progression wiki
Attributes
The five publicly documented attributes are Health Bonus, Attack, Move Speed, CD Reduction, and Range, with Health Bonus and CD Reduction providing the broadest general value.
Source basis
Public attribute references list five current attributes and consistently recommend CD Reduction and Health Bonus as the safest foundation. Exact per-point scaling and caps are not treated as verified here.
Public Iron Soul Dungeon attributes guideThis page paraphrases public source material and avoids hidden formulas unless reliable public sources confirm them.
Quick facts
Health Bonus
Percentage-based survivability that becomes more valuable with stronger gear.
Attack
Improves basic attack output, but should be tested against skill-focused alternatives.
Move Speed
A situational utility choice for positioning and route comfort.
CD Reduction
Reduces skill downtime and supports more frequent combat rotations.
Range
A weapon-dependent comfort and safety option rather than a universal priority.
Visual guide and data chart
Every wiki page now includes a source-safe visual, a flowchart, and a data-status chart. These are custom diagrams, not fabricated screenshots.
progression visual
Attributes
CD Reduction + Health Bonus -> field test -> specialization
Node 1
Public Iron Soul Dungeon attributes guide
Node 2
Health Bonus
Node 3
Use CD Reduction and Health Bonus as the default foundation.
Node 4
/calculator
Data status chart
Hidden numbers are intentionally not charted. Exact damage, rates, and boss timings require verified test logs.
Field data board
This is the practical layer missing from thin wiki pages: boss notes, drops, map evidence, and a repeatable test process.
| Data area | Current page answer | Status |
|---|---|---|
| Boss and enemy mechanics | This system page is not boss-specific; use it to support boss route testing when enemy data is available. | Support data |
| Drops and rewards | No exact drop table is published for this page unless the source text or database detail page says so. | Rates pending |
| Map and UI evidence | Use the visual flow above as the current map substitute. Real screenshots should be added only from captured gameplay or verified public media. | Screenshot queue |
| Repeatable test log | Record update date, party size, route, difficulty, clear time, deaths, potion use, rewards, and screenshots before converting a note into a claim. | Open |
Wiki notes
Safe starting priority
Current public guidance favors CD Reduction first for more reliable skill rotations, followed by Health Bonus for dungeon consistency. A small Move Speed investment can help when positioning is the actual problem.
Attack and Range are more dependent on weapon type, skill usage, and encounter layout. Test them against clear time and survival instead of assuming a universal point split.
- Start with CD Reduction and Health Bonus.
- Use Move Speed only when positioning or travel is limiting runs.
- Test Attack against actual clear time.
- Treat Range as weapon-dependent.
Data boundary
The attribute names and their general roles are publicly documented, but exact point caps, per-point scaling, additive versus multiplicative behavior, and patch-specific breakpoints are not sufficiently verified for a numeric calculator.
Record before-and-after screenshots and repeat the same route before publishing exact values.
What to do in game
Use CD Reduction and Health Bonus as the default foundation.
Change one attribute at a time and compare clear time, deaths, and skill uptime.
Re-test after changing weapons, races, armor, or dungeon difficulty.