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.
- Weighted Trait Point sum = Σ (Each Trait Point the stat uses, times its weight, added together)(Trait Points × weight)
- 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 × Thief1.10 (Rounded up) × (1 + Skill bonus (%) 0%) (Rounded up) +Grave Robber's Gloves+04 + Skill modifier 0 = 60–62
Trait Point weight #
The table lists each stat's Trait Point weights and what the stat does.
| Stat | Trait Points × weight | Effect |
|---|---|---|
| Attack Power | Strength × 1.0 | How strong physical attacks are |
| Magic Power | I.Q. × 1.0 | Affects the effect and success rate of mage spells |
| Divine Power | Piety × 1.0 | Affects the effect and success rate of priest spells |
| Defense | Vitality × 1.0 | Reduces physical damage taken |
| Magic Defense | Piety × 1.0 | Reduces damage from spells and other magic attacks |
| Surety | Dexterity × 0.2 (no class multiplier) | Affects the chance of landing a critical hit; see Surety |
| Sure Evasion | None (from skills and equipment only) | Affects the chance of taking a critical hit; see Surety |
| Detect | I.Q. × 0.7 + Luck × 0.3 | Affects the chance of finding traps and enemies |
| Disarm Trap | Dexterity × 0.7 + Luck × 0.3 | Affects how hard traps are to disarm |
| Evade Trap | Speed × 0.7 + Luck × 0.3 | Affects evasion when a trap is sprung |
| Action Speed | Speed × 1.0 | Decides how soon the adventurer acts in battle |
| Accuracy | Dexterity × 0.7 + Luck × 0.3 | Affects the hit rate of attacks; see Accuracy and Evasion |
| Evasion | Speed × 0.7 + Luck × 0.3 | Affects evasion when attacked; see Accuracy and Evasion |
| Resistance | Piety × 0.6 + Vitality × 0.3 | Lowers 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 | 1.20 | 0.50 | 0.60 | 1.05 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 1.00 | 0.90 | 1.00 |
Thief | 1.00 | 0.60 | 0.50 | 0.95 | 0.95 | 0.95 | 1.10 | 1.15 | 1.00 | 1.10 | 1.10 | 1.00 |
Priest | 0.90 | 0.90 | 1.20 | 1.00 | 1.10 | 1.00 | 0.90 | 0.90 | 0.90 | 0.90 | 0.80 | 1.10 |
Mage | 0.50 | 1.20 | 1.00 | 0.90 | 1.10 | 1.15 | 0.85 | 0.85 | 0.85 | 0.70 | 0.70 | 1.00 |
Knight | 1.10 | 0.50 | 1.00 | 1.15 | 1.15 | 0.80 | 0.80 | 0.80 | 0.75 | 1.00 | 0.70 | 1.20 |
Ninja | 1.00 | 0.75 | 0.30 | 0.95 | 0.95 | 0.95 | 1.00 | 1.00 | 1.00 | 1.15 | 1.15 | 1.00 |
Samurai | 1.00 | 1.00 | 0.60 | 0.95 | 0.95 | 0.60 | 0.60 | 0.60 | 0.85 | 1.00 | 0.90 | 1.00 |
Ranger | 1.00 | 0.75 | 0.30 | 0.90 | 0.90 | 1.25 | 0.80 | 1.20 | 0.90 | 1.30 | 0.85 | 1.00 |
Healer | 0.40 | 1.10 | 1.10 | 0.95 | 1.10 | 0.50 | 0.50 | 0.50 | 0.95 | 0.60 | 1.00 | 1.50 |
Dark Knight of Bastok | 1.35 | 0.90 | 0.30 | 0.95 | 1.30 | 0.60 | 0.60 | 0.80 | 0.75 | 1.00 | 0.70 | 0.80 |
Priestess of the Far East | 1.00 | 0.50 | 1.00 | 0.95 | 0.95 | 0.60 | 0.60 | 0.60 | 0.90 | 1.10 | 0.90 | 0.80 |
Abhorrent One of Tavnazia | 1.10 | 0.50 | 0.80 | 1.00 | 0.95 | 0.90 | 0.60 | 0.60 | 0.95 | 1.15 | 1.00 | 0.80 |
Mage of the Black Rod | 1.05 | 1.00 | 0.60 | 0.98 | 0.90 | 0.90 | 0.90 | 0.90 | 0.85 | 1.00 | 0.85 | 1.00 |
Tall Mage | 1.00 | 1.00 | 0.80 | 1.00 | 0.95 | 0.80 | 0.85 | 0.80 | 0.85 | 1.10 | 0.70 | 0.95 |
Silver-Haired Nun | 1.00 | 0.75 | 1.10 | 1.15 | 1.15 | 0.90 | 0.90 | 0.90 | 0.80 | 1.00 | 0.70 | 1.10 |
Samurai of the Black Rod | 1.10 | 0.95 | 0.60 | 0.96 | 0.90 | 0.90 | 0.90 | 0.90 | 0.85 | 1.00 | 0.85 | 0.80 |
Wanderer | 1.10 | 0.70 | 0.70 | 1.05 | 0.90 | 1.00 | 1.00 | 1.00 | 0.90 | 1.00 | 0.90 | 1.00 |
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:
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.
- 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.
Strength-Based multiplier #
- Adventurer Attack Power = Weighted Trait Point sum × Class multiplier (Rounded up) × (1 + Skill bonus (%)) (Rounded up) + Skill modifier
- Weighted Trait Point sum = Strength 50–51 × 1.0 = 50–51
- Adventurer Attack Power = Weighted Trait Point sum 50–51 × Fighter1.20 (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+0110 + Weighted Trait Point sum 50–51 ×Fighter1.20 (Rounded up) × (Ebonsteel Greatsword+02.00 − 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:
- Evasion in battle = max (0 when below 0)(0, Evasion 58–60 × (1 + MASOLOTU20%) (Rounded up) +MASOLOTU20) = 90–92
Casting the same skill again replaces its earlier effect instead of stacking; effects of different skills add up.






