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Attributes
September 23, 2026 at 09:45 AM
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Attributes 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. Before launch, the publisher framed the system as 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.

Before launch, the publisher named only a few example axes. The table below shows how those early examples map onto the released game's attributes; the full seven-attribute roster is covered further down.
Attribute | What It Does |
|---|---|
Endurance (the early stamina example) | Raises Stamina Points, the size of the stamina bar that gates attacks, dodges, and sprints. Stamina itself is a resource, not an attribute. |
Strength | One of the four damage stats and, per launch guide coverage, the top-scaling stat for maces and two-handed axes. See weapon types. |
Dexterity | Another of the four damage stats, and the top-scaling stat for one-handed and two-handed swords. See sword skills. |
Mind | Improves the overall effectiveness of SP abilities such as sword skills. |
Early marketing named stamina, strength, and dexterity as example axes. The playable demo has since confirmed the full roster of seven attributes: Strength, Dexterity, Agility, Intelligence, Vitality, Endurance, and Mind. Stamina is not itself one of the seven. The size of the Stamina bar is governed by the Endurance attribute, while Mind improves the overall effectiveness of SP abilities.
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 appeared in official material as of September 2026. If the respec works as described, 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 of Growth Points, spent at the Inn.
Attributes (from the demo): Strength, Dexterity, Agility, Intelligence, Vitality, Endurance, and Mind, seven in total.
Damage stats: Strength, Dexterity, Agility, and Intelligence. Each weapon type scales best with one of them: Dexterity for one-handed and two-handed swords, Agility for daggers and rapiers, Strength for maces and two-handed axes.
Resource stats: Vitality (Health Points), Endurance (Stamina Points), and Mind (effectiveness of SP abilities).
Build flexibility: a respec for an in-game currency cost has been reported, but its cost is not in official material as of September 2026.
Leveling up earns Growth Points that the player invests at the Inn to raise individual attributes. The demo exposes seven of them: Strength, Dexterity, Agility, Intelligence, Vitality, Endurance, and Mind. Each weapon type scales off different attributes, so a build is shaped by which of the seven you pour Growth Points into.
Attribute | Effect |
|---|---|
Strength | Damage stat; the top-scaling stat for maces and two-handed axes. |
Dexterity | Damage stat; the top-scaling stat for one-handed and two-handed swords. |
Agility | Damage stat; the top-scaling stat for daggers and rapiers. |
Intelligence | The fourth damage stat; its contribution varies by weapon and skill. |
Vitality | Raises maximum HP and survivability. |
Endurance | Improves Stamina Points, the size of the stamina bar. |
Mind | Improves the overall effectiveness of SP abilities such as Sword Skills. |
Attribute growth works alongside the separate Cardinal Rank progression, which gates what merchants and the Smithy will sell and scales how tough monsters become and what they drop.