Attributes

There are six primary **Attributes**, also known as **Stats**: Strength (STR), Recovery (RCV), Endurance (END), Vigor (VGR), Focus (FCS), and Clarity (CLR).

It is assumed, but unconfirmed, that unawakened have 10 in all stats. Every awakened starts at level 0 with 10 in every attribute and 10 free stat points. Every awakened gains 10 free stat points a level. Awakened can freely add or subtract their free points to see the effects on pools and regeneration before finalizing their selection. Once finalized, the choices are permanent and the only way to undo them is redistribution accolades which are one-time use and thus incredibly rare.

## Additional attributes

Additional attributes include Speed (SPD) and Perception (PER). These two do not govern any resource pool and cannot be increased by leveling. They seem governed by similar rules with regard to equipment bonuses, accolade bonuses, and synchronization are concerned. Damage resistances towards elements are also numerical attributes, that can also not be increased with stat points.

## Synchronization and effective value

The stats value displayed in the character sheet or corresponding to the stats points allocated (plus bonuses from accolades and enchanted items) is the theoretical maximum value of that stats. It is this value that is taken into account for system calculations such as spell power, regeneration, MP, HP, and stamina pools.

However, the value of the stats used for activities not ruled by the system, for instance, the actual strength of a person attempting to lift some weight, is in general lower: two people with 10 Strength might not be able to lift the same weight, because their effective Strength differs. This effective value is determined by the Base value (the initial 10 points from level 0 + all attribute points allocated during level-ups), the Synchronized value, the Accolade and Equipment boosts, and the equipment bonus Tolerance, as follows:

# Eff
min
(
Synch
,
Base
Acc
)
min

(

1
,

Synch

Base
Acc

)

×
min
(
Equip
,
Tol
)

{\displaystyle \text{Eff} = \min(\text{Synch}, \text{Base} + \text{Acc}) + \min\left(1, \frac{\text{Synch}}{\text{Base}+ \text{Acc}}\right) \times \min(\text{Equip}, \text{Tol})}

The Synchronized value increases when training the corresponding Stat, and increases faster when the gap between Synchronized and Base+Accolade is larger. It is conjectured that certain classes give bonuses for increasing the Synchronized value of particular stats faster (e.g. Dynamo makes synchronizing Clarity easier).

The Tolerance value increases when training the corresponding Stat when the Equipment bonus is larger than the Tolerance. Whether certain classes give bonuses for increasing the Tolerance value of particular stats faster is unknown.

A consequence of this formula is that when the Equipment bonus is not zero and Base+Accolade exceeds the Synchronized value, increasing either the Base value (by leveling up for instance) or the Accolade bonuses actually decreases the effective value of the stat. This is known as "Overlevelling".

## Attribute Reduction

Reducing an attribute below ten suffers from diminishing returns. Each further point of actual reduction below ten takes more and more effort. Getting a stat to zero is said to be impossible.

```
11 > 10 takes 1 point
10 > 9 takes 10 points
9 > 8 takes 100 points
8 > 7 takes 1000 points

And so on down to 1

```

## References

1. ↑ Chapter 2
2. ↑ Chapter 140
3. ↑ Chapter 189