Stats
Every character has five stats, and the game works out its combat values from them, its level, its class and its equipment. This page is the overview; each value has its own page.
The five stats
Each stat starts at 20 and grows with level-ups and bonus points (see Classes).
| Stat | What it raises |
|---|---|
| STR | Damage; Extra Attack and Extra Defence of some classes |
| DEX | Critical Hit Rate, Extra Defence; Damage with bows and crossbows; Extra Attack of some classes |
| CON | Max HP and HP recovery |
| INT | Magic Power, max MP and MP recovery, skill points; Extra Attack and Extra Defence of some classes |
| WIS | Magic Resistance, Magic Power, max MP and MP recovery; Extra Attack and Extra Defence of some classes |
Stats also open up equipment and skills: an item needs the stats shown on it, and each skill step needs its stats (see Skills).
The status window
The status window shows these values, with every bonus of equipment and effects included. A value raised by an effect shows in green, a lowered one in red.
| In the window | What it is |
|---|---|
| Max/Min Damage | the damage range of a normal attack, before the target's defence |
| Defence | subtracted from every hit taken |
| Extra Attack | raises the damage of your hits, against the target's Extra Defence |
| Extra Defence | lowers the damage of hits taken, against the attacker's Extra Attack |
| Critical Hit Rate | the chance that a hit deals 1.5 times the damage |
| Defence Rate | the chance that a hit on you misses |
| Magic Resistance | lowers magic damage taken and helps resist harmful spells |
Other values the window does not show: Magic Power, HP and MP recovery (HP and MP) and the element attacks and resistances (Elements).
How they come together in a fight: Damage calculation for normal attacks and weapon skills, Magic damage for spells. Buffs, chants, debuffs and tonics are on Status effects.
Rounding
Every formula on these pages uses whole numbers: divisions are rounded down, and so is every step of a hit.
Equipment
- An item counts only while its durability is above 0, and only if the character meets its stat requirements with the stats it has without equipment bonuses, and its class may use it.
- The stat bonuses of items (such as STR +3) count for every item worn, the weapons of the other weapon set included. Every other bonus of a weapon counts only for the weapon set in use.
- Two weapons: see Damage.
Gems
A gem in an item gives a bonus that depends on the kind of item and on the socket. A chip gives the bonus once, a small gem twice and a full gem three times. Gems give bonuses only in weapons, armour, shields and guard arms, and helmets.
| Gem | Weapon | Armour | Shield | Helmet |
|---|---|---|---|---|
| Ruby, first socket | Fire attack +1 | Fire resistance +1 | Fire resistance +1 | STR +3 |
| Ruby, other sockets | Min and max damage +1 | Extra Defence +1 | Extra Defence +1 | STR +3 |
| Beryl, first socket | Poison attack +1 | Poison resistance +1 | Poison resistance +1 | CON +3 |
| Beryl, other sockets | HP recovery +2 | Max HP +50 | Max HP +50 | CON +3 |
| Sapphire, first socket | Cold attack +1 | Cold resistance +1 | Cold resistance +1 | INT +3 |
| Sapphire, other sockets | MP recovery +2 | Max MP +50 | Magic Resistance +2 | INT +3 |
| Diamond, first socket | Lightning attack +1 | Lightning resistance +1 | Lightning resistance +1 | WIS +3 |
| Diamond, other sockets | Critical Hit Rate +1 | Magic Resistance +2 | Block +1 (Defence Rate +0.5%) | DEX +3 |
| Blackmoon, first socket | Drain attack +1 | Drain resistance +1 | Drain resistance +1 | DEX +3 |
| Blackmoon, other sockets | Extra Attack +1 | Defence +1 | Defence +1 | DEX +3 |
Upgrades
An upgraded item gets these bonuses from its upgrade level. Helmets get none.
| Upgrade level | Weapon: min and max damage | Armour: Defence | Shield: Block |
|---|---|---|---|
| 1–2 | +3 | +3 | +2 |
| 3–4 | +6 | +6 | +4 |
| 5–6 | +9 | +9 | +6 |
| 7–8 | +12 | +12 | +8 |
| 9–10 | +15 | +15 | +10 |
| 11–12 | +19 | +19 | +13 |
| 13–14 | +23 | +23 | +16 |
| 15 | +27 | +27 | +19 |