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Primary Stats Edit

Stats are the six fundamental character statistics that make (or break) a character. Stats start out with a base value of 1 and can be raised as far as 99. With bonuses, the effective value can pass 100. Base stats are increased by spending stat points, higher

stats costing more to raise. Stat points are gained with base level increases, the amount increasing with higher levels.

STR Edit

Strength: This stat directly increases your physical damage (except using Guns, Instruments, Whips, and Bows), allowing you to deal damage even if you don't equip any weapons if you invest a sufficient amount of STR.

Every 1 STR provides:

  • Attack minimum and maximum damage +1
    • Every 10 total STR provides additional damage bonus (see table below)
  • Weight Limit +30 times (player is 150 times the weight)
  • Every 5 STR: Ranged attacks damage +1
  • Decreases Vacuum Extreme duration by 0.04s.

Image: strgraph.png|thumb|STR attack bonus graph

When using "melee-type" weapons such as Axes, Books, Daggers, Katars, Knuckles, Maces, Spears or when Bare Handed, every point of STR provides:

  • ATK#Status ATK|Status ATK +1
  • ATK#Weapon ATK|Weapon ATK +0.5% (only on Base Weapon ATK, and this bonus is Template:Tooltip)

When using "ranged-type" weapons such as Bows, Guns, Instruments and Whips, every 5 points of STR provide:

  • ATK#Status ATK|Status ATK +1
STR bonus damage on melee attacks
STR 102030405060708090100110120130140Each additional 10 STR
Bonus damage at this increment 13579111315171921232527STR / 10] * 2 - 1
Total bonus damage 149162536496481100121144169196[STR / 10]^2
Total damage from STR 112439567596119144171200231264299336STR + [STR / 10]^2


STR specific:

  • ATK
  • Weight Limit (base stat only)

AGL Edit

Image: agiaspd.png|thumb|AGL on Attack Speed

Agility: Used to increase your attack speed and chance of dodging.

Every 1 AGL provides:

  • Flee (chance to dodge enemy attacks) +1
  • ASPD increase -0.4% base time between attacks
  • Increases ASPD|Attack Speed

The actual ASPD calculation depends on AGL, DEX, ASPD potions and skills, the type of weapon you are using, and your job. It can take between 4 and 10 AGL plus 1 and 20 AGL respectively to increase ASPD by 1. More details can be found in the entry for

ASPD discussion.

AGL specific:

  • ASPD
  • Flee
  • Does not affect Cast Time or Cast Delay
  • Does not affect Movement Speed

VIT Edit

Image: softdef.png|thumb|Effect of VIT on soft DEF

Vitality: Each point of VIT provides the following:

  • Maximum HP +2%
  • approximately 0.8 VIT-based DEF (50 VIT or less, slightly higher with more VIT)
  • Resistance vs. the following Status Effects:
    • Bleeding: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Curse: dereases duration (exact value unknown)
    • Poison: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Silence: -1% chance from being inflicted, -1% duration
    • Stun: -1% chance from being inflicted, -1% duration
    • Enchant Deadly Poison|Deadly Poison: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Status Effects#Burning|Burning: reduces chance from being inflicted, decreases duration by 0.1s.
    • Status Effects#Freezing|Freezing: reduces chance from being inflicted, decreases duration by 0.1s.
    • Mode Cold: reduces chance from being inflicted, decreases duration by 0.1s.
  • Effectiveness from healing items +2%
  • Every 2 VIT: Soft MDEF +1 (?)
  • Every 5 VIT: HP regeneration rate +1

The VIT-based DEF is not particularly useful at late levels (due to calculation being Final Damage = (Initial damage - Armor-based DEF (%) - Any cards that provide damage reduction or resistance - Any other reduction effects) - VIT-based DEF (pure value),

but it still doesn't negate the fact it grants you much higher HP and great efficiency from healing items.

  • The calculation to see actual HP increased with every 1 VIT is: Total HP = [Base HP * (VIT * 0.02)]
  • The calculation to see actual HP regenerated naturally with every 5 VIT is: Total HP Natural Regeneration Rate = [Max HP / 200] + [VIT / 5]
  • The calculation to see actual HP healed by healing item: Total Healing = Base Item Healing Rate + [Base Item Healing Rate * (VIT * 0.02)]. For more information on the subject, see Restoration Items.

