Statistics

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A character's statistics determine their effectiveness in battle. See the Stats comparison page for a summary of each class's stat growths.

Primary Statistics[edit | edit source]

The following statistics improve as a character levels up.

Hit Points[edit | edit source]

As in most other RPGs, when a character runs out of Hit Points (HP), they die. Maximum HP increases each level and can be further increased by equipping Mauls or the unique Behemoth Guard shield. The Mercenary's passive ability Health Expert also increases maximum HP by 25%.

Mana Points[edit | edit source]

Main article: Mana Points


Mana Points (MP) is a resource consumed to use many Abilities. At the start of combat, MP starts at 0 and increases by 10 each turn. Maximum MP increases each level and can be further increased by equipping Maces.

Attack[edit | edit source]

Attack (ATK) increases the damage of Regular Attacks as well as the damage of abilities that use the ATK stat. Hybrid abilities (i.e. abilities with (ATK+MND) in the description) use 60% of the character's ATK stat to determine damage in addition to 60% of the character's MND.

Every single Weapon as well as several Armor and Accessories increase a character's ATK stat. The Scoundrel's passive ability Attack Expert increases a character's ATK stat based on their level.

Mind[edit | edit source]

Mind (MND) increases the damage of abilities that use the character's MND stat, which includes most Spells as well as a few Skills. Hybrid abilities (i.e. abilities with (ATK+MND) in the description) use 60% of the character's ATK stat to determine damage in addition to 60% of the character's MND.

Several Weapons provide a bonus to MND, but the most notables ones are Rods, Staffs, Maces, and Rapiers. The Druid's passive ability Mind Expert increases a character's MND stat based on their level.

Defense[edit | edit source]

Defense (DEF) reduces damage taken from Regular Attacks, as well as from several abilities. If an ability's damage is reduced by Defense, it will mention it in the description. In addition, DEF increases the damage done by the Knight's Defensive Hit ability.

All Armor increases the DEF stat, with heavier armor increasing the bonus. In addition, several Accessories and a few weapons (most notably Spears and Maces) increase the DEF stat. Axes, on the other hand, lower a character's DEF. The Templar's passive ability Defense Expert increases a character's DEF stat based on their level.

Resistance[edit | edit source]

Resistance (RES) reduces the damage taken from several abilities, including most Spells as well as a few Skills. If an ability's damage is reduced by Resistance, it will mention it in the description.

All Armor increases the RES stat, with Robes providing the highest bonus. In addition, several Accessories and a few Weapons increases the RES stat. The Alchemystic's passive ability Resistance Expert increases a character's RES based on their level.

Speed[edit | edit source]

Speed (SPD) determines how quickly and frequently a character takes their turns in combat. A character with significantly higher speed can sometimes even take 2 turns in between a slower character's turns.

A few Weapons, Armor, and Accessories increase a character's SPD stat, most notably Daggers. The Bounty Hunter's passive ability Impetus increases a character's speed each turn.

Secondary Statistics[edit | edit source]

These statistics do not improve with level, but can be increased a few other ways.

Evasion[edit | edit source]

Evasion (EVA subtracts a character's chance to be hit by the listed percentage. A few Weapons, Armor (especially Shields), and Accessories increase EVA. Each class has its own base EVA value, and a few classes even give a small EVA Mastery Bonus. The Ranger's passive ability Evasion Expert increases a character's EVA by 13% and the Gambler's passive ability Lucky increase a character's EVA by 5%.

Crit[edit | edit source]

Main article: Crit


A character's crit (Crit.png) gives chance to perform a Critical Hit when making a Regular Attack equal to the listed percentage. See the main page for details on calculated critical damage and how to increase Crit chance.

Elemental Resistance[edit | edit source]

Main article: Damage Type


A character's Elemental Resistance (Water.pngFire.pngEarth.pngThunder.pngHoly.pngDark.png) reduces damage taken of a specific element. If the amount is over 100, a percentage of the damage will be absorbed as HP.

Accuracy[edit | edit source]

Accuracy is an unlisted statistic that adds to a character's chance to hit with all attacks and abilities by the listed amount. Characters have a base chance to hit of 100%, which is then lowered by Evasion. Accuracy can be increases by equipping Glasses, Rapiers, or Crossbows. The Gunner's passive ability Concentration increases a character's Accuracy by 20%, and the Gambler's ability Lucky increases Accuracy by 5%.

Stat Growths[edit | edit source]

Whenever a character levels up, they gain stats dependent on their current primary class. A unit's secondary class has no bearing on their stat growths. Actual stat increases have 10% variance from their listed values. For example, if a unit has an HP growth of 8.0, their actual stat increase can range from 7.2 to 8.8.

Each class's page on the wiki has a summary of their stat growths. For a full list, see the Stats comparison page.

Stat Caps[edit | edit source]

Each Statistic has a base value cap that cannot be exceeded. Any growths over the listed cap are wasted, but bonuses from equipment, passive abilities, and Mastery Bonuses can increase the maximum for primary stats. The stat caps are quite high, and unlikely to be reached until a character reaches very high levels, if at all. The following statistics have maximums:

Statistic Maximum
Hit Points 999
Mana Points 999
Attack 600
Defense 600
Mind 600
Resistance 600
Speed 250
Evasion 50
Crit 100
Water.pngFire.pngEarth.pngThunder.pngHoly.pngDark.png 200

Note: Monster and Bzil characters have stat maximums of 750 for Attack, Defense, Mind, and Resistance (instead of 600). Elemental Resistance can technically exceed a value of 200 (100% of damage converted to healing), but anything over 200 has no further benefit.