Postknight Wiki

Stats refer to the four attributed stats of Postknight, pertaining to Strength, Agility, Intelligence and Vitality. These are gained when the player levels up and gains points to attribute to their respective stat. When the player allocates more points to a single stat type, the amount of points required to gain more points of said stat will increase.

Overview[]

Stats are a crucial element of Postknight, allowing the player to specialize their character to their preference and defeat new threats that gradually increase in power alongside the player. Each stat has a very important role to play within combat:

Information[]

Stat Color Description
STR Red Affects physical damage.
AGI Green Affects critical chance and dodge rate.
INT Blue Affects magical defense, and experience gain.
VIT Orange Affects maximum health points.

Strength[]

A point of Strength provides Attack +1, applied before multipliers like critical damage.

Strength allows the player to deal more damage and dispatch enemies more quickly. This stat is simple, yet effective; enemies early-game deal lots of damage and have to be defeated to lessen the massive health drain, and in the late game, strength is key in completing routes quickly, as all enemies in a group have to be defeated before the next group would show up.

Agility[]

A point of Agility increases critical rate by 0.75% and dodge rate by 0.5%.

Agility allows the player to become both defensive and offensive through dodging and critical hits. Critical Hits deal more damage than regular hits, and Dodging negates the damage and knockback the player would have received from the attack. There are perks like Scrounge and Double Up that activate only when the player lands a critical hit or dodges. The weakness of Agility and its builds is its reliance on chance, making investing on the stat early in the game risky. It is only when Agility is bumped up to high levels that it truly shines in combat.

Intelligence[]

A point of intelligence increases magic defense and ranged magic defense by 2, and experience gained by 2%.

Intelligence allows the player to receive less damage from all magical sources, which ignores your shield and armor, as well as generating more EXP for every enemy killed. It has a purpose in the early-game, where the second area has enemies that use solely ranged magic, but as the player obtains more HP and a better source of healing, magic damage can be shrugged off easily. The increased experience gain is also not impressive, as reaching level 99 does not require too much experience and can be obtained easily while farming for coins or rare drops.

Vitality[]

A point of Vitality increases maximum health points by 12.

Vitality allows the player to withstand more hits from enemies. This is crucial in the early-game, where enemies deal lots of damage and the player may not have enough time to consume a potion. It loses effectiveness later in the game, due to how levelling up increases maximum health points by 20, which is enough for a max-level player with the right equipment to tank most hits without having to heal often.

End Game Stats[]

The current meta for stat allocation is to put large amounts of points into AGI and STR, with very few points distributed into INT and VIT.

At level 99, the player can choose to allocate the stats as 74 STR/120 AGI/1 INT/1 VIT. With this setup, the player can land critical hits 100% of the time and dodge most attacks with a high 160% dodge rate. Against enemies with 100% accuracy, this translates to a 60% (160% - 100%) chance to dodge an attack. The high amount of damage the player could possibly receive can be offset by equipment perks, many of which synergize well with high damage, critical hits and dodging - the main strengths of this setup.

Alternatively, there is the option of 90 STR/108 AGI/1 INT/1 VIT. Not much is known of this setup, only that it increases the damage the player deals by allocating unnecessary AGI into STR, as it requires a large amount of points to reach 120 AGI. This setup is particularly optimal for equipment sets with high critical damage and low critical rate.

The increased damage taken from magic is due to low INT, and the lowered maximum health points due to VIT can be compensated for with equipment perks and potions.

A usual way to obtain these setups quickly is to invest many points in INT, grind for EXP in a high-EXP route like Soul Meadow, then spend Gems at an inn to reallocate the stats to 74/120/1/1 or 90/108/1/1.

Trivia[]

  • At level 99, the highest possible allocation for a single stat is 145, with 5 points left over that can be allocated fully to the other three stats as 4/1/1 or 3/2/2.
    • For two stats, the highest is 99, with 6 points left over that can raise the other two stats to either 4/2 or 3/3.
    • For three stats, the highest is 79, with 2 points left over. One point can be spent to raise the fourth stat to 2.
    • For four stats, the highest is 67, with no points left over.
  • With a theoretical AGI of 200, the player can always dodge enemy attacks with 100% accuracy. This requires a level of 138.
    • At 260 AGI (Level 180), the player can always dodge enemy attacks with accuracy up to 130%. Only two bosses, Pirate Darkbeard (300%) and the Cultist Leader (500%) have higher accuracy.
  • At 323 INT (Level 225), the player has enough magic defense to receive only 1 point of damage from all magic attacks.

Postknight 2[]

Stats have the same name as they did in Postknight but have differ in effects per stat level.

Stat Color Effects
STR Red +1 attack per level. +5% critical damage every 10 levels
AGI Green +1 dodge rate per level. +5% critical rate every 10 levels
INT Blue +2% healing bonus per level. +5% magic damage reduction every 10 levels
VIT Orange +40 maximum health per level. +5% physical damage reduction every 10 levels

Note: How dodge rate translates into the dodge rate percentage is unknown. Starts out adding about 0.8% per level and gradually decreases.

Points[]

Points are what are used to level up stats, they are gained via leveling up EXP. The initial cost to level up a stat is one point, but that increases to two, and from then on out increases by 1 every 10 levels. So going from 11 to 12 in STR would cost 2 points, and going to 12 to 13 in STR would cost 3 points.

The amount of points gained per EXP level increases the higher the level is. Leveling up at levels 1-3 will give 3 points, and 4-? will give 4 points (Some more data will need to be collected to know)

The amount of EXP to reach one level to the next is the next level cubed.