All six Emberville attributes — Strength, Dexterity, Intelligence, Wisdom, Stamina, Luck — plus 2 points per level and every sub-stat.
Emberville Stats and Attributes Explained
Quick answer: Emberville has six attributes — Strength, Dexterity, Intelligence, Wisdom, Stamina, and Luck. Every level grants 2 stat points. Strength boosts heavy weapons, Dexterity boosts bows, Intelligence boosts staves, and the character sheet tracks a deep bench of sub-stats from Block Chance to Kymia Points.

The Six Attributes
| Attribute | Governs | Pair with |
|---|---|---|
| Strength | Larger/heavy weapons, melee damage | Knight, melee builds |
| Dexterity | Bows, attack speed, agile weapons | Ranged kiting builds |
| Intelligence | Staves, magic damage | Warlock, caster builds |
| Wisdom | Support/caster scaling (exact effects TBD) | Healer-style hybrids |
| Stamina | Health, endurance, staying power | Every frontline build |
| Luck | Drop rates, critical outcomes | Farming and crit builds |
The first three pairings are previewer-confirmed (strength/heavy, intelligence/staves, dexterity/bows); Wisdom, Stamina, and Luck follow genre logic and the visible sub-stats, pending EA verification.
Official source: Mobalytics — Emberville leveling and stats
Leveling: 2 Points Per Level
Whenever you earn enough combat XP, you level up and gain 2 stat points to allocate immediately. There is no confirmed respec, so spend with a direction in mind — though free class swapping means a mis-spent point is a detour, not a disaster.
Sub-Stats on the Character Sheet
The official equipment/stats screen shows this tracked bench:
| Sub-stat | What it likely scales |
|---|---|
| Health Points | Stamina, armor |
| Kymia Points | The magic resource — Kymia as a spendable pool (lore) |
| Attack Speed | Dexterity, bow/wanderer play |
| Critical Attack Chance / Critical Damage | Dexterity + Luck |
| Block Chance / Parry Chance | Knight skills, shields |
| Move Speed | Wanderer Swift Foot-style effects |
| Skill Damage Bonus | Intelligence, class skills |
| Drop Rate | Luck |
| Effect Resistance | Wisdom / defensive gear |
The stats panel confirms these stats are tracked — exact formulas are not public. Values above marked "likely" will be verified against the EA build.
Early Spending Advice
- Melee (Knight/Wanderer): Strength first, Stamina second. You need to survive the Spider Matriarch's adds.
- Ranged (bow): Dexterity first, then Luck for crits and drops.
- Caster (Warlock): Intelligence first, Wisdom second.
- Everyone: a few early Stamina points — Health Points keep prologue mistakes affordable.
Reading Your Character Sheet
The stats screen (visible in official screenshots) deserves a proper tour because it answers build questions the tutorials may not:
- Top row: vitals. Level, XP bar, Health Points, Kymia Points — your two spendable pools. Watch Kymia drain while spamming skills to learn each ability's real cost before boss fights.
- Middle: the six attributes. These are your 2-points-per-level decisions. Hover values (if the EA UI allows) to see derived effects before committing.
- Bottom: the sub-stat bench. Block, Parry, Crit, Drop Rate, Move Speed, Effect Resistance — this is where gear, masteries, and inherited passives visibly stack. Screenshot your sheet before and after equipping a new piece; the delta teaches itemization faster than any guide.
- Equipment panel (left): paper-doll slots plus inventory grid. Armor shows on your sprite, so fashion is function feedback.
Stat Breakpoints to Watch at Launch
No thresholds are confirmed, but these are the numbers this site will test first once EA lands: the Block Chance value where Raise Shield noticeably changes prologue survivability, the Attack Speed tier where bow kiting outruns spiderlings, the Kymia pool size that sustains a full skill rotation, and the Luck value where Drop Rate gains become visible. Each will graduate from this page into tested tables.
Wisdom and Luck: The Speculative Pair
Strength, Dexterity, and Intelligence arrive with clear jobs; Wisdom and Luck are the mystery pair, and mysteries deserve explicit theories. Wisdom most plausibly governs support scaling — healing received, buff duration, Kymia efficiency, Effect Resistance — the quiet stats that separate surviving from thriving. Luck most plausibly drives Drop Rate, critical outcomes, and rare encounters — the gambler's attribute that pays across the whole save. Both are high-leverage secondaries: no build starts Wisdom/Luck, but every finished build likely wants some. The launch-week test is simple — respec-free, so invest one point at a time and watch the sub-stat bench move. Small samples, documented deltas, real answers within days.
Is there a level cap?
Unconfirmed for character level; class trees show tiers to at least 40. Play as if uncapped early — hoarding points for a cap that may not exist wastes power.
Which sub-stat matters most?
Health Points early (mistakes must be affordable), then your damage stats (Strength/Dexterity/Intelligence derivatives), then Kymia sustain, then Luck-driven economy stats. Reorder as your build matures — tanks chase Block/Parry, kiters chase Move Speed, farmers chase Drop Rate.
How do I test what an attribute does?
One point at a time, with screenshots. Spend a single point, screenshot the sub-stat bench, compare deltas, record them. Two points per level means every level is an experiment budget — and community-pooled deltas will crack the formulas within days of launch. Be the data you want to see.
FAQ
What are Kymia Points?
A spendable character resource named for the world's magic. Lore-wise Kymia is the energy that resurrects the dead; mechanically it appears to fuel skills. Exact regeneration and costs are unconfirmed.
Is there a level cap?
Unconfirmed. Class trees run to at least level 40 (Wanderer); the character-level cap is unknown.
Should new players touch Wisdom and Luck?
A point each, early, as an experiment — then watch the bench. Both are cheap to test and expensive to ignore if they govern sustain and economy. Let measured deltas, not forum dogma, decide your final split.
Sources
Related
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Every confirmed Emberville answer in one place: release date, co-op, price, platforms, classes, permadeath, demo, and system specs.
How farming works in Emberville: crop plots, Herbalism and Farming masteries, and turning harvests into food for dungeon dives.
Fishing, Mining, Smelting, and Woodcutting in Emberville: how gathering masteries level and feed your crafting and kitchen.
How Emberville gear works: dungeon loot, forging weapons and armor, potions, food, tools, and trinkets — all pre-launch confirmed.
The Knight is Emberville's defensive melee class: Raise Shield, Counter Attack, block scaling, and how to build around it.
