¶ Attributes and What They Represent
As in many games, Spellward lets you improve your character so that every player can customize them in as much detail as possible or create specialized builds for specific roles. There are 5 attributes that affect gameplay in one way or another: Intelligence, Vitality, Agility, Strength, and Endurance.
Each one governs a particular aspect of the game. They are examined in greater detail below.

Improving attributes requires points. You initially have 3 free points, which you can invest anywhere. After that, you can gain more by lowering one or more attributes. There are also maximum and minimum limits:
The maximum is 20 points, and the minimum is 1 point.
Lowering an attribute to its minimum is not recommended, because doing so has more serious consequences. For example, with low Intelligence, communicating will be very difficult.
Increasing each attribute grants certain improvements to your character's capabilities:
the character becomes stronger, faster, or more resilient. Remember that lowering an attribute has the opposite effect:
- Raising Strength makes attacks more powerful.
- Lowering Strength makes attacks weaker.
This applies to every attribute and the capabilities it provides. Baseline attribute values scale relative to 10 points (yielding +% bonuses above 10 and -% penalties below 10).
To gain new points, you must lower attribute levels. The farther you lower a level, the more points each reduction can provide:
- At 9 and above, you gain 1 point;
- From 8-2, you gain 2 points;
- At 1, you gain 3 points.
The same logic applies when improving attributes: the cost rises at higher levels:
- Levels 2-14 require 1 point;
- Levels 15-17 require 2 points;
- Levels 18-19 require 3 points;
- Level 20 requires 4 points.
This attribute is excellent for making many things in a short time. Every point relative to 10 modifies key operational speeds, mana pools, and psionic resilience:
- Crafting & Construction Duration: -10% per point above 10 / +10% per point below 10 (reaches 0% duration / instant crafting at 20 Intelligence). Modifies the G crafting menu, workbenches, and interactions.
- Medical Treatment Duration: -7% per point above 10 / +14% per point below 10 when using plantain leaves, ointments, bandages, and other consumables.
- Maximum Mana: +5% per point above 10 / -9% per point below 10.
- Item & Healing Speed: Healing item use time equals 5.5s−(0.25s×Intelligence).
- Curse Resistance: Carrying cursed items has a curse chance of 166.66%−(6.66%×Intelligence).
- With high Intelligence, you can understand the meaning of words in other languages fluently and even say a few simple words. At level 17, you learn 2 additional languages (imperfectly); at 20 Intelligence, you understand all languages.
- At maximum Intelligence (20), examining someone with less than 14 Intelligence reveals what they are typing in real-time before they send it.
- At Intelligence 15 or higher, you automatically know 1 magic rune (if your job permits).
- With low Intelligence, speech problems arise, making it harder to speak and convey your thoughts. At 2–4 Intelligence, speech is randomly impaired; at 1 Intelligence, speech is severely impaired ("stupid speech"), total mana drops to 0, and you cannot use keys.
- At Intelligence 2–5, unlocking doors with keys takes extra time.
- At Intelligence 9 or lower, a 5% misclick chance per point below 10 applies in Minesweeper. At 15 or lower, the "Hint" button in research Minesweeper is disabled.
- At Intelligence 10 or higher, you gain total immunity to Resonant-forced speech.
Vitality increases total health, improves health recovery when fighting for your life while near death, extends the time you can remain in semi-critical and critical conditions, and lengthens the period after death before you disappear and permanently turn into undead. In addition, it reduces the need for sleep, food, and water:
- Health Threshold: +3 Max HP per point above 10 / -3 Max HP per point below 10.
- Sleep Efficiency: +3% per point above 10 / -3% per point below 10.
- Suffocation Damage: -3% per point above 10 / +2% per point below 10.
- Blood Regeneration: +6% per point above 10 / -6% per point below 10.
- Recovery Cooldowns: Wake-up cooldown equals 15s−(0.5s×Vitality).
- Curse Mitigation: At 12+ Vitality, chance to halve curse tick damage and double decay rate equals 6.66%×(Vitality−11).
- Plague Resistance: Plague speech-blocking chance equals 120%−(2%×Vitality).
The character also becomes heavier, making it easier to carry cargo, people, and other things, while making you much harder to carry. Armor, helmets, and backpacks slow you down less.
- With sufficiently high Vitality, coughing and labored breathing are harder to hear while near death, although the heartbeat remains just as audible.
- At 17+ Vitality, you no longer scream in pain when receiving heavy damage.
- At maximum Vitality (20), the body automatically digests and neutralizes all poisons that enter it from incoming attacks.
- At minimum Vitality (1), coughing can be heard almost constantly, thoughts about severe back or knee pain occasionally arise, and regular discomfort sets in.
- A character with high Vitality falls asleep and wakes up faster, which can be useful; with low Vitality, expect plenty of tossing and turning in bed.
This attribute reduces the cooldown between melee weapon attacks and affects bow and crossbow accuracy, equipment-equip speed, dash range and stamina cost, riding, and the speed of vaulting over objects such as tables, boulders, and so on:
- Melee Attack Speed: +2.5% per point above 10 / -5.5% per point below 10.
