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Difference between revisions of "Status"

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{{Missing Info}}
 
'''Status''' attributes, often called "stats" for short, affect all aspects of your character, including, but not limited to, appearance and general combat effectiveness.
 
'''Status''' attributes, often called "stats" for short, affect all aspects of your character, including, but not limited to, appearance and general combat effectiveness.
  
 
==Base Stats==
 
==Base Stats==
===HP===
 
Current number of Hit Points out of your maximum. Determines your health.
 
  
===MP===
+
===[[File:HP.png]] HP===
Current number of mana points out of your maximum. Skills operate using MP.  
+
Current number of Hit Points out of your maximum. Determines your health. Running out of HP will cause your character to die. Some skills cost HP to work.
  
===Strength===
+
===[[File:MP.png]] MP===
Increases the amount of Physical damage you deliver. One of the factor used in determining the fixed physical damage skills.
+
Current number of mana points out of your maximum. Most skills cost MP to work.
  
===Intelligence===
+
===[[File:Strength.png]] Strength===
Increases the amount of Magical damage you deliver, every point of intelligence adds 1.56 magical damage. One of the factor used in determining the fixed magical damage skills, and the success rate of triggering status effects. Intelligence also affects other things such as Summon HP, Status Effect damage (Poison/Blood ticks), and the like.
+
Increases the amount of Physical damage you deliver. Every 250 points increases your physical damage by 100%. Also affects the damage of statuses such as bleed, electrocution, petrify, burning, and poison. Does not affect piercing damage.
  
===Vitality===
+
===[[File:Intelligence.png]] Intelligence===
 +
Increases the amount of Magical damage you deliver. Every 250 points increases your magical damage by 100%. Also affects the damage of statuses such as bleed, electrocution, petrify, burning, and poison. Does not affect piercing damage.
 +
 
 +
===[[File:Vitality.png]] Vitality===
 
Vitality increases: MAX HP, HP Recovery, and Physical Defense.
 
Vitality increases: MAX HP, HP Recovery, and Physical Defense.
 
*MAX HP will increase by 100% for every 250 Vitality stat.
 
*MAX HP will increase by 100% for every 250 Vitality stat.
Line 20: Line 22:
 
*Physical Defense will increase by 5 for every 1 Vitality stat.  
 
*Physical Defense will increase by 5 for every 1 Vitality stat.  
  
===Spirit===
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===[[File:Spirit.png]] Spirit===
 
Spirit increases: MAX MP, MP Recovery, and Magical Defense.
 
Spirit increases: MAX MP, MP Recovery, and Magical Defense.
 
*MAX MP will increase by 100% for every 250 Spirit stat.
 
*MAX MP will increase by 100% for every 250 Spirit stat.
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==Physical==
 
==Physical==
===Physical Attack===
 
The numerical amount of physical damage you do to an enemy with a Physical Defense stat of 0.  See [[Weapons]] for general attack comparisons, separated by class.
 
  
Calculated as follows
+
===[[File:Physical Atk..png]] Physical Atk.===
 +
The numerical amount of physical damage you deal to an enemy with a Physical Defense stat of 0 when using skills that are percent based.  See [[Weapons]] for general attack comparisons, separated by class.
  
('''Base Weapon Physical Attack''') * (1 + '''STR''' / 250) + ('''Physical Piercing Damage''')
+
Calculated as follows:
  
===Physical Critical Hit Rate===
+
('''Base Weapon Physical Power''') * (1 + '''STR''' / 250) + ('''Physical Piercing Damage''')
The chance of landing a critical hit with a physical attack, is unrelated to Magical Critical.
 
  
===Base Physical Attack===
+
===[[File:Physical Critical Chance.png]] Physical Critical Chance===
Increases the damage done by fixed damage physical skills by 1% per 10 points.
+
The chance of landing a critical hit with a physical attack, is unrelated to Magical Critical Chance. A critical hit deals 50% more damage.
  
 
==Magical==
 
==Magical==
===Magical Attack===
 
The numerical amount of magical damage you do to an enemy with a Magical Defense stat of 0.  See [[Weapons]] for general attack comparisons, separated by class.
 
  
Calculated as follows
+
===[[File:Magical Atk..png]] Magical Atk.===
 +
The numerical amount of magical damage you deal to an enemy with a Magical Defense stat of 0 when using skills that are percent based.  See [[Weapons]] for general attack comparisons, separated by class.
  
