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Stats

Valor's six stats: what each one raises, how to raise them with XP at the Keeper, the caps, and the stats that weapons and armour need.

Your character has six stats. Each starts at level 1. You raise them with XP, only at the Keeper, and each level also gives you a talent point.

Press U, or click the bottle button in your inventory, to see your stats. Away from the Keeper the screen is read only.

The Six Stats

StatEach level givesGear that needs it
Vigor+1 max health (half a heart)None
Endurance+0.2 armour toughness and +1% knockback resistanceArmour, and kite shields
Strength+2% melee damageSwords, maces, great hammers, claymores, double axes and glaives
Dexterity+1% attack speed and +2% ranged damageBows, crossbows, spears, the trident, daggers and sickles
Intellect+2% spell powerWands and staves
Faith+2% healingHoly wands and holy staves

Hover over a stat on the stats screen to see what it gives now and at the next level.

Starting Health

Everyone starts with 6 hearts. Each level of Vigor above 1 adds half a heart, so Vigor 30 gives 20½ hearts. Some talents add more.

You keep your stats when you die. Changing role puts every stat back to level 1, and the XP you spent on them is gone.

Raising a Stat

Go to the Keep and right-click the Keeper of the Threshold. See The Keep.

Pick the levels you want. Each stat has a minus and a plus button. Plus adds a level, minus takes one back. The bottom of the screen shows your XP and what the levels you picked cost. Reset takes them all back.

Press Confirm, or Enter. Every level you picked is raised, and the XP is taken.

  • Plus is off when your XP can't pay for one more level, the stat is at 30, or your total is at the cap.
  • If a level can't be raised, Confirm stops there and says why. The levels before it stay raised.
  • Stay within 8 blocks of the Keeper while the screen is open. If you walk away, close the screen or die, the levels you picked are dropped and nothing is raised.

Each level costs XP points, not XP levels. Raising a stat from level L costs as many points as it takes to reach XP level L in vanilla:

RaiseXP points
1 to 27
4 to 540
9 to 10135
14 to 15280
19 to 20493
29 to 301,288

Caps

  • Each stat goes up to level 30.
  • You can raise your stats by 60 levels in all. The stats screen shows this as a total level out of 66, counting the level 1 every stat starts at.

So nobody maxes everything. Choose the stats your role and gear need.

Gear Requirements

Weapons need a stat by their tier. Armour needs Endurance by its weight. Tools need nothing.

Gear you can't use yet says so under its name, such as Needs Strength 10. While you hold a weapon you don't meet, you can't attack, break blocks or use items. Armour you don't meet comes off.

Most gear also belongs to roles. You need both the role and the stat.

Weapons

WeaponsStatIronDiamondNetherite
Swords, maces, double axes, glaivesStrength51015
Claymores, great hammersStrength81318
Daggers, sickles, spearsDexterity51015
Holy wands, holy stavesFaith51015
Kite shieldsEndurance51015
  • Flint, stone and gold weapons need nothing, except stone and gold claymores and great hammers, which need Strength 3.
  • The mace needs Strength 15, and the trident Dexterity 10.
  • Bows and crossbows need Dexterity: 5 for the crossbow, composite longbow and mechanic shortbow, 10 for the royal longbow and the rapid and heavy crossbows, 15 for netherite. The plain bow needs nothing.
  • Wands and staves need Intellect: 5 for the arcane, fire and frost wands and the wizard staff, 10 for the arcane, fire and frost staves, 15 for netherite. The novice wand needs nothing.
  • The acolyte wand and the golden kite shield need nothing.

Armour

ArmourEndurance
Leather, fur, robes, archer, ranger and rogue armourNone
Chainmail, gold, fur-padded chainmail, warrior and assassin armour5
Iron and paladin armour10
Diamond, crusader and berserker armour15
Netherite, netherite crusader and netherite berserker armour20

The tooltip always shows the exact requirement.

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