Attributes
Attributes are the growth-point stats in Echoes of Aincrad. Players spend points each level to raise stamina, strength, dexterity, mind, and other axes that shape combat performance and build identity.
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Created by ghostpetal
1 revisionsAttributes are the character stats that the player invests in as they level up in Echoes of Aincrad. Each new level grants a pool of growth points that the player allocates to a chosen attribute, and the resulting numbers feed directly into combat performance, resource pools, and build identity.
Every time the player gains a new level, they receive growth points to spend at their own discretion. The publisher framing for the system is the classic action-RPG formula: extending stamina, strength, dexterity, and other axes to fit a chosen playstyle. The investment is a meaningful choice rather than an automatic stat-block bump, which is why the getting-started guide treats the first allocation as part of the new-player checklist.
The publisher has named a portion of the attribute roster outright. The full list will be visible in-game from the level-up menu; the breakdown below is what has been described in marketing and developer commentary so far.
Attribute | What It Does |
|---|---|
Stamina | Raises the size of the stamina bar that gates attacks, dodges, and sprints. A larger pool lets the player hold a combo or evade chain longer before having to back off and recover. |
Strength | Improves outgoing damage on weight-based weapons and on heavy-attack swings. Pairs naturally with weapon types like the greatsword, battleaxe, and mace. |
Dexterity | Increases sword-skill damage and is the primary scaling stat for skill-heavy builds. Detail on how it interacts with the sword skills loop lives on that page. |
Mind | Raises the SP pool that sword skills draw from, letting the player fire off more activations between potion stops or rest. Important for any build that leans on skill activations rather than basic combos. |
Bandai Namco's framing for the system specifically calls out stamina, strength, and dexterity as named axes, while leaving room for others alongside them. The current confirmed list is therefore stamina, strength, dexterity, and mind, with additional axes likely to surface as the build is shown in more detail closer to launch.
Attributes are not the only knob the player turns. They sit alongside the player's chosen weapon types, their loadout of sword skills, their special skills, and the partner they bring along through the Switch System. Attributes tie all of those together: a high-stamina, high-strength build wants different sword skills and different partner support than a high-mind, high-dexterity caster of activations.
The single most important thing to remember when first allocating points is that the system is not designed to punish niche builds. The methodical pace of the combat system means a player who leans hard into one axis can still close fights, as long as their playstyle and skill loadout match the build's strengths.
Coverage of the April 2026 reveal noted that growth-point allocation can be respec'd by paying an in-game currency cost. The exact Col cost has not been published. The implication is that early-game commitments are not permanent: a build that turns out not to fit can be rolled back, although the price is intended to discourage churning the stat sheet between every fight.
Source of points: every level-up grants a fresh pool to spend.
Confirmed axes: stamina, strength, dexterity, mind, plus additional axes named in-game.
Resource pools tied to attributes: the stamina bar (Stamina) and the SP pool (Mind).
Damage scaling: strength favours weight-based weapons; dexterity favours skill-heavy builds.
Build flexibility: respec is available for an in-game currency cost.