UNDERDEEP has ten attributes, a health pool and a Karma value, and each one has a specific job: two of them decide how hard you hit, three of them decide whether you survive a hit or open a door, and the last three are only used by one-time events on the map. This Underdeep stats guide says what each attribute does and which ones are worth points.
Underdeep stats guide: what each attribute does
The character panel lists these ten attributes, plus your HP pool and your Karma value:
| Attribute | What it does |
|---|---|
| POW (Power) | One half of single-target damage. A single-target weapon deals POW + SPD to one enemy. |
| SPD (Speed) | The other half of single-target damage. The two are added, never multiplied. |
| MAG (Magic) | One half of area-of-effect damage. An AOE weapon deals half of MAG + SPI to every enemy in the fight. |
| SPI (Spirit) | The other half of area-of-effect damage. |
| TGH (Toughness) | The chance to block an incoming enemy hit. Capped at 15%. |
| SEN (Sense) | The chance to dodge an enemy attack, the chance to evade a triggered trap (also capped at 15%), and one half of every door, lock and trap check. |
| DEX (Dexterity) | The other half of every door, lock and trap check. |
| HP (Health Points) | Your health pool, kept apart from the ten attributes. A potion restores 50% of it. |
| INT (Intelligence) | Used only by one-time event checks on the map. No combat effect. |
| NEG (Negotiation) | Used only by one-time event checks on the map. No combat effect. |
| CHA (Charisma) | Used only by one-time event checks on the map. No combat effect. |
| Karma | Shifts from Neutral (+0) toward Good or Evil depending on how your character behaves in the dungeon. |
Damage is decided by the stat pair, not by the identity of the weapon. Whatever blade you swing, a single-target hit still adds POW and SPD, so a Power of 1 with a Speed of 999 still deals 1000 damage. Both styles also have a practical floor: most bosses still take at least two hits no matter which weapon type you use, so plan your gear for two hits rather than a one-shot.
Block, dodge and the 15% caps
Toughness sets your chance to block and Sense sets your chance to dodge, and both stop at 15%. Points above that cap buy nothing, so stop feeding them once the cap is within reach. Block and dodge are separate checks, which is why Toughness stays worth taking on a character that already dodges reliably.
The interesting part is how much you need to reach the cap in a given dungeon, and the numbers climb every floor because the monsters there hit harder. The per-dungeon totals are in the block and dodge threshold tables.
Where to put new points
Stat priority is simple enough to memorise: the stat your weapon boosts first, then Dexterity, then HP, then Sense and Toughness, and only then anything else. Two things ride along with that list: take enough Sense, Dexterity and Toughness to clear the per-dungeon breakpoints, and take enough HP to survive two hits from the bosses of the dungeon you are farming. A full build walkthrough is in the build guide.
What the panel tracks besides stats
The same panel shows the resources a run consumes: HP, Potion (carried against your carrying capacity), Vigor (current against maximum) and Food (current against maximum), plus your Orbs and Coin totals. Below them sits a run summary counting Moves, Fights, Loots, Tosses and Meets for the current expedition, which is the fastest way to see whether a route is actually improving anything.