Spend SP on the problem you can name
The developer names four attributes: Health, Strength, Resonance and Stamina. Hands-on routing confirms that stamina, Resonance spending and survivability matter immediately, but exact per-point gains, caps and breakpoints still need controlled testing.
- Health
- Raises vitality; exact gain unverified
- Strength
- Raises physical attack; exact scaling unverified
- Resonance
- Raises spell and magic damage; exact scaling unverified
- Stamina
- Raises endurance for actions; exact gain unverified
Three honest starting frameworks

Learning / survival
Prioritize enough Health and Stamina to see more of the fight before adding Damage.
Best for first clearsBalanced
Alternate survivability and offense when no single failure dominates.
Best for adaptationAbility-focused
Consider Resonance/Mana only after confirming the abilities you actually use and their costs.
Best for testing artsFour attributes confirmed by the developer
The developer names Health, Strength, Resonance and Stamina. Health raises vitality, Strength physical attack, Resonance spell/magic damage, and Stamina endurance for actions. Exact per-point gains, caps and breakpoints still require launch-build testing.
Respec and Demo quirks
A Steam discussion says attributes could be downgraded and points reallocated in the Demo. Another post reports a pylon-related SP bug. Neither should be treated as intended full-release progression. The next useful update is not another opinion paragraph; it is a controlled stat table with before/after values.