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.

Trait Points = Base value + ⁠Growth rate × min (The smaller one)(100, Level + IV extra levels)⁠ (Rounded up) + Grade (fixed) + Bonus points + Skill modifier
  • 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)
Example:
Gerulf
Lv 50
, with a Strength IV, with Fortitude 100, at
Iron Grade
, with 5 bonus points all on Strength and wearing
Master Fighter's Ring
+0
:
  • Base value = 10 +
    Fighter
    2 +
    Dwarf
    2 +
    Fire
    2 +
    Male
    1 = 17
  • Growth rate = 0.06–(0.09 + Fortitude (fixed) 0) + 
    Fighter
    0.57 +
    Dwarf
    0.16 +
    Fire
    0.05 + 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 Grade
    3
    + 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
+200+10+104
Thief
0000+2+1+14
Priest
0+1+2000+14
Mage
0+200+1+104
Knight
+20+1+20005
Ninja
+1000+2+1+15
Samurai
+2+10+10+105
Ranger
+1000+1+2+15
Healer
0+2+20+1005
Dark Knight of Bastok
+200+20+105
Priestess of the Far East
+20+1+10+105
Abhorrent One of Tavnazia
+200+10003
Mage of the Black Rod
+2+10+10+1+16
Tall Mage
+1+1000+103
Silver-Haired Nun
+1+1+2+20+1+18
Samurai of the Black Rod
+2+10+10+1+16
Wanderer
+200+1+1+2+17
Race
Strength
I.Q.
Piety
Vitality
Speed
Dexterity
Luck
Total
Human
00000000
Elf
-2+3-1-2+1+2-10
Dwarf
+2-2+1+3-4+3-30
Beastfolk
-1+1-4+2+3+2-30
Faerie
-5+3-2-4+5+1+20
Galka
+5-3-2+6-5+2-30
Hume
00000000
Elvaan
+6-5+2+1-20-20
Type
Strength
I.Q.
Piety
Vitality
Speed
Dexterity
Luck
Total
Fire
+200+10003
Water
0+2+100003
Air
0000+2+103
Earth
000+20+103
Light
00+2000+13
Dark
0+20000+13
Untyped
+1+1+1+1+1+1+17
Gender
Strength
I.Q.
Piety
Vitality
Speed
Dexterity
Luck
Total
Male
+100+10+103
Female
0+1+10+1003

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.

GradeLevel capEach trait
No Grade
200
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)).

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.

Extra levels
02468
1 10 20 30 40 50 60 70 80 90 1001 10 20 30 40 50 60 70 80 90 100
Level
Extra levels
LevelExtra levels
1–101 levels
11–292 levels
30–393 levels
40–494 levels
50–595 levels
60–696 levels
70–797 levels
808 levels
81–827 levels
83–856 levels
86–875 levels
88–904 levels
91–923 levels
93–952 levels
96–971 levels
98–1000 levels

An IV changes growth rates too (IV (fixed)), as below.

IV MoreLess
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:

  1. If the adventurer has never changed class, preview its Trait Points at level 1 after a class change in the Training Room.
  2. Compare them with the adventurer's level 1 Trait Points in this site's Adventurers catalogue.
  3. 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 pointsChance
532.50%
627.50%
720.00%
815.00%
94.00%
101.00%

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.

Skills #

Some unique and inheritable skills raise or lower Trait Points directly, such as
Innocent Fanaticism
.

Equipment #

Some equipment carries a skill that raises or lowers Trait Points, such as
Gift of the Hawk's Eye
. Equipment's own values and affixes add to stats.

Bondmates #

Game images and data on this site belong to their original game companies. If anything here is a problem, please let us know through Report.