Base attributes
Every new run starts with Strength 1, Vitality 10, and Resilience 1. Base attributes feed the derived combat and recovery stats shown in the Operative panel.
Strength
Each Strength point adds 1 to both ends of your Damage range. Equipment Damage is added alongside it. Strength does not change attack speed, critical chance, or armor.
Vitality
Each Vitality point adds 1 maximum HP. Current HP is tracked separately, so gaining maximum HP does not by itself restore missing health.
Resilience
Each Resilience point contributes the configured K_RESILIENCE value to base HP regeneration: 0.5 HP per minute by default. Action, Camp, region, and hunger modifiers are then applied to the complete regeneration rate. Resilience does not reduce incoming damage.
Fractional regeneration is saved until it reaches a whole HP. With the defaults, Resilience 1 while Resting and Starving produces 0.375 HP per minute, so the Event Log reports 1 recovered HP after about 160 seconds.
Changing attributes
Equipment normally adds named stats rather than base attributes. Consumables may grant temporary Strength, Vitality, or Resilience; the Operative effects display shows their remaining duration. Administrators can configure regeneration and hunger multipliers, so live recovery rates may differ from the defaults above.