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Combat Reference

Stats & Attributes Guide

Every number in Grudges traces back to one source of truth: eight primary statsBIO, NEU, KIN, QNT, SYN, CHR, ENT, GRA — that drive every affinity effect, perk tree, and derived combat number in the game.

1–60
Level Range
24
Starting Pts
+5
Per Level
8
Attributes
37
Derived Stats
6
Gear Tiers

The 8 Primary Stats

Each primary stat owns a slice of the world: combat, biology, perception, salvage, automation, and the three reserved chronal/entropic/gravitic domains. Every point you spend feeds a list of affinity effects that perks, gear, and food consume.

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Legacy 8 Attributes (Combat Sheet)

The combat sheet still resolves through the original eight attributes (Strength, Vitality, Endurance, Intellect, Wisdom, Dexterity, Agility, Tactics). They're what the derived stats and perk trees below actually consume.

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All 37 Derived Stats

These are the values that actually drive combat. Hover any item to see its source attributes and where it sits in the pipeline.

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Diminishing Returns

Spending past 25 points in a single attribute scales down. Past 50 it scales down again. This stops single-stat power builds from running away and rewards diversifying.

Effective Points = Full (1–25) + Half (26–50) × 0.5 + Quarter (51+) × 0.25
Total Bonus = (Per-Point Gain × Effective Points) + Base
Actual PointsCalculationEffectiveEfficiency

Stat Caps

Hard ceilings prevent any single stat from breaking the math. Anything you stack past the cap is wasted budget that should go to a different stat.

StatCapRationale
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Combat Math

Every hit in Grudges walks the same eight steps. Knowing the order matters — block resolves before crit, drain procs only on damage actually dealt.

Damage Reduction (Defense)

Damage Taken = Incoming × (100 − √Defense) / 100
Defense√DefenseReduction100 dmg →
1001010%90
4002020%80
9003030%70
16004040%60
25005050%50
36006060%40

Block & Critical

Block: IF rand < blockChance → dmg ×= (1 − blockEffect)
Crit: IF rand < critChance → dmg ×= critDamage

Block resolves before crit. A blocked attack cannot crit.

Drain · Reflect · Absorb

Health Restored = Damage Dealt × Drain Health (cap 50%)
Damage Reflected = Damage Received × Reflect (cap 50%)
Damage Absorbed = Damage Received × Absorb (cap 50%)

Reflect does not proc on a fully blocked hit.

Full Pipeline

    Gear Tiers (T1–T6)

    Loot in Grudges climbs through six tiers. Every tier roughly doubles affix budget and unlocks an additional rolled property. T6 gear is bound to faction reputation and the rifts at the edge of the map.

    T1 Scrap

    Surface salvage

    Bent rebar, charred plate, anything you pried loose with a multitool. Found in the first wreck you crack open. Two affixes max, low rolls.

    T2 Salvaged

    Workshop-grade

    Re-shafted, re-bored, re-zeroed by a Tech-Scavenger who knew what they were doing. Three affixes, mid-range rolls. The first gear most players actually rely on.

    T3 Refined

    Faction-armoury

    Standard-issue gear from any faction quartermaster who likes you enough. Four affixes, one of them faction-flavoured. The midgame plateau.

    T4 Forged

    Master-crafted

    Hand-built by a named smith using a recipe paid for in someone else's blood. Five affixes, one guaranteed prefix slot. End of the crafting track for most players.

    T5 Relic

    Pre-collapse tech

    Pulled from a sealed orbital cache, a dead consortium vault, or worse. Six affixes including a unique implicit. Cannot be crafted — only found.

    T6 Ascendant

    Rift-binding

    Bound to a faction reputation track and a rift kill. Seven affixes, an ascendant suffix that scales with your highest-rep faction, and one corruption mod. Apex-tier — drops are public-event news.

    Perk Trees

    Four parallel trees, one perk point per level (60 total). Every tree has gateway perks that unlock at certain attribute thresholds — you can't slot the deep Warrior nodes until your Strength is high enough to actually swing the weapon.

    Warrior

    Strength · Vitality

    Frontline melee. Trade nothing for raw stopping power. Shield-and-axe builds, two-handed cleavers, anything that wants to be hit.

    • Iron Stance — gain block chance based on missing health.
    • Pulverize — heavy attacks ignore a flat amount of armor.
    • Grudge (gateway) — first hit each fight crits if the target attacked you last.
    • Bulwark — converts excess Defense into Resistance once capped.

    Hero

    Tactics · Wisdom

    Captain-class. Make your party hit harder, hit more often, and not die on your watch. Aura-based — most nodes affect everyone within range.

    • Standard Bearer — allies in 12m gain accuracy and crit chance.
    • Field Surgeon — your heals also scrub one debuff stack.
    • Last Stand (gateway) — ally drops below 20% HP, you gain attack speed for 6s.
    • Banner of the Forgotten — boss kills mark the area; allies who die there respawn faster.

    Smarts

    Intellect · Wisdom

    Spellcasters and tinker-mystics. Mana economy, spell penetration, and the long combos that brick a fight before it starts.

    • Conduit — overhealing converts to a temporary mana shield.
    • Sequencer — every third cast has reduced cooldown.
    • Annul (gateway) — interrupts grant 8% mana refund and 1s of spell-immunity.
    • Black Page — kills with a damage-over-time apply a stack of vulnerability to nearby enemies.

    Maker

    Endurance · Dexterity

    Crafters, scavengers, and trap-layers. Out-of-combat power: better salvage rolls, faster repairs, deployables that fight for you.

    • Scrapper's Eye — salvage yields one extra rare component on T3+ items.
    • Field Repair — restore 5% durability in combat once per fight.
    • Drone Pack (gateway) — deploy a turret-drone with your weapon stats.
    • Cold Workshop — recipes you craft for allies cost 25% less and bind to them on use.