Early Access launch 28 October 2026 · every page read against the launch build
Fantasy World Manager

Attribute reference

Quick answer

Primary attributes are Strength, Intelligence, Dexterity, Vitality, Luck, Speed, Focus and Perception. Derived values include power score, health, health regen, mana, mana regen, initiative, haste, evasion, parry, hit chance, crit chance, rage, spell power and melee power.

Everything with a stat block in Fantasy World Manager uses the same model: eight primary attributes, a derived block computed from them, and a small set of combat values that appear on equipment. This page lists them all with the panel that owns each one.

Primary attributes

AttributeAppears inSet byEffect direction
StrengthRace, monster, equipmentYou, as a modifier or bonusMelee force
IntelligenceRace, monster, equipmentYouSpell capacity
DexterityRace, monster, equipmentYouPrecision, evasion
VitalityRace, monster, equipmentYouHealth and regeneration
LuckRace, monster, equipmentYouCrit and rare outcomes
SpeedRace, monster, equipmentYouInitiative and haste
FocusRace, equipmentYouConcentration, regeneration
PerceptionRace, equipmentYouAwareness, accuracy

Monster base stats show six of these - Strength, Intelligence, Dexterity, Vitality, Luck and Speed - while the race and equipment panels expose all eight, including Focus and Perception. That is a real asymmetry in the build, not an omission on this page.

Derived values

ValueShown in race editorShown in equipment previewComputed from
Power scoreYesYesThe whole primary block
HealthYesYesVitality
Health regenYesYesVitality, Focus
ManaYesYesIntelligence
Mana regenYesYesIntelligence, Focus
InitiativeYesYesSpeed
HasteYesYesSpeed, Dexterity
EvasionYesNoDexterity, Speed
ParryNoYesDexterity, Strength
Hit chanceNoYesDexterity, Perception
Crit chanceNoYesLuck, Dexterity
RageNoYesStrength, Vitality
Spell powerNoYesIntelligence
Melee powerNoYesStrength
EvocationNoYesIntelligence, Focus

The two panels do not show the same list. The race editor reports evasion; the equipment preview reports parry, hit chance, crit chance, rage, spell power, melee power and evocation. If you are balancing a race, you are working with a smaller readout than if you are balancing a weapon.

What is published and what is not

QuestionAnswer
Are the attribute names official?Yes - they are the panel labels
Are base values published?No data - values are per template and player-defined
Is the formula behind derived values published?No data
Are racial modifiers additive or multiplicative?No data
Do equipment bonuses stack with racial modifiers?Both apply to the same primaries; the preview shows the result
Is there a level-up or XP curve?No data - no XP curve appears in the launch panels

The table leans on no data deliberately. A fan guide that invents a damage formula is worse than one that tells you to read the preview panel, and the preview is authoritative for any combination you actually build.

How to map the model yourself

You can recover the relationships empirically in an afternoon:

  1. Open the race editor with a scratch race.
  2. Note the derived block.
  3. Raise one primary by a known amount.
  4. Note which derived values moved, and by how much.
  5. Repeat for each primary, one at a time.

Record the deltas in a spreadsheet. After eight passes you have the first-order mapping, which is enough to design a species or a weapon deliberately. Second-order effects - where two primaries interact - take another round, but they only matter if you are chasing a very specific build.

Where these numbers are used

Races use the modifiers to shape a species; equipment uses bonuses to shape an individual; monsters use base stats to shape an encounter. The three meet in combat, which is why the same eight names appear in three panels.

The practical consequences are covered in the race and class guide and the equipment guide; the panel-by-panel view of the editors is in the editor reference.