Choose an Aptitude path¶
Every path offers a direct stat and five active gameplay passives. The default 150-point budget lets a level-50 character max three paths, but a good build is defined by breakpoints and synergy—not simply by filling three bars.
Vitality
Max health, stronger healing, overheal barriers, underwater endurance, hazard resistance, and emergency survival.
Fortitude
Armor, Toughness, knockback resistance, reduced armor wear, direct-hit guards, and damage-type adaptation.
Dexterity
Movement speed, hunger efficiency, climbing, mobile item use, Ender Pearl returns, and sustained Flow.
Intellect
XP-orb gain, beneficial-effect duration, merchant discounts, darkness vision, creature study, and death-XP retention.
Fortune
Loot Luck, kill procs, unpredictable strikes, Overconfidence, and the All In wager of Limit Breaker.
Quick comparison¶
| If you want... | Start with... | Why |
|---|---|---|
| Forgiving early survival | HP 8, then Vitality/DEF gates | The first eight HP ranks grant +6 health; early Fortitude passives begin at low ranks |
| A durable armored frontliner | Vitality + Fortitude | Healing and emergency survival complement direct-hit mitigation and armor durability |
| Fast exploration or ranged kiting | Dexterity | Direct speed, sprint efficiency, climbing, mobile handling, Return Marks, and Flow |
| Potions, trade, caves, and long campaigns | Intellect | Strong utility with Night Eye, Merchant's Wit, Field Study, and Memory |
| Volatile damage and rare combat moments | Fortune | Fateful Strike and Overconfidence's Ego trade consistency for spikes; Limit Breaker is the deepest capstone |
| Reliable raw weapon damage | Train a matching Mastery | Aptitudes are not STR/WEAPON/RANGE damage stats; Masteries handle combat-style scaling |
How to read the tables¶
Gate pairs use Aptitude / Player order. For example, 20 / 10 means you need rank 20 in that Aptitude and Player Level 10 for that passive rank.
All values use the public defaults. Servers can change the Player-Level gate list, but Aptitude gates and passive effects come from the installed mod's active rules.