('''Base Weapon Magical Attack''') * (1 + '''INT''' / 250) + ('''Magical Piercing Damage''')
+
Calculated as follows:
  
===Magical Critical Hit Rate===
+
('''Base Weapon Magical Power''') * (1 + '''INT''' / 250) + ('''Magical Piercing Damage''')
The chance of landing a critical hit with a magical attack, is unrelated to Physical Critical.
 
  
===Base Magical Attack===
+
===[[File:Magical Critical Chance.png]] Magical Critical Chance===
Increases the damage done by fixed damage magical skills by 1% per 10 points.
+
The chance of landing a critical hit with a magical attack, is unrelated to Physical Critical Chance. A critical hit deals 50% more damage.
 +
 
 +
==[[File:Independent Atk..png]] Independent Atk.==
 +
Increases the damage inflicted by both magical and physical skills that deal absolute damage. Increases as you level up and can be found on gear as base attack. Damage dealt is affected by either INT or STR depending on the damage type of the skill in question.
  
 
==Speed==
 
==Speed==
===Movement Speed===
 
The speed your character moves while walking. This base speed can be improved through equipments and avatars, as well as some buff skills.
 
  
===Attack Speed===
+
===[[File:Movement Speed.png]] Movement Speed===
The speed your character moves during normal attacks. Certain skill attacks are unrelated to this speed.  Other skills' speed are based on a percentage of this speed.
+
The speed your character moves while walking or running. This base speed can be improved through equipments and avatars, as well as some buff skills.
  
===Casting Speed===
+
===[[File:Attack Speed.png]] Attack Speed===
Speed of Magical Skill casting. The faster the Casting Speed is, the less time it takes to Cast skills.
+
The speed your character attacks. Certain skill attacks are unrelated to this speed.  Other skills' speed are based on a percentage of this speed.
 +
Does not affect casting.
  
 
See [[Weapons]] for general speed comparisons, separated by class.
 
See [[Weapons]] for general speed comparisons, separated by class.
 +
 +
===[[File:Casting Speed.png]] Casting Speed===
 +
Speed of Magical Skill casting. The faster the Casting Speed is, the less time it takes to Cast skills.
  
 
==Damage Avoidance==
 
==Damage Avoidance==
===Physical Defense===
+
===[[File:Physical Defense.png]] Physical Defense===
 
The physical damage reduction percentage you experience when you are hit by an enemy of an equal level.
 
The physical damage reduction percentage you experience when you are hit by an enemy of an equal level.
  
===Magical Defense===
+
===[[File:Magical Defense.png]] Magical Defense===
 
The magical damage reduction percentage you experience when you are hit by an enemy of an equal level.
 
The magical damage reduction percentage you experience when you are hit by an enemy of an equal level.
  
===Evasion===
+
===[[File:Evasion Rate.png]] Evasion Rate===
Percent chance of evading an attack.
+
Percent chance of evading an attack. Evaded attack deal no damage.
  
===Elemental Resistance===
+
===[[File:Fire Resistance.png]][[File:Water Resistance.png]][[File:Light Resistance.png]][[File:Shadow Resistance.png]] Elemental Resistance===
 
Decreases the corresponding elemental damage received. Each 15 points deducts 10% of total damage. Attaining 150 points will deduct the corresponding elemental damage to 1. See also [[Elemental Attribute]]
 
Decreases the corresponding elemental damage received. Each 15 points deducts 10% of total damage. Attaining 150 points will deduct the corresponding elemental damage to 1. See also [[Elemental Attribute]]
  
===Abnormal Tolerance===
+
==Other==
Tolerance against abnormal affects, see [[Status Effects]]
+
===[[File:Exorcism Parameter.png]] Exorcism===
 +
A special parameter that can be acquired from all equipment except Titles. A minimum amount is required to enter [[Otherverse]] and [[Ancient Dungeon]]s, which increase depending on the Difficulty Level of the dungeon. Having an Exorcism rating lower than the minimum amount will increase incoming damage by 70% and reduce outgoing damage by 30%. However, having an Exorcism rating higher than the minimum amount will decrease the amount incoming damage and increase the amount of outgoing damage based on the amount of bonus Exorcism past the minimum requirement.
 +
 
 +
===[[File:Hit Rate.png]] Hit Rate===
 +
Increased chance of landing a hit on an enemy. The higher the number, the less likely that an attack will miss. Enemies on higher difficulties will have increased evasion requiring more hit rate to avoid missing.
  
