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Attributes and equipment requirements

Every level after the first gives 5 attribute points. They accumulate until you spend them. Open Hero → Stats, choose a distribution with the plus/minus controls, inspect the preview and confirm. Reset clears the pending distribution; it does not refund confirmed points. Attributes cannot be assigned during combat.

Attribute What it improves
Strength Physical basic attacks and weapon-based skill damage, including ranged weapons. Each point adds the percentage in melee_strength_bonus (currently 1%). It does not multiply a spell's independent base damage.
Dexterity Each point adds 0.25% Increased Attack Speed and Faster Cast Rate, plus 0.1 percentage point to Dodge/Avoid/Evade, capped at a 20-point contribution from Dexterity. Speed still uses breakpoints. Dexterity also contributes defense. Shield blocking keeps its flat chance and cap.
Vitality Maximum life, using your class's life per Vitality. Spending points does not heal you.
Energy Each point adds 0.5% to spells' own damage. Elemental components also receive their matching skill-damage bonuses; physical spells such as Bellow receive Energy too. Weapon-based physical damage uses Strength instead.

Your class supplies starting attributes; equipment and charms can add more. Automatic life gain per level uses 50% of the class's listed life growth, plus all life from gained Vitality. Leveling up still restores life. These are initial balance values, listed in constants.

Wearing equipment

Bases list Strength and Dexterity requirements alongside level. A Requirements -% modifier on an item reduces both attribute requirements, rounded up; it does not reduce level or class requirements.

An item must be usable without its own attribute bonuses. Bonuses from already usable other equipment and charms count. Two pieces cannot enable each other in a circular dependency. Replacing equipment excludes the old piece from the requirement check; a two-handed weapon also excludes the off hand it removes.

If you remove supporting gear and a worn item no longer meets its requirements, that item stays in its slot but becomes inactive. Its stats, set bonuses, granted skills and weapon properties stop working. Re-equip supporting gear or assign the missing attributes to activate it again. This also applies to mercenaries' gear, using their innate Strength and Dexterity rather than free points.

Bellow still hits the full enemy group, but has three turns of cooldown between free casts. Its damage scales with Energy, effective skill level and synergies, rather than your weapon's damage.