Trait Points
Game version 2.1.0 · Updated 11/03/2026
Trait Points are an adventurer's basic values: they rise with each level by the growth rates, whose random parts are set when the adventurer is obtained. They are converted into most stats, deciding how strong an adventurer is in battle and exploration. Class affects them most, then race.
- Base value = 10 + Class (fixed) + Race (fixed) + Attribute (fixed) + Gender (fixed)
- Growth rate = 0.06–(0.09 + Fortitude (fixed)) + Class (fixed) + Race (fixed) + Attribute (fixed) + Rarity (fixed) + IV (fixed)
- Base value = 10 + Fighter2 +Dwarf2 +Fire2 +Male1 = 17
- Growth rate = 0.06–(0.09 + Fortitude (fixed) 0) + Fighter0.57 +Dwarf0.16 +Fire0.05 + Rarity (fixed) 0.02 + IV (fixed) 0.04 = 0.90–0.93
- Strength = Base value 17 + Growth rate 0.90–0.93 × min (The smaller one)(100, Level 50 + IV extra levels 5) (Rounded up) + Iron Grade3 + Bonus points 5 + Skill modifier 5 = 80–82
Base values #
The base value is set mainly by the adventurer's basic profile: class, race, attribute and gender, listed by how much each affects Trait Points (growth rates included). Every trait starts at 10, and the four's fixed values add to it.
| Class | Strength | I.Q. | Piety | Vitality | Speed | Dexterity | Luck | Total |
|---|---|---|---|---|---|---|---|---|
Fighter | +2 | 0 | 0 | +1 | 0 | +1 | 0 | 4 |
Thief | 0 | 0 | 0 | 0 | +2 | +1 | +1 | 4 |
Priest | 0 | +1 | +2 | 0 | 0 | 0 | +1 | 4 |
Mage | 0 | +2 | 0 | 0 | +1 | +1 | 0 | 4 |
Knight | +2 | 0 | +1 | +2 | 0 | 0 | 0 | 5 |
Ninja | +1 | 0 | 0 | 0 | +2 | +1 | +1 | 5 |
Samurai | +2 | +1 | 0 | +1 | 0 | +1 | 0 | 5 |
Ranger | +1 | 0 | 0 | 0 | +1 | +2 | +1 | 5 |
Healer | 0 | +2 | +2 | 0 | +1 | 0 | 0 | 5 |
Dark Knight of Bastok | +2 | 0 | 0 | +2 | 0 | +1 | 0 | 5 |
Priestess of the Far East | +2 | 0 | +1 | +1 | 0 | +1 | 0 | 5 |
Abhorrent One of Tavnazia | +2 | 0 | 0 | +1 | 0 | 0 | 0 | 3 |
Mage of the Black Rod | +2 | +1 | 0 | +1 | 0 | +1 | +1 | 6 |
Tall Mage | +1 | +1 | 0 | 0 | 0 | +1 | 0 | 3 |
Silver-Haired Nun | +1 | +1 | +2 | +2 | 0 | +1 | +1 | 8 |
Samurai of the Black Rod | +2 | +1 | 0 | +1 | 0 | +1 | +1 | 6 |
Wanderer | +2 | 0 | 0 | +1 | +1 | +2 | +1 | 7 |
| Race | Strength | I.Q. | Piety | Vitality | Speed | Dexterity | Luck | Total |
|---|---|---|---|---|---|---|---|---|
Human | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Elf | -2 | +3 | -1 | -2 | +1 | +2 | -1 | 0 |
Dwarf | +2 | -2 | +1 | +3 | -4 | +3 | -3 | 0 |
Beastfolk | -1 | +1 | -4 | +2 | +3 | +2 | -3 | 0 |
Faerie | -5 | +3 | -2 | -4 | +5 | +1 | +2 | 0 |
Galka | +5 | -3 | -2 | +6 | -5 | +2 | -3 | 0 |
Hume | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Elvaan | +6 | -5 | +2 | +1 | -2 | 0 | -2 | 0 |
| Type | Strength | I.Q. | Piety | Vitality | Speed | Dexterity | Luck | Total |
|---|---|---|---|---|---|---|---|---|
Fire | +2 | 0 | 0 | +1 | 0 | 0 | 0 | 3 |
Water | 0 | +2 | +1 | 0 | 0 | 0 | 0 | 3 |
Air | 0 | 0 | 0 | 0 | +2 | +1 | 0 | 3 |
Earth | 0 | 0 | 0 | +2 | 0 | +1 | 0 | 3 |
Light | 0 | 0 | +2 | 0 | 0 | 0 | +1 | 3 |
Dark | 0 | +2 | 0 | 0 | 0 | 0 | +1 | 3 |
Untyped | +1 | +1 | +1 | +1 | +1 | +1 | +1 | 7 |
| Gender | Strength | I.Q. | Piety | Vitality | Speed | Dexterity | Luck | Total |
|---|---|---|---|---|---|---|---|---|
Male | +1 | 0 | 0 | +1 | 0 | +1 | 0 | 3 |
Female | 0 | +1 | +1 | 0 | +1 | 0 | 0 | 3 |
Growth rates #
Trait Points rise steadily with the adventurer's level; how much they rise per level is the growth rate. Growth rates have some random range when an adventurer is obtained, but stay fixed through later level-ups. Rarity (fixed) is 0.02 for a Legendary Adventurer and 0 for others.