VIT specific:

  • Max HP
  • HP Recovery
  • DEF
  • MDEF|mDEF
  • Healing Items
  • Status Effects

INT Edit

Image: matkgraph.png|thumb|MATK graph

Intelligence: Primary stat for spellcasters, and this is used to increase their MATK and MDEF. Every 1 INT provides the following:

  • Increase of MATK (See chart below)
    • Bonus to minimum MATK every 7 INT
    • Bonus to maximum MATK every 5 INT
  • MATK#Status MATK|Status MATK +1.5
  • INT-based MDEF +1 (approximately)
  • Maximum SP +2%.
  • SP restoration items effectiveness +2%
  • Every 6 INT: natural SP regeneration +1 (parabolic)
  • SP Recovery rate +1 (only if INT past 120) (parabolic)
  • Alchemists: brewing success rate +0.05% (half the benefits of DEX of LUK)
  • Resistance vs. the following Status Effects:
    • Blind: -2/3% chance from being inflicted, -1/15 second duration
    • Sleep: -1% chance from being inflicted
    • Chaos: -2/3% chance from being inflicted

MATK chart:

Total INTMinMax
111
222
333
444
556
667
788
899
91010
101114
111215
121316
131417
141818
151924
162025
172126
182227
192328
202436
213037
223138
233239
243340
253450
Total INTMinMax
263551
273652
284453
294554
304666
314767
324868
334969
345070
356084
366185
376286
386387
396488
4065104
4166105
4278106
4379107
4480108
4581126
4682127
4783128
4884129
4998130
5099150
Total INTMinMax
51100151
52101152
53102153
54103154
55104176
56120177
57121178
58122179
59123180
60124204
61125205
62126206
63144207
64145208
65146234
66147235
67148236
68149237
69150238
70170266
71171267
72172268
73173269
74174270
75175300
Total INTMinMax
76176301
77198302
78199303
79200304
80201336
81202337
82203338
83204339
84228340
85229374
86230375
87231376
88232377
89233378
90234414
91260415
92261416
93262417
94263418
95264456
96265457
97266458
98294459
99295460
100296500
Total INTMinMax
101297501
102298502
103299503
104300504
105330546
106331547
107332548
108333549
109334550
110335594
111336595
112368596
113369597
114370598
115371644
116372645
117373646
118374647
119408648
120409696
121410697
122411698
123412699
124413700
125414750
Total INTMinMax
126450751
127451752
128452753
129453754
130454806
131455807
132456808
133494809
134495810
135496864
136497865
137498866
138499867
139500868
140540924
141541925
142542926
143543927
144544928
145545986
146546987
147588988
148589989
149590990
1505911050

Every 100 SP will provide 1 more SP regenerated during natural regeneration state. You gain 1 INT-based MDEF for every 1 INT you increase. INT-based MDEF is taken into account after all other factors such as cards, your item-based MDEF, and such

has been calculated first.

  • The calculation to see actual SP increased with every 1 INT is: Total SP = Base SP + [Base SP * (INT * 0.02)]
  • The calculation to see actual SP regenerated naturally with every 6 INT is: Total SP Natural Regeneration Rate = [Max SP / 100] + [INT / 6] + 1
  • The calculation to see actual SP healed by healing item: Total Healing = Base Item Healing Rate + [Base Item Healing Rate * (INT * 0.01)]
  • The calculation to see actual MATK rate: Min MATK = (INT + [INT / 7]^2) ~ Max MATK = (INT + [INT / 5]^2)

INT specific:

  • Max SP
  • SP Recovery
  • MATK|mATK
  • MDEF|mDEF
  • Consumable Items|SP Recovery Items
  • Status Effects
  • Cast Time

DEX Edit

Dexterity: Decides your accuracy with your weapons. It also increases your ASPD (but requires more stats than AGL to increase ASPD by 1), as well as decreasing cast time of your spells. It also reduces the min-max damage rate, allowing you to do better

average damage output, eventually almost always only doing top-end damage should you invest in DEX highly. As noted in STR description, bow, gun, whip and instrument users do not increase their damage through STR; they do it through DEX. DEX also

has a close relationship with success rates with creation abilities such as weapon forging as a Blacksmith class or making a potion as an Alchemist class. Also, success rate of ability Steal (Thief's ability) depends on your DEX.

