Dyes (also called symbols or tattoos) are how you tune a character's base stats. Each dye gives a plus to one stat and a minus to another, so it is always a trade. The right set noticeably strengthens a class, while the wrong one leaves you fragile for no real gain.
How it works
Dyes are applied by the Symbol Maker in town. You have a limited number of slots, and each slot is a pair: plus to one stat, minus to another. The level of dye you can use rises with your character level. You can remove and re-apply dyes, for a fee.
Best dyes by archetype
| Archetype | Recommended dyes | Traded from |
|---|---|---|
| Daggers and archers | +DEX, +STR | CON |
| Warriors (2H, polearm, fists) | +STR | CON or a little INT |
| Mages | +INT, some +WIT | MEN or CON (careful) |
| Tanks and healers | Usually no aggressive dyes | Protect CON and MEN |
The logic is simple: physical DDs want DEX (crit, accuracy, speed) and STR (damage), so the classic choice is daggers and archers running +DEX/+STR. Mages want INT for damage (see the mage guide).
Minus CON means minus HP: with a heavy minus you get deleted in one burst. Minus MEN means minus MP and weaker debuff resistance, which hurts mages and healers badly. Do not chase maximum damage at the cost of survival, especially on cheap armor.
Early on, do not spend big on expensive dyes: until level 40-52 you swap gear and playstyle often. Run modest dyes for your class and save the aggressive layout for closer to endgame, once your build has settled.
Dyes, stats and the build
Dyes are one piece of the whole picture alongside gear, enchanting and SA. First settle your role and weapon (see gear progression and the SA guide), then pick dyes to match that style.

