Vitality is one of Windrose's six core stats. Each point adds 13 Maximum Health to the character's HP pool. Because the game's scaling places frequent high-damage hits on the player, Vitality is the default second stat priority after Endurance in almost every build guide.
At a Glance
Property | Value |
|---|---|
Stat type | Core attribute (one of six) |
Per point | +13 Maximum Health |
Scaling | Linear, no diminishing returns observed in 0.10.0 |
Soft cap | None. Unlike the other five stats, Vitality keeps full value past 20 points |
Respec | Respec is free, so re-tune between bosses |
Effect Per Point
+13 Max Health per point invested.
Scales linearly with no diminishing returns documented in version 0.10.0.
Does not affect incoming damage resistance (see Just a Flesh Wound talent for that).
Who Should Invest
Every build benefits from Vitality, but it scales best for:
Two-handed melee players wearing Pikeman Set 2-piece (+160 HP) and stacking Vitality on top.
Aggressive players who tank hits to land heavy attacks and rely on the Rally System to recover.
Solo ironclad runs where the player has to absorb mistakes without a co-op healer.
Synergies
Seafood Platter Epic dish granting +20 Vitality for 30 minutes (roughly +260 Max HP).
Pikeman Set 2-piece bonus adds a flat +160 HP, stacking on top of point allocation.
Stout Frame talent, up to +240 Max HP over three ranks.
Source | Vitality / HP Effect | Duration |
|---|---|---|
+20 Vitality (roughly +260 Max HP) | 30 minutes | |
+160 Max HP (2-piece set bonus) | While worn | |
Up to +240 Max HP across three ranks | Permanent talent |
Recommended Allocation
A common early split is 1 point in Vitality for every 1 point in Endurance, with your weapon-scaling stat receiving one additional point per level once the two survivability stats are in a comfortable range. Respec is free, so re-tune after each major boss encounter.
How Vitality Compares to the Other Stats
Windrose gives the character six core stats. Strength powers the Club and Halberd, Agility the Saber, Greatsword, and Blunderbuss, and Precision the Rapier, Pistol, and Musket. Mastery adds 0.5% critical chance per point, while Endurance adds 5 stamina per point. Vitality sits alongside Endurance as the survivability pair: it does not raise damage, it raises the size of the health pool you have to spend on mistakes.
Stat | Per Point | Best For |
|---|---|---|
Weapon scaling | ||
Weapon scaling | Saber, Greatsword, Blunderbuss users | |
Weapon scaling | ||
+0.5% crit | Crit-focused damage builds | |
+13 Max Health | Every build, primary survivability stat | |
+5 stamina | Dodge-heavy and heavy-attack builds |
See Also
No Soft Cap on Vitality
Vitality is the only one of Windrose's six stats that scales linearly across the full tested range. Community testing from 1 through 30 points found the full +13 Maximum Health per point at every allocation level, with no observed diminishing returns. This makes Vitality the correct dump stat once the other five stats are each at or near their 20-point soft cap. See Stats and Talents for the comparison against the other stats. Every attribute point spent in Vitality past level 16 pays back more raw HP than a single point in Strength, Agility, Precision, Mastery, or Endurance would past its own soft cap.