When using "ranged-type" weapons such as Bows, Guns, Instruments and Whips, every point of DEX provides:

  • ATK#Status ATK|Status ATK +1
  • ATK#Weapon ATK|Weapon ATK +0.5% (only on Base Weapon ATK, and this bonus is Template:Tooltip)

When using "melee-type" weapons such as Axes, Books, Daggers, Katars, Knuckles, Maces, Spears or when Bare Handed, every 5 points of DEX provide:

  • ATK#Status ATK|Status ATK +1

Every 1 DEX provides the following:

  • Increased damage of bows, guns, whip and instrument attacks
    • +1 minimum and maximum damage, additional bonus at every increments of 10 DEX (see table below)
  • Hit (chance to land hit on enemy) +1
  • Decreases Cast Time (cannot go lower than 50%)
  • Thiefs: Steal success rate +0.01x
  • Rogues: divesting success rate +0.2%
  • Blacksmiths: forging success rate +0.1%
  • Alchemists: brewing success rate +0.1%
  • Cooking success rate +0.2%
  • Increases ASPD
  • Increases minimum damage of attacks
    • Level 1 weapons: minimum damage +1
    • Level 2 weapons: minimum damage +1.2
    • Level 3 weapons: minimum damage +1.4
    • Level 4 weapons: minimum damage +1.6
  • Slightly ASPD increase -0.1% base time between attacks (more information in ASPD discussion)
  • Every 5 DEX: melee damage +1
DEX bonus damage for bows, guns, whips and instruments
DEX 102030405060708090100110120130140Each additional 10 DEX
Bonus damage at this increment 13579111315171921232527DEX / 10] * 2 - 1
Total bonus damage 149162536496481100121144169196[DEX / 10]^2
Total damage from DEX 112439567596119144171200231264299336DEX + [DEX / 10]^2


DEX specific:

  • ASPD
  • Hit
  • Skills#Cast Time|Cast Time
  • ATK

LUK Edit

Luck: Each 1 LUK provides the following:

  • Critical rate (DEF ignoring attack and damage is times 1-2 respectiely) +0.3%,
  • Perfect dodge +0.1%
  • Blacksmiths: forging success rate +0.1%
  • Alchemists: brewing success rate +0.1%
  • Cooking success rate +0.1%
  • Resistance to some status effects
    • Blind: slightly decreases chance from being inflicted
    • Curse: -1% chance from being inflicted
    • Frozen: slightly decreases from being inflicted
    • Poison: slightly decreases chance from being inflicted (exact value unknown)
    • Silence: slightly decreases from being inflicted
    • Sleep: slightly decreases from being inflicted
    • Stone Curse: slightly decreases chance from being inflicted
    • Stun: slightly decreases chance from being inflicted, -0.01 seconds duration

Every 3 points of LUK provide:

Every 5 points of LUK provide:

LUK does not effect ingame drop rates, or chances to get a rarer item when killing. Its simply based on in-game percents not LUK as a stat.

  • The calculation to see actual CRIT rate: CRIT = [LUK * 0.3] + 1

LUK Specific:

  • Critical
  • ATK
  • Perfect Dodge
  • Status Effects
  • Does not affect drop rate

Leveling Up Edit

Image: statpoints.png|thumb|Stat points required to reach base stat

  • Going from level x to x+1 gives ROUNDDOWN( x / 5 ) + 3 stat points. ( ex. from level 94 to 95 is ROUNDDOWN( 94 / 5 ) + 3 = 21 status points gained ) times 1.42
  • Going from level 1 to 99 gives a total of 1225 stat points.
  • Stats increased during character creation are worth another 48 points, for a total of 1273 stat points.
  • A newly rebirthed (or transcended) Novice has 100 stat points to invest at level 1, unlike normal Novices who has only 48 points to invest in stats. Other than this difference, stat points gathered as transcended classes are same as their non-transcended

counterpart.


Stat Points Gained Per Level
Level Range 1-4 5-9 10-14 15-19 20-24 25-29 30-34 35-39 40-44 45-49 50-54 55-59 60-64 65-69 70-74 75-79 80-84 85-89 90-94 95-98
Points Gained 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

They are multiplied by x1.4230769230769230769230769230769

Raising stats Edit

  • Raising a stat from x to x+1 costs [(x-1) / 10] + 2 points.
  • Raising a stat from 1 to 99 costs a total of 628 stat points.
Stat Increase Cost
Level Range 1-11 12-21 22-31 32-41 42-51 52-61 62-71 72-81 82-91 92-99
Increase Cost 2 3 4 5 6 7 8 9 10 11

Substats Edit

There are also secondary stats which are determined by stats you have (along with gears and abilities).

ATK Edit

Attack: Your physical-oriented attack rating for both ranged and melee weapons. It is listed as A + B in the stat window, where A is Weapon DMG + STR / DEX / LUK, and B is the damage gained from weapon refinement upgrades. Barring elemental issues,

even if your main damage is negated completely, you'll always do the damage bonus granted by weapon refinement upgrades.

