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:

AttributeWhat 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.
KarmaShifts 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.