==Other==
+
===[[File:HP Recovery Rate.png]] HP Recovery Rate===
===Hit Rate===
+
Amount of HP that regenerates in one minute. The higher the number, the faster your HP regenerates. Often hard to stack since only gear, Avatars, and Titles provide HP Regen bonuses.
Increased chance of landing a hit on an enemy. The higher the number, the less likely that an attack will miss.
 
  
===MP per Min.===
+
===[[File:MP Recovery Rate.png]] MP Recovery Rate===
 
Amount of MP that regenerates in one minute. The higher the number, the faster your MP regenerates. Normally increases upon level up and is often increased by certain Armor masteries.
 
Amount of MP that regenerates in one minute. The higher the number, the faster your MP regenerates. Normally increases upon level up and is often increased by certain Armor masteries.
  
===HP per Min.===
+
===[[File:Immobility.png]] Immobility===
Amount of HP that regenerates in one minute. The higher the number, the faster your HP regenerates. Often hard to stack since only gear, Avatars, and Titles provide HP Regen bonuses.
+
Increases Immobility Duration (also known as hitstun: the duration that targets stay Immobilized upon being attacked) when attacking enemies.
  
===Elemental Attack===
+
===[[File:Hit Recovery.png]] Hit Recovery===
Increases Elemental Damage of certain element. The more Elemental Damage you have, the more of an increase in damage from that Element when using Elemental-based Skills.
+
Decreases Immobility Duration when hit by enemies.
  
===Exorcism Parameter===
+
===[[File:Fire Damage Boost.png]][[File:Water Damage Boost.png]][[File:Light Damage Boost.png]][[File:Shadow Damage Boost.png]] Elemental Damage Boost===
Special resistance needed to prevent stat loss in the Otherverse dungeons. Affects Max HP, Max MP, and Physical/Magical Attack. See [[Otherverse]] for more details.
+
Increases Elemental Damage of certain element. The more Elemental Damage you have, the more of an increase in damage from that Element when using Elemental-based Skills. Each 2.22 points of Elemental Damage Boost increases damage by 1% for the element, or 222 points for 100% damage increase.
  
 
==Max Inventory Weight==
 
==Max Inventory Weight==
All characters can only carry a certain weight, a number which can be modified by [[equips]] or [[titles]].
+
All characters can only carry a certain weight, a number which can be modified by [[equips]] or [[titles]] or increasing level.
  
 
==Fatigue Points==  
 
==Fatigue Points==  
Total of 156 fatigue points are given per weekday and 176 per day on the weekend.
+
'''[[Fatigue]]''', while not a stat does directly affect the character in gameplay. You have a total of 156 Fatigue points per weekday and 176 per on weekends. These points points are consumed by playing dungeons. If all 156 or 176 Fatigue points are consumed, the player is unable to enter any dungeons, regardless of which character they play.
Entering a dungeon automatically consumes one point. As the player progress through the map, each map consumes one point.
 
Returning to a previously visited map doesn't consume a point, and having 0 fatigue points in the middle of dungeon doesn't consume a point anymore either. Thus, it is recommended to run full maps for a dungeon should you face 0 fatigue point in the middle.
 
Fatigue points are fully replenished at 6:00 AM server time (9:00 AM Eastern time), along with coins.
 
Any fatigue points left unused will contribute to Growing Fatigue Points on the next day, up to a maximum of 117, though higher leveled characters have a higher cap. These give double experience for as long as they last.
 
  
 
==Skill Points==
 
==Skill Points==
[[Skill points]] are used for buying skill from your respective class [[trainer]]. The current number of skill points possessed is the blue number underneath the MP bar.
+
[[Skill points]] are used for learning and increasing the level of skills. You gain a specific amount of skill points each time you level up. The number of skill points you currently have can be found on the bottom right below your MP as well as at the top of the skills page. Skills cost varying amounts of skill points.
 
 
==Quest Points==
 
[[Quest Points]] are used to buy stat upgrades from the Quest Shop.
 