MATK Edit

Magic Attack: Your magical-oriented attack rating. Using the number here, you can guess approximate amount of damage you will do with your magical ability. You should be wary of enemy elemental state, as using wrong elemental spell will cause you to

do low amount of damage. The Maximum MATK grows by Int+(Int/5)^2. The Minimum MATK grows by Int+(Int/7)^2. But aware you have to round down the number resulting from Int/5 and Int/7 In example 33 Int means Maximum MATK is 33+(6,6)^2 and

has to be Round down to 33+6^2 and Minimum MATK 33+4,71^2 rounds down to 33+4^2 resulting in 69 Maximum MATK and 49 Minimum MATK.

(Note: "," = "." for US decimals.)

See Stats#INT|MATK chart for a table of MATK at each level of INT.

DEF Edit

See DEF for more detail.

Defense: Your defense rating against physical damage. It is shown as A + B in the stat window, where A is item-based DEF rate, and B is VIT-based DEF rate. The item-based DEF rate cuts damage by %, whereas VIT-based DEF rate is pure reduction with

that number. Be aware that the status window does not accurately represent the DEF added by upgraded items. Each + on an upgraded item is shown in the status window as 1 item-based DEF, however damage is calculated with each + providing only 70%

of 1 DEF (so 0.7 DEF). This means, if you have DEF listed as 10+5 and enemy just did initial damage worth 80, then you'll receive 67 damage.

MDEF Edit

Magic Defense: Your defense rating against magical damage. It works the same way as plain DEF in terms of mechanics.

Each point of hard MDEF also provides 1% resistance to Frozen and Stone Curse statuses.

HIT Edit

Hit Rate: Your accuracy rating, which is calculated by your DEX + any other bonuses + your base LV value.

CRIT Edit

Critical Hit Rate: Your critical hit rating, which does damage that fully ignores enemy DEF, both % and pure value part. Because of difficulty of acquiring CRIT without sacrificing lots of other stats or useful cards/gears, it is recommended it is used on classes

that naturally has fast ASPD one way or another. :Category:Offensive Skills|Offensive Skills do not take CRIT into account with the exception of Focused Arrow Strike. Critical Hit also ignore FLEE but not PERFECT DODGE.

The critical rate being displayed in the status window isn't the true value which is applied against monsters. The "status crit" is calculated by dividing current LUK by 3 and adding the crit bonuses from equips/cards. The real crit rate is a little different.

Formula : LUK*0.3 + bonuses.

When you attack a monster or a player, the target's LUK influences your critical hit rate. Every 5 LUK that the target has, you lose 1% crit (Which isn't shown in the status window). For example if you hit Angeling, that has 100 LUK, you'll lose 100/5 = 20 crit.

This crit tolerance is also known as "Crit Shield" on Doddler's monster database.

Critical is doubled when you use Katar type weapon.

FLEE Edit

For the Monk skill, see: Flee (Skill).

Flee Rate: Your dodge rating. It is shown as A + B in the stat window, where A is your AGL + any other bonuses + your base LV value, and B is the chance of doing 'lucky dodge', which can even dodge critical attacks. Make note that no matter how much AGL

you have, you cannot have more than 95% dodge rate against anything in the game, however this does not ring true inside PvP and WoE#War of Emperium|WoE Maps, as players can have 100% dodge rate in these maps.

ASPD Edit

ASPD is Attack Speed. It depends on the player's class, equipped Weapon Type, Speed Modifiers, AGL and DEX. ASPD increases Hits/Second exponentially. It has a limit of 190 ASPD or 5 hits per second.

Quasi-Stats Edit

The following are values which while not directly visible in the game on the Status Window are directly measurable and can have just as big an impact on gameplay.

Attack Range Edit

Attack Range is the maximum distance an attack or skill can be made from the player. For most weapons, the attack range is 3. However, If the player attempts to attack while outside of melee range the client will move to range 1. Bows get a range of 5

(Initially) and some special weapons have longer range (Such as the Long Mace). An attack is considered a melee attack if the attacker is < 4 cells away from the target when attacking. An attack is considered a ranged attack if the attacker is => 4 cells away

from the target. Additionally, all skills have an Attack Range too.

Base Stats vs. Total Stats Edit

Base stats mean the stats alone without the bonus part (which is indicated by +X part in your status window). Total stats include both base and any bonus stats you may have.

Be warned any investment in stats cannot be reversed except through stat reset NPC (very rare that this NPC is put in the game, so don't hope for one), or by rebirthing to prepare for transcendence classes.

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