# Your Five Stats

Five numbers describe your soul. You begin with **5 in each**, **9 points** to spend at creation, and **3 more every level**.

## What each one actually does

**Speed** makes you move faster and **gather faster**. Every point shaves half a percent off the time a gather takes, down to a hard floor of half a second.

**Resistance** is health and armor at once. Every point is **+2 max health**, so you start at 110. It also reduces every hit you take, on a curve: at 100 resistance you take half damage.

**Power** is damage. It scales with half your power, so ten points of power is five more damage on every swing before multipliers. Power used to be a key as well, the gate on gathering bone; **bone is no longer gathered from nodes at all**, so today Power is damage and nothing else. The way to bone is the way to everything else in the wild: kill for it.

**Wits** is quality and crits. It tilts the [rarity roll](/gluebook/gluniverse-gear) on everything the workshop makes, and it raises your critical hit chance from a 5% base by 0.4% a point, up to a 35% ceiling.

**Stamina** is the pool everything spends from. The base is **50** and every point is **+2**, so your starting 5 puts a fresh soul at 60. It comes back a little faster with each point too.

## The soft cap is 140, and nobody can reach it

Points are not worth the same forever, on paper. Up to **140** in a stat, every point pays full value. From 140 to 210 they pay **half**, and past 210 a **quarter**. The cap is four times the level ceiling, so it moved from 100 to 140 when the cap went to 35.

Here is the honest arithmetic: 34 levels of 3 points plus your starting 9 is **111 spendable points**. Even a pure specialist pouring every one into a single stat lands at 116 with the base 5, well under 140. So today **every point you spend pays full value**, always, and the taper is a rule waiting for a taller world.

**Gear sits outside the cap either way.** A charm's bonus lands on top of whatever your points add up to, in full.

## What to spend on

There is no wrong answer, but there are two moments worth planning for:

- **Power** is how fast the wild pays. Bone, hide, scrap and the relics all come off kills now, so damage is the throughput of the whole earning loop, not just a combat stat.
- **Resistance** is what stops the wild killing you, and dying is the most expensive thing that can happen to you. If you are unsure, this is the safe point.

## There is no respec, except one

You cannot un-spend a point. There is no trainer, no reset item, and no gloo price for changing your mind.

Except that **every time you die, every point you have spent is knocked loose and handed back**. You wake at one of the three safe hubs with a full pool of unspent points and you spec from scratch.

So the world's only respec is a death, and it costs you your entire bag. It is not a plan. But it does mean a bad build is never permanent, and that is worth knowing before you agonise over your first 9 points.
