Stats

Game version 2.1.0 · Updated 11/03/2026

Stats are the values an adventurer uses in battle and exploration; in battle they change with buffs and debuffs. They decide the power of attacks and spells, how much damage the adventurer can take, hitting and evading, how soon they act, and the success of finding and handling traps. Most stats depend most on Trait Points and the class multiplier; Attack Power also leans heavily on equipment stats, while HP, MP and SP come mainly from class and race.

Stat = ⁠⁠Weighted Trait Point sum × Class multiplier⁠ (Rounded up) × (1 + Skill bonus (%))⁠ (Rounded up) + Equipment stats + Skill modifier
  • Weighted Trait Point sum = Σ (Each Trait Point the stat uses, times its weight, added together)(Trait Points × weight)
Example:
Milana
Lv 50
with no IV, wearing
Grave Robber's Gloves
+0
, working out Disarm Trap:
  • Weighted Trait Point sum = Dexterity 53⁠–⁠55 × 0.7 + Luck 45⁠–⁠46 × 0.3 = 50.6⁠–⁠52.3
  • Disarm Trap = ⁠⁠Weighted Trait Point sum 50.6⁠–⁠52.3 × 
    Thief
    1.10
    ⁠ (Rounded up)
    × (1 + Skill bonus (%) 0%)
    ⁠ (Rounded up)
    + 
    Grave Robber's Gloves
    +0
    4 + Skill modifier 0 = 60⁠–⁠62
Milana
's stats at other levels or Trait Points can be worked out with the stats tool.

Trait Point weight #

The table lists each stat's Trait Point weights and what the stat does.

StatTrait Points × weightEffect
Attack PowerStrength × 1.0How strong physical attacks are
Magic PowerI.Q. × 1.0Affects the effect and success rate of mage spells
Divine PowerPiety × 1.0Affects the effect and success rate of priest spells
DefenseVitality × 1.0Reduces physical damage taken
Magic DefensePiety × 1.0Reduces damage from spells and other magic attacks
SuretyDexterity × 0.2 (no class multiplier)Affects the chance of landing a critical hit; see Surety
Sure EvasionNone (from skills and equipment only)Affects the chance of taking a critical hit; see Surety
DetectI.Q. × 0.7 + Luck × 0.3Affects the chance of finding traps and enemies
Disarm TrapDexterity × 0.7 + Luck × 0.3Affects how hard traps are to disarm
Evade TrapSpeed × 0.7 + Luck × 0.3Affects evasion when a trap is sprung
Action SpeedSpeed × 1.0Decides how soon the adventurer acts in battle
AccuracyDexterity × 0.7 + Luck × 0.3Affects the hit rate of attacks; see Accuracy and Evasion
EvasionSpeed × 0.7 + Luck × 0.3Affects evasion when attacked; see Accuracy and Evasion
ResistancePiety × 0.6 + Vitality × 0.3Lowers the chance of status afflictions and speeds natural recovery

Class multiplier #

The class multiplier is each class's factor for each stat, as below.

Class
Attack Power
Magic Power
Divine Power
Defense
Magic Defense
Detect
Disarm Trap
Evade Trap
Action Speed
Accuracy
Evasion
Resistance
Fighter
1.200.500.601.050.900.900.900.900.901.000.901.00
Thief
1.000.600.500.950.950.951.101.151.001.101.101.00
Priest
0.900.901.201.001.101.000.900.900.900.900.801.10
Mage
0.501.201.000.901.101.150.850.850.850.700.701.00
Knight
1.100.501.001.151.150.800.800.800.751.000.701.20
Ninja
1.000.750.300.950.950.951.001.001.001.151.151.00
Samurai
1.001.000.600.950.950.600.600.600.851.000.901.00
Ranger
1.000.750.300.900.901.250.801.200.901.300.851.00
Healer
0.401.101.100.951.100.500.500.500.950.601.001.50
Dark Knight of Bastok
1.350.900.300.951.300.600.600.800.751.000.700.80
Priestess of the Far East
1.000.501.000.950.950.600.600.600.901.100.900.80
Abhorrent One of Tavnazia
1.100.500.801.000.950.900.600.600.951.151.000.80
Mage of the Black Rod
1.051.000.600.980.900.900.900.900.851.000.851.00
Tall Mage
1.001.000.801.000.950.800.850.800.851.100.700.95
Silver-Haired Nun
1.000.751.101.151.150.900.900.900.801.000.701.10
Samurai of the Black Rod
1.100.950.600.960.900.900.900.900.851.000.850.80
Wanderer
1.100.700.701.050.901.001.001.000.901.000.901.00

HP, MP, SP #

HP, MP and SP are set mainly by class and race; Trait Points matter little. In place of the formula above's Weighted Trait Point sum × class multiplier, they use the formulas below; the rest follows the formula above:

HP = ⁠Base value + (1 + Weighted Trait Point sum ÷ 1000) × Growth rate × Level⁠ (Rounded up)
MP = ⁠Base value + (1 + Weighted Trait Point sum ÷ 1000) × Growth rate × Level × Class multiplier⁠ (Rounded up)
SP = ⁠Base value + (1 + Weighted Trait Point sum ÷ 1000) × Growth rate × Level × Class multiplier⁠ (Rounded up)

The Trait Points × weight of each:

  • HP: Vitality × 1.0
  • MP: I.Q. × 0.7 + Piety × 0.3
  • SP: Strength × 0.25 + Vitality × 0.25 + Speed × 0.25 + Dexterity × 0.25

Base values and growth rates are the class's and the race's together, meaning the same as in the Trait Points: the starting point that does not change with level, and the rise per level.

