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Stats, modifiers and resistances

What the six stats do, how modifiers are worked out, which damage types exist, and where the caps sit.

Updated September 20, 2026

Arcane Blademasters runs on dice. Your stats decide the modifiers those dice get, your gear and spells bend the numbers, and the server rolls everything. This page is the whole of it in one place.

The six stats

Every character has the same six. Your species sets where they start, and training raises them from there — levelling up does not.

  • Strength — melee attack and damage, and how much you can carry.
  • Dexterity — ranged attack, dodging and parrying, and movement.
  • Constitution — health, and how well you shrug off poison and exhaustion.
  • Intelligence — the Mage's magic.
  • Wisdom — the Cleric's magic, and resisting mind effects.
  • Charisma — the Paladin's magic, and how NPCs price their goods.

Which stat powers your magic depends on your class, not on the spell: Mage reads Intelligence, Cleric reads Wisdom, Paladin reads Charisma, Warrior and Warlock read Strength, Ranger and Assassin read Dexterity.

Modifiers

A stat on its own does nothing. What the dice see is its modifier: subtract 10, halve it, round down. Past 25 the modifier gains one extra point, which is where high-end builds start to pull away.

StatModifier
8−1
100
14+2
20+5
25+8
30+11

Modifiers come from four places, and they add up: your species, the training you have paid for, the gear you are wearing, and any skills or status effects running at that moment. Levelling is not one of them — a level buys you reach, not raw Strength.

Training stops at 25, and it costs more the closer you get. The only thing above that is the crown: win the Accession and every stat of yours sits at a floor of 30 for the first ten weeks of the next season. Nobody can buy that.

Damage types

Every hit carries a type, and every type can be resisted. There are twelve:

  • Physical — swords, arrows, claws. Untyped damage counts as physical.
  • Menos, Ordis, Vitra — the three energies. Mages and Warlocks burn Menos, Clerics and Paladins channel Ordis, Warriors and Rangers manifest Vitra.
  • Fire, Frost, Shock, Poison, Acid, Earth, Wind, Water — the elements.

Not everything that hurts you is an attack. You can also take damage from suffocation, from falling, from hunger and fatigue, and from effects that keep working after the hit that caused them — poison and bleeding among them. Gear helps here too: an enchantment can let you breathe underwater or fall without harm.

Resistances

A resistance is a percentage against one damage type. Positive means you take less, negative means you take more.

  • Resistance caps at 75%. However much you stack, a quarter of that damage always lands.
  • Vulnerability floors at −100%, so the worst case is double damage.
  • Immunity is separate from resistance. No amount of stacked resistance becomes immunity — a character who is immune to poison is flagged immune, and that damage is ignored outright rather than reduced by a percentage.

That is why some creatures shrug a whole element off entirely: a thing made of fire is not merely resistant to burning. That is an immunity, not a large resistance number, and nothing you stack on a character will reproduce it.

Species set your starting resistances. An Elf resists Ordis and suffers against Menos; a Dark Elf is the mirror of that; a Dwarf shrugs off poison. Gear, skills and status effects move the numbers from there.

Damage reduction

Flat damage reduction — Sanctuary, Stoneskin, heavy armour — is separate from resistance. Those layers multiply rather than add, and the total is capped at 45%. Piling on protection gets you closer to that ceiling without ever reaching immunity.

Control

Stuns, roots, fears and the rest are not damage, so resistance does not reduce them. Control resistance shortens how long they hold you instead.

Casting

Magic runs on two numbers.

  • MP is power, not fuel. Your magic points multiply what a spell does rather than being spent on it. Cast at full MP and the spell lands at full strength, up to three times its base.
  • Fatigue is the real cost. Every spell and skill builds fatigue whatever your MP, so what limits you is rest — at an inn, a clan barracks or a camp, or out of a bottle.

Attack rolls and saving throws

Attacks are a d20 against armour. What you add to the roll comes from three places: your stat modifier, your weapon and your gear.

A saving throw decides one thing: whether a status effect lands on you, and how long it holds. It never reduces damage. The defender rolls a d20 plus the relevant modifier against 10 plus the caster's casting-stat modifier, so a save is a contest between two characters rather than a fixed number.

Numbers on this page can change as the game is balanced. The Codex always shows what the game is running today.