- Dash Cooldown: -10% per point above 10 / +50% per point below 10.
- Dash Distance: +5% per point above 10 / -9% per point below 10.
- Climbing & Vaulting Delay: -10% per point above 10 / +10% per point below 10.
- Equip Delay: -10% per point above 10 / +10% per point below 10.
- Ranged Spread: -25% spread per point above 10 / +10% below 10 (caps at -100% spread at 14 Agility).
- Parry Cooldown: Agility40 seconds (Min: 2.5s, Max: 7s).
- Action Speeds: Stand-up time equals 4.5s−5Agility. Ship oar and bucket use time equals 7s−(0.3s×Agility).
It also increases lockpicking proficiency and theft capabilities:
- Pickpocket Success Chance: +4% per point above 10 / -15% per point below 10.
- Lockpick Success Chance: +10% per point above 10 (no penalty below 10).
- Lockpick Loss Prevention: -9% chance to lose lockpicks per point above 10.
- Lockpick Interaction Time: Single lock = Agility10s; Lock pack = Agility2.5s. Break chance = Agility200% (single, max 75%) and Agility40% (pack). Locked lock eject time = Agility[160s/320s/640s].
¶ Quick Hands
- At maximum Agility (20), theft capabilities allow for an additional theft target.
- At 8 or lower Agility, riding mounts becomes impossible.
- At 4 or lower Agility, there is a chance of tripping while moving.
- At minimum Agility (1), dashing becomes impossible, stealing chance is explicitly set to 0%, and you will randomly drop held items.
Strength's key benefit is substantially greater damage, making punches, melee weapon attacks, and thrown attacks more effective. Attacks that damage stamina will drain more of it. It also increases the speed of operating the mechanism that raises gates and lets you break free from handcuffs faster:
- Unarmed Damage: +6% per point above 10 / -3% per point below 10.
- Melee Weapon Damage: +1% per point above 10 / -2% per point below 10.
- Escaping Handcuffs Duration: -20% per point above 10 / +20% per point below 10 (capped at 20% minimum duration).
- Gate Interaction Duration: -7% per point above 10 / +10% per point below 10.
- Entity Throw Distance: +13% per point above 10 / -18% per point below 10 (minimum distance 33%).
- Rowing Power: +3% extra power per point of Strength.
- With sufficiently high Strength (16+), attacks gain +25% knockback.
- At 17+ Strength, you deal +35% increased structural damage to buildings and barriers using weapons or fists.
- At maximum Strength (20), you gain an additional flat +20% unarmed damage and +7% armed damage (totaling 192% Unarmed Damage and 117.7% Armed Damage; unarmed structural damage exceeds 250%). Movement speed under heavy load is maintained at 75% (compared to 125% base speed at 10 Strength).
- At Strength 4 or lower, you can no longer wield two-handed weapons.
- At minimum Strength (1), there is a chance of dropping your melee weapon when swinging.
Improving Endurance provides bonuses such as being able to run longer, wear armor, helmets, and backpacks without losing speed, and go longer without food or water. Stamina also recovers faster; if it reaches zero, the resulting stun lasts less time:
- Sprint Stamina Cost: -5% per point above 10 / +3% per point below 10.
- Stamina Recovery: +1.5% regeneration speed per point above 10 / -1.5% below 10.
- Stamina Critical Duration: -3% stun duration per point above 10 / +3% below 10.
- Curse Pain Resistance: Chance to scream from curse damage equals 105%−(5%×Endurance).
¶ Tirelessness and Fortitude
- At maximum Endurance (20), incoming stamina damage is reduced by a flat 70% (in addition to all scaling benefits).
- At 16 Endurance, melee knockback interaction is altered by 40%.
- At minimum Endurance (1), running becomes impossible.
Endurance and Vitality provide some overlapping benefits; improving both causes those benefits to stack.
Certain complex actions evaluate multiple attributes simultaneously to determine completion times, combat contests, or physical grapple mechanics.
- Fold/Rotate Sails Time: 7s−(0.15×Agility)−(0.15×Intelligence)
- Ship Repair Duration: 7s−(0.05×Agility)−(0.25×Intelligence)
- Water Pump Operation: 7s−(0.15×Agility)−(0.25×Strength)
When two mounted riders clash with pikes, victory is calculated using two formulas:
Attack Strength=(1.4×Strength)+Agility+(0.8×Endurance)+Random(1–20)
Stability=(1.6×Vitality)+(1.15×Agility)+(0.3×Strength)+Random(1–20)
Initiating a Grab:
- Attacker Score=(4×Strength)+(3×Agility)
- Defender Score=(3×Strength)+(7×Agility)
Grab Chance (%)=50+Attacker Score−Defender Score+Bonus
(Bonus: +70 if target is prone/lying down; +5 for each consecutive failed attempt).
Escaping a Grab:
- Attacker Score (Pinning)=(3×Strength)+(3×Agility)
- Defender Score (Escaping)=(4×Strength)+(3×Agility)
Escape Chance (%)=50−Attacker Score+Defender Score