Most of the basic stats and abilities can be viewed via the (Alt+C) Character window.
Basic stats increase as you increase your character's job level however, you can also boost them by equipping accessory items or a regular item that has one or more soul stones socketed in it.
Each ability is derived from the 8 basic stats via a simple formula. Certain equipment, skills and buffs may also directly affect an ability.
Study this section and especially the Ability vs Stat Table to help you plan how to best build your character for a given task.
An important stat that can easily be overlooked is your character's level (Lv). There are 7 basic stats although one could argue that a character's available HP, MP, JP, EXP, stamina and even rupee are also "basic" stats.
In this section we will focus on just the following 7.
|Base Stat||a.k.a.||Boost Using|
|Level||Lv||Just earn EXP !|
There are basic abilities and battle abilities but no real distinction is made other than how they happen to be grouped within the (Alt+C) Character window. Strike abilities and defense abilities are just two subsets of all abilities mentioned in this section.
|Max. health Points||MaxHP|
|Max. Magic/Mana Points||MaxMP|
|Ranged or Melee Physical Attack||P.Atk|
|Physical Attack Accuracy||Acc|
|Physical Attack Speed|
#strikes / 120sec
|Critical Hit Ratio||Crit Rate|
|Critical Hit Power||CriPow|
MaxWt is viewable in the (Alt+I) Inventory window.
- HP recovered per minute is derived from HP.Recov, HP.Regen and MaxHP: Increasing Max HP increases the amount of HP regained per tick
- MP recovered per minute is derived from MP.Recov, MP.Regen and MaxMP: Increasing Max MP increases the amount of MP regained per tick
If your character is equipped with a bow or a crossbow then the displayed P.Atk is calculated using a formula for Ranged P.Atk. Otherwise a formula for Melee P.Atk is used.
Increasing a Basic StatEdit
As you earn job points (JP) you must decide whether to spend those JP to increase your job level (JLv) or to acquire active or passive skills. The incentive to acquire new skills is rather obvious but the incentive to increase your job level is bit more subtle.
At each new job level your character may see an increase in any of the 7 basic stats. The pattern of increments is different for each job in the game. Study the Races and jobs links in the nav bar at left and especially note the table of "job level bonus stats" for each job. Familiarizing yourself with the job level bonus stats may be helpful when you are deciding how best to spend your disposable JP. Sufficient to say that:
- your stats trend upwards as your JLv increases; and
- just prior to each job transfer you must decide whether or not you choose to overbreed your character for an optional set of bonuses; and then
- upon each job transfer you automatically receive a multi-point increase in most, if not all, basic stats.
Consider the case of an Asura character progressing from Stepper to Strider to Assassin to Slayer. Do not confuse your initial trainee title - stepper (or guide, or rogue) - with your first job. Those initial titles merely reflect your choice of race and are not your first job. (See also: First Class Transfer)
- the three relevant "job level bonus stat" tables are:
- a single increment in zero or more of the 7 basic stats occurs at each new JLv Exception being Master Class, which gives a good amount of stats for every job level, even more so after JLv 40, for example a Cardinal (MC Bishop) gains 5 wisd and 5 int from getting JLv 44)
- the opportunities for larger than a single increment in any one stat occur in-game at:
- initial choice of race (a.k.a. new character creation) - Stepper JLv 1
- first job transfer - Strider JLv 1
- first job overbreeding - Strider JLv 41...50
- second job transfer - Assassin JLv 1
- second job overbreeding - Assassin JLv 41...50
- master class job transfer - Slayer JLv 1
- master class job levels - Slayer JLv1...50
The opportunity to overbreed is an option whereas the job level transfers are an unavoidable part of progressing to the next higher job(s) available.
Belt Pet Edit
The other way to increase your character's stats is to equip a pet card on your belt. All pets in the game have the ability to increase the character's stats at level 40, and again at level 90. The increased stat will apply as the pet stays on your belt, and dissapears if it is taken off.
For example; the Tortus pet gets the "Card Ability: Vitality (Passive Skill)" at level 40, which enables the pet card to be equipped on the player's belt slot and increases the player's Vitality by 5%. Also, at level 90, the Tortus gets the "Card Ability: Pdef (Passive Skill)", which increases the player's Physical Defense by 5%.
However, a pet that is equiped on your character's belt, cannot be summoned and does not gain experience from killing monsters.
See Card Abilities for a full list.
Increasing an AbilityEdit
All Abilities are derived from the basic stats plus any equipped items or acquired skills that directly boost one or more of the abilities. Some items and some buffs negatively affect an ability.
- the Half Bladed Axe illustrated above is a weapon that increases P.Atk & M.Atk but decreases AtkSpd
- Offense Training is a passive skill which increases P.Atk by 3 for each skill level acquired
- Smite is an active skill which increases P.Atk on a one-time basis
Some buffs modify one or more abilities for a period of time. Buffs may come from consuming certain items (potions, scrolls, etc.) from a self-buff skill that you cast on yourself or from a buff spell that another player (or creature) has cast on you.