| Class | Strength | I.Q. | Piety | Vitality | Speed | Dexterity | Luck | Total |
|---|---|---|---|---|---|---|---|---|
Fighter | 0.57 | 0.11 | 0.15 | 0.57 | 0.30 | 0.38 | 0.34 | 2.42 |
Thief | 0.30 | 0.23 | 0.11 | 0.30 | 0.53 | 0.53 | 0.42 | 2.42 |
Priest | 0.38 | 0.34 | 0.49 | 0.38 | 0.19 | 0.30 | 0.34 | 2.42 |
Mage | 0.19 | 0.57 | 0.38 | 0.23 | 0.38 | 0.38 | 0.30 | 2.43 |
Knight | 0.50 | 0.16 | 0.38 | 0.57 | 0.16 | 0.31 | 0.31 | 2.39 |
Ninja | 0.36 | 0.28 | 0.08 | 0.35 | 0.60 | 0.53 | 0.42 | 2.62 |
Samurai | 0.55 | 0.40 | 0.30 | 0.40 | 0.25 | 0.38 | 0.34 | 2.62 |
Ranger | 0.34 | 0.38 | 0.09 | 0.33 | 0.45 | 0.63 | 0.40 | 2.62 |
Healer | 0.16 | 0.48 | 0.44 | 0.27 | 0.52 | 0.49 | 0.26 | 2.62 |
Dark Knight of Bastok | 0.60 | 0.30 | 0.06 | 0.58 | 0.16 | 0.45 | 0.30 | 2.45 |
Priestess of the Far East | 0.50 | 0.11 | 0.35 | 0.48 | 0.30 | 0.38 | 0.30 | 2.42 |
Abhorrent One of Tavnazia | 0.55 | 0.11 | 0.25 | 0.58 | 0.28 | 0.30 | 0.34 | 2.41 |
Mage of the Black Rod | 0.51 | 0.48 | 0.10 | 0.48 | 0.27 | 0.38 | 0.34 | 2.56 |
Tall Mage | 0.48 | 0.45 | 0.24 | 0.30 | 0.22 | 0.30 | 0.36 | 2.35 |
Silver-Haired Nun | 0.44 | 0.28 | 0.44 | 0.57 | 0.18 | 0.38 | 0.34 | 2.63 |
Samurai of the Black Rod | 0.55 | 0.44 | 0.10 | 0.44 | 0.24 | 0.30 | 0.34 | 2.41 |
Wanderer | 0.45 | 0.11 | 0.15 | 0.40 | 0.26 | 0.30 | 0.34 | 2.01 |
| Race | Strength | I.Q. | Piety | Vitality | Speed | Dexterity | Luck | Total |
|---|---|---|---|---|---|---|---|---|
Human | 0.11 | 0.11 | 0.11 | 0.11 | 0.11 | 0.11 | 0.11 | 0.77 |
Elf | 0.08 | 0.16 | 0.10 | 0.10 | 0.13 | 0.13 | 0.10 | 0.80 |
Dwarf | 0.16 | 0.08 | 0.13 | 0.13 | 0.05 | 0.16 | 0.08 | 0.79 |
Beastfolk | 0.10 | 0.11 | 0.06 | 0.13 | 0.16 | 0.15 | 0.08 | 0.79 |
Faerie | 0.05 | 0.15 | 0.09 | 0.08 | 0.18 | 0.11 | 0.13 | 0.79 |
Galka | 0.18 | 0.07 | 0.08 | 0.18 | 0.04 | 0.14 | 0.07 | 0.76 |
Hume | 0.11 | 0.11 | 0.11 | 0.11 | 0.11 | 0.11 | 0.11 | 0.77 |
Elvaan | 0.18 | 0.06 | 0.13 | 0.12 | 0.09 | 0.11 | 0.10 | 0.79 |
| Type | Strength | I.Q. | Piety | Vitality | Speed | Dexterity | Luck | Total |
|---|---|---|---|---|---|---|---|---|
Fire | 0.05 | 0.00 | 0.00 | 0.03 | 0.02 | 0.02 | 0.00 | 0.12 |
Water | 0.00 | 0.03 | 0.05 | 0.02 | 0.02 | 0.00 | 0.00 | 0.12 |
Air | 0.00 | 0.02 | 0.00 | 0.00 | 0.05 | 0.03 | 0.02 | 0.12 |
Earth | 0.02 | 0.00 | 0.02 | 0.05 | 0.00 | 0.03 | 0.00 | 0.12 |
Light | 0.02 | 0.00 | 0.05 | 0.02 | 0.00 | 0.00 | 0.03 | 0.12 |
Dark | 0.02 | 0.05 | 0.00 | 0.00 | 0.00 | 0.02 | 0.03 | 0.12 |
Untyped | 0.02 | 0.02 | 0.02 | 0.02 | 0.02 | 0.02 | 0.02 | 0.14 |
Grade #
The grade caps the level: an adventurer has to grade up to keep leveling. Grading up, however, also raises each of the adventurer's Trait Points.
