap):
| Attribute | Per point |
|---|---|
| Might | +2 damage, +4 health |
| Fortitude | +0.6% mitigation, +10 health, +1 endurance |
| Precision | +2 damage, +0.3 crit |
| Intuition | +2 world sense, +0.1% phase mitigation |
| Attunement | +2 skill potency |
| Presence | +3 threat, +5 health, +0.4% mitigation |
Diminishing returns
Each attribute gives full value up to 150 points investedin it. Past 150, every additional point in that same attribute counts for half. In practice that means a hard focus is strong up to a point, but hyper-stacking one attribute deep into the hundreds is inefficient compared with shoring up a second one.
Tip
Match attributes to your role: tanks lean Fortitude and Presence; damage leans Might and Precision; casters and healers value Attunement. A little of a second attribute usually beats overloading your first.
Spending & respec
You can spend attribute points from level 1, in any split you like. Changed your mind? A respec refunds and lets you re-allocate — free during alpha, and gold-plus-cooldown after launch.
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