Example:
Elise
Lv 50
with no IV, HP without skills or equipment (the level counts as 49):
  • Weighted Trait Point sum = Vitality 53⁠–⁠55 × 1.0 = 53⁠–⁠55
  • HP = ⁠Base value 23 + (1 + Weighted Trait Point sum 53⁠–⁠55 ÷ 1000) × Growth rate 7.00 × Level 49⁠ (Rounded up) = 385
Race
HP base value
HP growth rate
MP base value
MP growth rate
SP base value
SP growth rate
Human
10
2.00
2
0.75
1
0.60
Elf
8
1.50
4
1.00
0
0.40
Dwarf
12
2.50
1
0.60
1
0.50
Beastfolk
11
2.10
0
0.50
3
0.80
Faerie
7
1.30
4
1.00
0
0.40
Galka
15
3.00
0
0.50
1
0.40
Hume
10
2.00
2
0.75
1
0.60
Elvaan
11
2.10
1
0.60
1
0.60
Class
HP base value
HP growth rate
MP base value
MP growth rate
MP class multiplier
SP base value
SP growth rate
SP class multiplier
Fighter
15
5.50
0
0.00
0.75
6
1.10
1.00
Thief
10
4.40
0
0.00
0.75
9
1.35
1.00
Priest
12
5.50
13
1.00
1.00
0
0.60
0.75
Mage
7
3.30
18
1.25
1.00
0
0.30
0.50
Knight
20
6.00
0
0.00
0.75
5
0.85
1.00
Ninja
11
4.80
0
0.00
0.75
10
1.50
1.00
Samurai
15
5.50
5
0.75
0.95
10
1.65
1.00
Ranger
12
4.00
2
0.40
0.85
9
1.20
1.00
Healer
9
4.60
10
0.85
1.00
10
1.10
1.00
Dark Knight of Bastok
20
6.00
5
0.65
0.85
5
1.00
1.00
Priestess of the Far East
15
5.50
2
0.35
0.95
10
1.35
1.00
Abhorrent One of Tavnazia
17
5.50
0
0.00
0.75
6
1.00
1.00
Mage of the Black Rod
14
4.80
10
0.90
1.00
6
0.90
0.80
Tall Mage
13
4.40
15
1.05
0.90
5
0.75
0.80
Silver-Haired Nun
15
5.50
6
0.75
0.90
5
0.85
0.95
Samurai of the Black Rod
15
5.10
10
0.80
0.96
7
1.30
1.00
Wanderer
18
5.00
0
0.00
0.75
8
0.90
1.00

Skills and equipment #

Besides Trait Points, three parts are added to a stat:

  • Skill bonus (%): a percentage raise, from a skill, a Contract with Morgus or the like, multiplies Weighted Trait Point sum × class multiplier.
  • Equipment stats: equipment's stats are added as they are. Percentage blessings on equipment multiply Weighted Trait Point sum × class multiplier too, and the result counts toward equipment stats.
  • Skill modifier: a fixed raise, from a skill, Relic Power, Fate Bonds, the Well of the Mind or the like, is added directly.

Unique skills, learned class skills and Discipline skills take effect once learned; they need no equipping.

Skills that add to Trait Points (such as
Innocent Fanaticism
) add to the trait first, which then raises stats; see the Trait Points.

Strength-Based multiplier #

With a weapon carrying
Strength-Based +
,
Strength-Based -
, Weighted Trait Point sum × class multiplier in Attack Power is multiplied by the weapon's Strength-Based multiplier.
Strength-Based +
weapons have a Strength-Based multiplier of 1.75, 2.00, 2.10;
Strength-Based -
weapons have 0.01.
Attack Power = Adventurer Attack Power + Equipment Attack Power + ⁠⁠Weighted Trait Point sum × Class multiplier⁠ (Rounded up) × (Strength-⁠Based multiplier − 1)⁠ (Rounded up)
  • Adventurer Attack Power = ⁠⁠Weighted Trait Point sum × Class multiplier⁠ (Rounded up) × (1 + Skill bonus (%))⁠ (Rounded up) + Skill modifier
Example:
Elise
Lv 50
with no IV, wielding
Ebonsteel Greatsword
+0
:
  • Weighted Trait Point sum = Strength 50⁠–⁠51 × 1.0 = 50⁠–⁠51
  • Adventurer Attack Power = ⁠⁠Weighted Trait Point sum 50⁠–⁠51 × 
    Fighter
    1.20
    ⁠ (Rounded up)
    × (1 + Skill bonus (%) 0%)
    ⁠ (Rounded up)
    + 
    Passive Attack Power Up (Fighter)
    2 = 62⁠–⁠64
  • Attack Power = Adventurer Attack Power 62⁠–⁠64 + 
    Ebonsteel Greatsword
    +0
    110 + ⁠⁠Weighted Trait Point sum 50⁠–⁠51 × 
    Fighter
    1.20
    ⁠ (Rounded up)
    × (
    Ebonsteel Greatsword
    +0
    2.00 − 1)
    ⁠ (Rounded up)
    = 232⁠–⁠236

Changes in battle #

Buffs and debuffs cast in battle multiply the whole stat at that moment, equipment stats and skill modifiers included:

Stat in battle = max (0 when below 0)(0, ⁠Stat × (1 + Buff bonus (%))⁠ (Rounded up) + Buff modifier)
For example,
MASOLOTU
raises the party's Evasion by 20% plus 20 for 3 turns. On
Milana
Lv 50
with no IV and no equipment:
  • Evasion in battle = max (0 when below 0)(0, ⁠Evasion 58⁠–⁠60 × (1 + 
    MASOLOTU
    20%)
    ⁠ (Rounded up)
    + 
    MASOLOTU
    20
    ) = 90⁠–⁠92

Casting the same skill again replaces its earlier effect instead of stacking; effects of different skills add up.

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