特性値

Trait and stats determine a character's capabilities in exploration and combat. There are 7 traits: Strength, IQ, Piety, Vitality, Speed, Dexterity, and Luck. Traits are primarily calculated based on the character's class, race, element, and gender, and will grow as the character levels up. You can refer to 冒険者図鑑 for trait simulations of each character.

ボーナスポイント

Each character will have 5-10 random bonus points that can be freely allocated during log. It's generally recommended to add points to Strength (affects attack power), IQ (affects magic power), and Speed (affects action speed and evasion). Since action speed and evasion are beneficial to all characters, prioritizing Speed is a good choice if you're unsure. Additionally, Piety affects healing effects (but has a relatively low soft cap), Dexterity affects treasure trap effects (very useful), and Luck affects the probability of certain skills. These can be allocated based on specific needs. Note that Vitality, contrary to the in-game description, mainly affects defense rather than HP. In the current version, facing high-damage attacks from mid to late-game enemies, Vitality has limited effect and is less recommended for point allocation. As character traits gradually increase (e.g., an average of 310 total trait points at Lv50), and equipment also provides considerable stats, the late-game impact of bonus points is actually not significant, and even if allocated incorrectly, it won't severely hinder your game progress.

個体値

In addition to the basic traits, different individuals will have random additional growth rates, referred to as Individual Values (IV, unofficial term). Some individuals can be identified with higher IVs if they have an extra point in a certain trait at Lv1. High IVs will result in about 1 extra point in that trait every 10 levels, however, the total trait value at Lv50 is not significantly higher. Since certain high IVs are not observed in some classes (e.g., Fighters at Lv1 don't show high IQ or Piety IVs), it's speculated that IVs might be related to class growth rates and floating-point rounding algorithms.

Trait Calculation

Note: The current calculation method can only obtain approximate values (within ±3 of the average for each trait at Lv50) and cannot perfectly match the results. The current speculated rules are as follows:

  1. Each of the 7 traits starts with 10 points.
  2. Each adventurer grade (including no grade) increases all traits by 1 point.
  3. Different genders have different trait increases. The values are as follows:
    性別知恵信仰心生命力素早さ器用さ
    男性111
    女性111
  4. Characters gain a basic increase of 0.25 in each trait per level, totaling 1.75 in total trait increase.
  5. Different classes have different trait growth rates, which is the main factor in trait growth. Normal classes increase total traits by 1.75 per level, advanced classes increase more. Lv1 values (presumed to be rounded results of growth rate floating-point numbers) are as follows:
    職業知恵信仰心生命力素早さ器用さ
    放浪者211
    戦士211
    騎士212
    魔術師211
    僧侶121
    盗賊211
    忍者1211
    黒杖の魔術師21111
    大きな魔術師111
    2111
  6. Different races have different trait growth rates, estimated to affect each level by Lv1 value * 0.1, but due to positive and negative offsets, it doesn't increase total traits. Lv1 values are as follows:
    種族知恵信仰心生命力素早さ器用さ
    人間
    エルフ-23-1-212-1
    ドワーフ2-213-43-3
    獣人-11-4232-3
  7. Different elements have different trait growth rates, estimated to increase each level by Lv1 value * 0.1. Lv1 values are as follows:
    属性知恵信仰心生命力素早さ器用さ
    21
    21
    21
    21
    21
    21
    1111111
  8. Characters gain additional trait growth rates based on their IVs. The algorithm is not yet certain, but it's roughly estimated to increase the trait by 0.115 per level.
  9. Excluding the influence of bonus points, the difference in a single trait at Lv50 for characters with the same name usually does not exceed 5 points (this difference may also be due to IVs).
  10. Legendary characters gain 0.02 more in each trait per level compared to general and anonymous characters.
  11. If a character's trait increase is less in one level, it usually increases more in the next level, suggesting that trait growth is a cumulative floating-point value.