Stats
Your character has four stats, all starting at 1. They affect almost everything you do.
| Stat | What it does |
|---|---|
| Intelligence | Acts as your “education”: increases resource factory output (gun factories and homebrew don’t use it) and the experience you gain per work. |
| Luck | A multiplier on production, work XP, and combat damage (roughly −5% at 0, ~0% at 25, +5% at 100, up to ~+8.7% at 500). Also raises your chance to find equipment boxes. |
| Endurance | Your combat strength, and it reduces the fatigue each attack costs you. |
| Coordination | Sets the maximum troops you can send per attack (coordination ÷ 20, +1 per 5 levels) and speeds up your rest recovery. |
Equipment can add to any of these stats while worn.
Training
Section titled “Training”You raise a stat by training it. Training:
- gives +1 to the stat,
- is free (no Levcoin or Emerald cost),
- takes a cooldown that scales with the stat’s current value:
(value ÷ 2)minutes, so the higher the stat, the longer each point takes, - happens one stat at a time: you can’t train two at once.
Schooling makes it faster. The region you are standing in takes 1% off the training time per point of its education index: a 20/20 region trains you 20% faster than an unschooled one. It’s worth walking somewhere developed before starting a long session; the discount is locked in when you press train, so travelling afterwards changes nothing.
Past 200: the wall
Section titled “Past 200: the wall”Up to 200 each point costs value ÷ 2 minutes. Past 200 that price is
multiplied by (value ÷ 200)², so the cost grows with the cube of the stat
instead of climbing in a straight line. The multiplier is exactly 1 at 200, so
nothing jumps: it just starts accelerating:
| Stat | Time for the next point |
|---|---|
| 100 | 50 min |
| 200 | 1 h 40 |
| 250 | 3 h 15 |
| 300 | 5 h 37 |
| 400 | 13 h 20 |
| 500 | 26 h 02 |
| 1000 | 208 h 20 |
Cumulatively, taking one stat from scratch to 200 is about 6.9 days of training, to 300 about 21 days, and to 500 about 139 days. There is still no hard cap: a 500 stat is simply a project rather than an afternoon, which is the point: veterans should not all drift toward the same unbounded numbers.
There are no diminishing returns on the value itself: only on how fast you can buy it.