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Allocatingpoints

When you have attribute points that need to be allocated, buttons will appear on your page and allow you to distribute them as you choose.

All Habitica players have four character attributes: Strength, Constitution, Perception, and Intelligence. Players can increase these statistics in several different ways:

  • Using equipment, especially equipment that matches the character's current class.
  • Gaining 2 levels (up to and including level 100). Each even level gained raises all attributes by a point.
  • 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. Attribute points can be found under User > Stats (direct link).

Character AttributesEdit

Strength (STR) affects critical hits and damage done to a boss. 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. It also increases damage dealt to bosses.

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.

Constitution (CON) affects health and defense. It is the primary attribute for Healers and the secondary attribute for Warriors.

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.

Intelligence (INT)  affects experience and mana points. It is the primary attribute for Mages and the secondary attribute for Healers.

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 mana points is equal to two times the intelligence stat, plus 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.

Perception (PER) affects the rate of earning drops and gold points (GP) for each task. It is the primary attribute for Rogues and the secondary attribute for Mages.

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. 

Rogues can use the skill Tools of the Trade to buff their own and their party mates' Perception by an amount determined by their own unbuffed Perception.


Note: You will NOT find level-based quest scrolls by increasing your Perception attribute, as they are not random drops.

Assigning Attribute Points Edit

Attribute points can be found under User > Stats (direct link).

Players can either assign points manually or enable the Automatic Allocation feature to automatically assign points according to one of three distribution modes.

To change the attribute points once they have been assigned, the player can pay three gems to use the "change class" function. This will refund all attribute points and give the player the option to choose a new class.

CalculatingEdit

Five sources of attributes are summed to get the final total for each attribute.

LevelEdit

HabitRPG-Level-Attribute-Bonus

Level Attribute bonus

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.)

EquipmentEdit

HabitRPG-Equipment-Attribute-Bonus

Equipment Attribute 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

HabitRPG-Class-Equip-Attribute-Bonus

Class Equip Attribute bonus

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

HabitRPG-Allocated-Attribute-Bonus

Allocated Attribute bonus

Bonus points from your allocation, either automatic or manual.

BuffsEdit

HabitRPG-Buffs-Attribute-Bonus

Buffs Attribute bonus

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. You can also get a Perfect Day buff.

(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 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.

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