Stat points players spend: Strength, Vitality or anything you name, each adding real stats per point.
Attributes
An attribute is what a stat point raises. You name it, give it an icon and a colour, and say what each point adds to the character's real stats — "Strength: +2 Attack and +5 Carry Weight per point". Want plain stats instead? Make an attribute with one effect ("Vitality: +10 Max HP").
Players earn the points from a Progression Profile pool and spend them on the Attributes tab of their Character panel.
Attributes live in Database → Skills → Attributes. Which pool pays for them is set on the profile, under Stat points. Starting points per attribute go on Database → Characters → (a character) → Progression → Base attribute points (and on a class's Progression tab, added on top).
Setting it up#
- Open Database → Skills → Attributes and click + New Attribute.
- Give it a Name, an Icon and a Colour.
- Under Effects per point, pick a stat and how much one point adds. Add more rows for more stats.
- Optionally set Max points and a Soft cap, then Create Attribute.
- Open Database → Characters → Progression Profiles, pick (or make) a profile and add a Point pool for the points, e.g. "Attribute Points", 3 per character level.
- Under Stat points, turn it on, pick that pool in Spent from pool, and optionally limit Attributes that may be raised.
- Set the pool's Respec rule (can players reset, and what it costs).
- Optionally give characters or classes Base attribute points on their Progression tab.
- Publish. Players open the Character panel → Attributes, stage points with + and −, and press Confirm.
Fields#
| Field | What it does |
|---|---|
| Name | What players see, e.g. Strength |
| Description | Shown when a player hovers the attribute |
| Icon | The picture beside it in the Attributes tab. No icon = a swatch in its colour |
| Colour | The attribute's name colour in game |
| Effects per point | Stat + amount, added for every point. Percent stats (Crit Chance, Lifesteal, Cooldown Reduction…) are fractions: 0.01 = 1%. A negative amount lowers the stat |
| Max points | The most points one character can have here, base points included. 0 = no limit |
| Soft cap → Full value up to | Points up to here count fully |
| Soft cap → Each point after counts | 0–1. 0.5 = every point past the cap is worth half. 0 = points past the cap do nothing, so players can't spend them there |
| Sort order | Lower numbers are listed first |
On the profile (Stat points):
| Field | What it does |
|---|---|
| Spent from pool | The point pool players spend on attributes |
| Attributes that may be raised | Limit this profile to some attributes. Empty = every attribute |
| Ask before points are committed | Players press Spend, then Confirm |
Resetting points#
A player can reset the attribute pool from the Attributes tab when the pool's Respec rule allows it. The button shows the price:
- Free below level and Free resets make a reset cost nothing.
- Otherwise it costs the Amount of silver, an item or a custom currency, plus Rises per paid reset for every paid reset before.
- Cooldown (seconds) spaces resets out.
- Only at an NPC removes the button; the tab says a trainer can reset the points. Resetting at an NPC is not wired yet, so with this on players can't reset for now.
A reset refunds every point spent on attributes from that pool. Base points are never refunded — they were never spent.
Gotchas#
- Nothing happens until a profile spends the points. An attribute with no profile pointing Stat points at a pool still adds its base points, but players have nothing to spend and the Attributes tab stays hidden.
- Validation. No name, an unknown stat, or a max outside 0–100000 blocks the save. An attribute with no effect saves with a warning. A soft cap at or above the max warns that it never applies.
- The server checks every point. It refuses a spend that passes a max, a factor-0 soft cap, the pool's balance, or an attribute the profile does not allow — the player sees why, and nothing is spent.
- Deleting an attribute refunds the points characters spent on it, the next time each one logs in.
- Stat bonuses add up with gear, skill bonuses and passives, before percent passives.
- Feature flag. Behind Attribute Points in Feature Flags (on, Beta). Off = attributes give no bonus and players can't spend or reset; spent points and your attributes are kept. Points also need Progression Profiles on.
- Changes reach a running server when you Publish.