Learn about Vitality, Might, Agility, Defense, and Luck in clair obscur expedition 33. Vitality gives 20 points early for a Health boon.
Investing attribute points into an attribute only matters inasmuch as it increases a secondary stat. Health determines how much damage you can withstand before being defeated, Attack Power influences the damage you deal with base attacks, free aim attacks and skills, Speed affects when a character gets a turn in combat, Defense reduces incoming damage, and Critical Rate gives you a chance to deal 50% more damage with your attacks.
While all secondary stats are beneficial, their importance varies. Investing in Health early on is advisable as it can double or triple your early game Health pool. However, Speed is essential to prevent enemies from getting multiple turns before you. Be aware that attributes have diminishing returns; for example, 15 points of Luck yields a 9% Critical Rate, but 30 points only grants 15%, and after 57 Luck, the Critical Rate gain slows to 4% every 15 points. Knowing when each attribute’s return on investment (ROI) diminishes is key to maximizing your attribute points.
Vitality
Vitality is the simplest attribute, primarily increasing your character’s maximum Health. Reaching zero Health results in defeat, and a game over if your entire party falls. While Health is generally important in RPGs, in clair obscur expedition 33, it's most crucial if you struggle with dodging and parrying. Early on, a few hundred points of Health can be a significant advantage, as you might only have a hundred or two Health and can fall quickly. Investing 10x points into Vitality can effectively double your Health, and 20x may triple it. The rate of Health increase per Vitality point grows initially, starting at 5.5 Health/Vitality and averaging 16.5 Health/Vitality at Vitality 8+. This rate remains relatively constant (14-18 Health/Vitality) until around 70 Vitality, after which gains slow down. However, the attractiveness of Vitality diminishes due to [Pictos], which provide significant Health bonuses later in the game, making the 1,389 Health from Vitality 99 less impactful in the late game.
We recommend investing 20 points into Vitality early in the game, as it provides a solid Health boost at that stage. You can always refund these points later using a Recoat.
Vitality boosts your Health - at first this can double or triple your Health, but Health gains from Pictos will make Vitality investment less important.
Vitality Stats per Point
| Vitality | Health |
| 0 | 0 |
| 1 | 6 |
| 2 | 11 |
| 3 | 21 |
| 4 | 32 |
| 5 | 45 |
| 6 | 59 |
| 7 | 74 |
| 8 | 91 |
| 9 | 108 |
| 10 | 126 |
| 11 | 143 |
| 12 | 160 |
| 13 | 176 |
| 14 | 193 |
| 15 | 209 |
| 16 | 226 |
| 17 | 242 |
| 18 | 258 |
| 19 | 274 |
| 20 | 290 |
| 21 | 309 |
| 22 | 328 |
| 23 | 347 |
| 24 | 366 |
| 25 | 385 |
| 26 | 404 |
| 27 | 423 |
| 28 | 442 |
| 29 | 460 |
| 30 | 479 |
| 31 | 498 |
| 32 | 517 |
| 33 | 536 |
| 34 | 555 |
| 35 | 574 |
| 36 | 592 |
| 37 | 610 |
| 38 | 628 |
| 39 | 646 |
| 40 | 664 |
| 41 | 682 |
| 42 | 700 |
| 43 | 718 |
| 44 | 735 |
| 45 | 753 |
| 46 | 770 |
| 47 | 786 |
| 48 | 803 |
| 49 | 819 |
| 50 | 835 |
| 51 | 852 |
| 52 | 868 |
| 53 | 884 |
| 54 | 900 |
| 55 | 915 |
| 56 | 930 |
| 57 | 945 |
| 58 | 960 |
| 59 | 974 |
| 60 | 988 |
| 61 | 1003 |
| 62 | 1017 |
| 63 | 1031 |
| 64 | 1045 |
| 65 | 1058 |
| 66 | 1071 |
| 67 | 1084 |
| 68 | 1097 |
| 69 | 1109 |
| 70 | 1120 |
| 71 | 1133 |
| 72 | 1145 |
| 73 | 1157 |
| 74 | 1169 |
| 75 | 1181 |
| 76 | 1192 |
| 77 | 1202 |
| 78 | 1213 |
| 79 | 1222 |
| 80 | 1232 |
| 81 | 1243 |
| 82 | 1253 |
| 83 | 1263 |
| 84 | 1273 |
| 85 | 1282 |
| 86 | 1291 |
| 87 | 1299 |
| 88 | 1308 |
| 89 | 1316 |
| 90 | 1323 |
| 91 | 1332 |
| 92 | 1340 |
| 93 | 1348 |
| 94 | 1356 |
| 95 | 1363 |
| 96 | 1370 |
| 97 | 1377 |
| 98 | 1383 |
| 99 | 1389 |
Might
Might directly increases your Attack Power, which in turn increases the damage dealt by all your attacks. While the initial gains from Might may seem small and grow even more slowly as you increase it, there's a hidden scaling factor: Attack Power gains from Might are dependent on your equipped weapon’s base Power. For example, 99 points of Might might increase Attack Power by approximately 600 with a weapon that has a base power of 900, but only by about 200 with a weapon that has a base power of 70. This means Might is more useful than it initially appears, though it might not make a significant difference until Act 3 due to the game’s [damage cap] and other factors.
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