| Grade | Level cap | Each trait |
|---|---|---|
No Grade | 20 | 0 |
Lead Grade | 30 | +1 |
Bronze Grade | 40 | +2 |
Iron Grade | 50 | +3 |
Steel Grade | 60 | +4 |
Copper Grade | 70 | +6 |
Silver Grade | 80 | +8 |
Gold Grade | 90 | +10 |
Platinum Grade | 100 | +12 |
Mythril Grade | 110 | +14 |
Adamantite Grade | 120 | +16 |
Orichalcum Grade | 130 | +18 |
Fortitude #
Fortitude is drawn at random when an adventurer is obtained, and a lower Fortitude raises the top of the growth rate further (Fortitude (fixed)).
Presumed: how much each Fortitude raises the top of the growth rate, as in the table below.
| Fortitude | Chance | Top of growth rate |
|---|---|---|
| 100 | 80.00% | 0.00 |
| 90 | 18.00% | +0.01 |
| 80 | 2.00% | +0.02 |
IVs #
When an adventurer is obtained, one IV is drawn at random: one of the traits, or no IV. For most adventurers, all eight IVs are equally likely; some lean toward particular ones. An IV makes that trait count as if the adventurer were a higher level (IV extra levels). The extra levels do not rise steadily, though: they peak at 8 at level 80 and fall back to 0 at level 98, as shown below.
| Level | Extra levels |
|---|---|
| 1–10 | 1 levels |
| 11–29 | 2 levels |
| 30–39 | 3 levels |
| 40–49 | 4 levels |
| 50–59 | 5 levels |
| 60–69 | 6 levels |
| 70–79 | 7 levels |
| 80 | 8 levels |
| 81–82 | 7 levels |
| 83–85 | 6 levels |
| 86–87 | 5 levels |
| 88–90 | 4 levels |
| 91–92 | 3 levels |
| 93–95 | 2 levels |
| 96–97 | 1 levels |
| 98–100 | 0 levels |
An IV changes growth rates too (IV (fixed)), as below.
| IV | More | Less |
|---|---|---|
| Strength IV | Strength+0.04 | I.Q., Piety-0.02 |
| I.Q. IV | I.Q.+0.04 | Strength, Vitality-0.02 |
| Piety IV | Piety+0.04 | Speed, Dexterity-0.02 |
| Vitality IV | Vitality+0.04 | Speed, Luck-0.02 |
| Speed IV | Speed+0.04 | Strength, I.Q.-0.02 |
| Dexterity IV | Dexterity+0.04 | Strength, Piety-0.02 |
| Luck IV | Luck+0.04 | Strength, Vitality-0.02 |
Identifying the IV #
The game does not directly show an adventurer's IV, but these steps can infer it:
- If the adventurer has never changed class, preview its Trait Points at level 1 after a class change in the Training Room.
- Compare them with the adventurer's level 1 Trait Points in this site's Adventurers catalogue.
- The trait that is 1 higher is most likely the IV.
Bonus points #
Bonus points are drawn at random when an adventurer is obtained, 5 to 10 of them, and the player assigns them freely to the traits at registration. Merging lets them be reassigned too.
| Bonus points | Chance |
|---|---|
| 5 | 32.50% |
| 6 | 27.50% |
| 7 | 20.00% |
| 8 | 15.00% |
| 9 | 4.00% |
| 10 | 1.00% |
Bonus points take full effect from level 1, so they make a clear difference early on. Later they are only a small share, so the difference fades. An adventurer comes with at most 10, and Merging lets you reassign them, so there is no need to worry about ruining an adventurer with a bad pick.
New players are best off starting with Speed (which affects Action Speed and Evasion), or Strength, I.Q. and the like for more damage.
You can also adjust for what your party or an adventurer needs:
- Raising a Thiefwith high Dexterity makes opening chests and dealing with traps much easier (Dexterity raises Disarm Trap).
- A Priestgets more Divine Power, and so more healing, from Piety, but healing skills have a threshold: Divine Power above it counts only half (forDIOSat skill level 1 it is 100). Once Divine Power is near the threshold, points in Speed for more Action Speed may pay off better.
- Some adventurers' skills scale with a particular Trait Point, such as Aldric'sBlunt Combo Strikewith Dexterity,Raffaello'sAlchemized Anima Dissolutionwith Piety; those adventurers may be worth a few more points there.
- Every adventurer's Discipline raises Action Speed, by 10–20 at Discipline 9, so once it is high you can put fewer points into Speed.
Development #
Once an adventurer is obtained, the random parts of its Trait Points are fixed. Trait Points can still be adjusted in the following ways:
Class Change #
After a class change, Trait Points are worked out with the new class's fixed values. The adventurer starts again from Lv 1, but Grade (fixed) stays as it was before the change.
Merging #
In a merge, the random part of each growth rate takes the higher of the two copies; bonus points and the grade are also inherited from the copy with the higher value.
Bonus points can also be reassigned in a merge; once the Overall Mastery passes set thresholds, additional bonus points are awarded.





















