- Using equipment, especially equipment that matches the character's current class.
- Leveling up. Every two levels gained (up to and including level 100) applies a one-point level bonus to all attributes.
- Receiving a buff from a skill.
- Receiving a buff by performing a Perfect Day.
Every time players level up, they gain 1 point which they can assign to the character attribute of their choice (unless they are above level 100). This feature unlocks at level 10 when all points earned from earlier levels become available.
Strength (STR) affects critical hits, damage done to a boss, and the effects of two skills used by Warriors and one of the Rogues' skills. It is the primary attribute for Warriors and the secondary attribute for Rogues.
This attribute increases the chance that a player will land a critical hit when scoring a task and increases the bonus gained from critical hits.
A player of any class can increase their own Strength by allocating stat points to it or by equipping armor and weapons that provide a bonus to the STR stat. Warriors and Rogues gain an additional class bonus for wearing the STR-providing weapons and helms that are specifically intended for their class.Warriors can use the skill Valorous Presence to buff their own and their party mates' Strength by an amount determined by their own unbuffed Strength, and increased Strength will also increase the effect of Warriors' Brutal Smash skill and Rogues' Backstab skill.
Having a higher Constitution decreases the amount of damage (health loss) taken from your own missed Dailies and from clicking your negative Habits (e.g., succumbing to junk food). Constitution does not decrease the amount of damage received from bosses. In other words, boss damage is calculated without anyone's Constitution taken into account, regardless of whether the source of the missed Daily is you or a member of your party.
A player of any class can increase their own Constitution by allocating stat points to it or by wearing equipment that provides a CON bonus. Healers and Warriors gain additional class bonuses for wearing the CON-providing armor and shields that are specifically intended for their class.Healers and Warriors can also temporarily buff their own and their party members' Constitution using the skills Protective Aura and Intimidating Gaze, respectively. The amount of increase in Constitution depends on the caster's unbuffed Constitution. Protective Aura is more powerful than Intimidating Gaze, so a Healer is always more effective at buffing CON than a Warrior with the same CON.
Higher Intelligence allows the player to earn more XP from doing tasks, which means that they will level up more quickly. It also increases the player's mana point (MP) cap and rate of MP regeneration.
Once the player's maximum MP is over 100 (requiring an Intelligence of 35 points or greater, as Maximum MP can be determined by the following formula: ($ Maximum MP = 2 \times INT + 30 $)), their maximum daily mana regeneration rate becomes 10% of their maximum MP, instead of a base 10 MP every Cron. Their mana gained from positive Habits becomes 0.25% of their maximum MP, instead of a base 0.25 MP, and mana gained per Daily, To-Do or To-Do checklist item becomes 1% of their maximum MP, instead of a base 1 MP.
A player of any class can increase their own Intelligence by allocating stat points to it (also adds 1 MP per point allocated to INT) or by equipping armor and weapons that provide a bonus to the INT stat. Mages and Healers gain an additional class bonus for wearing the INT-providing weapons and armor that are specifically intended for their class.Mages can use the skill Earthquake to buff their own and their party mates' Intelligence by an amount determined by their own unbuffed Intelligence.
This attribute increases the likelihood of finding drops (including drops for collection quests) when completing Tasks, a player's daily drop-cap, Streak Bonuses, and the amount of gold awarded for every Task completed.
A player of any class can increase their own Perception by allocating stat points to it or by equipping armor and weapons that provide a bonus to the PER stat. Rogues and Mages gain an additional class bonus for wearing the PER-providing equipment that is specifically intended for their class.
Specifically, Perception points have the following effects on drops and gold:
- Increase gold gained from tasks by 2% per Perception point (also applies to gold gained from streak bonuses).
- Increase drop chance bonus subtotal by 1% per Perception point (subtotal is then passed through an asymptotic diminishing returns function, so additional perception yields limited returns to drop chance per task).
- Increase drop-cap by 1 for every 25 points of PER.
Assigning Attribute Points Edit
|Workaround: Currently users who select automatic allocation in the website are required to allocate based on task activity. In addition, it is not currently possible to assign ability values to tasks in the main system. To do this, use the Task Adjustor to set your tasks to the correct options. Alternatively, users can use the Android App to set to the option as desired under the Stats menu.|
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Once assigned, attribute points cannot be redistributed unless the player changes class or uses the Orb of Rebirth. Changing class will refund all attribute points and give the player the option to choose a new class.
Five sources of attributes are summed to get the final total for each attribute.
Each attribute gets a bonus equal to half your level, rounded down. However, this is capped at 50 points
(Example: a level 61 player gets a 30 bonus. A level 101 player and a level 150 player both get a 50 bonus.)
Bonus provided by your equipment.
(Example: Golden Armor gives 11 to CON, and Golden Shield gives 9 to CON for a total of 20.)
Class Equip BonusEdit
Your class uses its equipment more effectively than other classes. Equipped gear from your current class gets a 50% bonus.
(Example: Warrior wearing Warrior gear Golden Armor and Golden Shield give 20 CON + half of that for a bonus (10) for a final total of 30 CON.)
Allocated Attribute PointsEdit
Bonus points from yourallocation, either automatic or manual.
Temporary bonuses from achievements and abilities. These wear off at the end of your day. If you're in a party, you can be given buffs from other party members' skills in addition to your own. Also, following any day in which you accomplish all of your Dailies, you will receive a Perfect Day buff of one half your level, rounded up, to a maximum of 50 points. (For example: Tools of the Trade gives a buff of Perception to all party members.)
Attribute Point CapEdit
At level 100, a player will receive their 100th attribute point for allocation. After this, they will no longer be able to increase their attributes via leveling up. They will receive no further attribute points for allocation, and their level bonus to attributes will not increase with level up. This is to prevent the game from becoming unbalanced at very high levels. Players above level 100 may still increase their attributes via the use of equipment and/or buffs.
Previously, attribute allocation was not capped at level 100. Therefore, players who were above level 100 before the cap was introduced may have more than 100 attribute points for allocation. However, these players will not gain any more attribute points on further level-ups. Additionally, if these players choose to reassign their attribute points or change class, they will only be given 100 points to reassign.