- Consuming a spell potion gives your character a Spell potion effect buff that increases CastSpd by 5% for 10 minutes.
Six of the basic stats can be boosted by equipping an item with soul stones socketed in it. The Half bladed Axe pictured above has four (Empty) boxes where soul stones may be socketed to boost Str, Vit, Agi, Int, Wis or Dex.
Most equipped items directly boost one or a few specific abilities. Some accessory items (rings, earring, necklace, mask, cloak) are specifically designed to boost one or more base stats. Of course, any derived Abilities also benefit. The formula for deriving each battle ability is discussed next.
For those abilities that are not affected by any of the basic stats, examine your character's skill tree. You should find a passive skill or an active skill that does boost the ability of interest.
So we have 8 basic stats that affect 26 derived abilities. We also have a few other sources that contribute directly to one or more abilities:
- Equip = equipped items
- Skill = passive skills
- Buff = buffs
- Const = a fixed constant
In the formula and tables that follow these are abbreviated to Equip, Skill, Buff. So when you see Equip referenced in the first formula for MaxHP then you should be thinking of the sum total MaxHP contribution from all equipped items for your character. Likewise for Skill and Buff.
By the way a fixed constant is just that - an ordinary number (100, 80, 48 , 3, 5, etc.) baked into the formula by the game designer. For a specific ability, if the value of this fixed constant is zero then it is omitted to make the formula or table easier to read. The number 100 in the simple formula for AtkSpd is an example of a fixed constant.
Fortunately the equations describing how each stat contributes to each ability are not very complicated. Simple multiplication and addition is all that is required.
- If mathematical equations make your eyes glaze over then skip the Formula section and jump to the Ability vs Stat Table.
So first we'll list the formula and then we'll show exactly the same information in a table form. Some people relate to one better than the other.
If mathematical equations make your eyes glaze over then skip this section and jump to the Ability vs Stat Table in the next section. The Japanese wiki site via AlizarinHQ deserves credit for determining the initial formulae.
- MaxHP = 33*Vit + 20*Lv + Equip + Skill + Buff
- MaxMP = 30*Int + 20*Lv + Equip + Skill + Buff
- P.Atk Melee = (14/5)*Str + 1*Lv + 9 + Equip + Skill + Buff
- P.Atk Ranged = (6/5)*Agi + (11/5)*Dex + 1*Lv + Equip + Skill + Buff
If your character has a bow or crossbow equipped then the Ranged formula is used, otherwise the Melee formula is used.
- Acc = (1/2)*Dex + 1*Lv + Equip + Skill + Buff
- M.Atk = 2*Int + 1*Lv + Equip + Skill + Buff
- P.Def = (5/3)*Vit + 1*Lv + Equip + Skill + Buff
- Evasion = (1/2)*Agi + 1*Lv + Equip + Skill + Buff
- AtkSpd = 100 + (1/10)*Agi + Equip + Skill + Buff
- M.Acc = (4/10)*Wis + (1/10)*Dex + 1*Lv + Equip + Skill + Buff
- M.Def = 2*Wis + 1*Lv + Equip + Skill + Buff
- M.Res = (1/2)*Wis + 1*Lv + Equip + Skill + Buff
- MovSpd = 120 + Equip + Skill + Buff
- HP.Regen = 5 + Equip + Skill + Buff
- MP.Regen = 5 + Equip + Skill + Buff
- BlockPer = Equip + Skill + Buff
- CriRatio = (1/5)*Luck + 3 + Equip + Skill + Buff
- CastSpd = 100 + Equip + Skill + Buff
- HP.Recov = 2*Lv + 48 + Equip + Skill + Buff
- MP.Recov = 4.1*Wis + 2*Lv + 48 + Equip + Skill + Buff
- BlockDef = 0 + Equip + Skill + Buff
- CriPow = 80 + Equip + Skill + Buff
- Recast = 100 + Equip + Skill + Buff
- MaxWT = 10*Str +10*Lv + Equip + Skill + Buff
- HP recovered each minute standing = MaxHP * HP.Regen + HP.Recov
- MP recovered each minute standing = MaxMP * MP.Regen + MP.Recov
- This amount of HP & MP is recovered every 30s when sitting.
Ability vs Stat TableEdit
With the following table you should be able to scan the column headings to find a basic stat and then very quickly see which abilities that stat affects. Alternatively, scan down the first column to find an ability of interest and you should quickly see which stats affect that ability as well as the relative weight of each one. The "weights" are the numbers and fractions in the table cells. (Updated for Epic 7)
|HP recovered per minute||HP Recov||HP Regen|
|MP recovered per minute||MP Recov||MP Regen|
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