  
 
==Life Tokens==
 
==Life Tokens==
This indicates how many Life Tokens you have remaining. If you die in a dungeon, you can expend a Life Token to re-spawn in the dungeon without having to start it over. Once used, the hit counts on revived player is reset to zero. The player's HP and MP are fully restored, and all opponents on the screen are forcefully knocked down. Coins are given at the same time as Blitz points should the player used up any of the daily supplemented coins. Number of coins given per day varies from server to server.
+
This indicates how many Life Tokens you have remaining. If you die in a dungeon, you can expend a Life Token to re-spawn in the dungeon without having to start it over. Once used, the hit counts on revived player is reset to zero. The player's HP and MP are fully restored, and all opponents on the screen are forcefully knocked down. Coins are given at the same time as Fatigue points should the player used up any of the daily supplemented coins. Number of coins given per day varies from server to server. You will always use your daily Life Tokens before any from other sources. Some dungeons impose limitations on Life Token usage such as limiting the number of tokens a player can use, limiting the number of tokens a party can use in total, or outright preventing any tokens at all from being used. Some items or skills can be used in place of life tokens and will be consumed first.
 
 
==Status Effects==
 
{| class="wikitable sortable" border="0" cellpadding="2" cellspacing="1" style="background-color: #aaaaaa;"
 
|- style="background-color: #ffffff;" align="center"
 
! style="width:30;"|
 
! style="width:100pt;" | Status
 
! style="width:450pt;" | Effect
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE1.png]] || Electrocution|| Spark of electricity is shown. The player will receive additional damage from any attack. Shocked damage depends on intelligence of the attacker, which inflicts damage that ignores defense stat.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE2.png]] || Bleeding || Player is covered with crimson color. Receives fixed damage for certain period. Moving will inflict 1.5x fixed damage, however the monsters do not receive 1.5x even if they move. Fixed damage varies on the intelligence of attacker. Ignores the defense stat.
 
''Total damage = bleeding damage of skill * (1 + (INT * 0.004))''
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE3.png]] || Burn || Receives fixed damage with fire attribute for certain period. Damage is also inflicted on any nearby targets around the player, regardless of ally or foe.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE4.png]] || Poison || Receives fixed damage for certain period. The damage ignores the defense stat, but poison resistance stat deducts the fixed damage.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE5.png]] || Blind || Limits the visual range of the player for certain period. Hit Rate is reduced while Blinded.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE6.png]] || Stunned || A player becomes immobilized, unable to do anything for certain period. Should the player gets stunned while in mid-air or downed, the effect is shown after the player stands up.  Effect is removed early if the stunned target is thrown.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE7.png]] || Petrified || A player becomes immobilized. Can't be downed or launched in this status. Receives damage if a player is unable to break out of this status within time limit.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE8.png]] || Frozen || A player becomes immobilized. Can't be downed or launched in this status. Receiving any attack with fire attribute can immediately nullify this effect.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE9.png]] || Sleeping || A player sleeps on the ground. Unable to do anything, counts as a downed status. Receiving damage will immediately nullify this effect.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE10.png]] || Confused || !? sign appears on the top of player's head. Up, down and left, right directional keys are reversed briefly. The players attacks can hurt their allies.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE11.png]] || Immobility || A player becomes immobilized. Able to attack, but unable to move or jump.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE12.png]] || Super Armor || A red line covers a player. Ignores all knock back or downed attack briefly. Throw move and counter attack ignores super armor effect. Several types of Super Armor exist including Ranged and Permanent.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE13.png]] || Haste || Increases moving and attack speed of the player. Speed varies on the level of haste effect.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE14.png]] || Slow || Decreases moving and attack speed of the player. Speed varies on the level of slow effect.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE15.png]] || Blessed || Increases fixed number of all stats briefly.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE16.png]] || Cursed || Decreases fixed number of all stats briefly.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE17.png]] || Invincibility || A player becomes dematerialized. No attack can be landed on the player.
 
|- style="background-color: #ffffff;" align="center"
 
| — || Mind Control || The Player loses control of their character temporarily.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE19.png]] || Defense Destruction || A player's defense stat becomes 0. Only occurs for certain equipments in certain situation.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE18.png]] || Weapon Destruction || A player's attack stat becomes 0. Only occurs for certain equipments in certain situation.
 
|}
 
  
 
==Physical Attack Attribute==
 
==Physical Attack Attribute==
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! style="width:600pt;" | Detail
 
! style="width:600pt;" | Detail
 
|- style="background-color: #ffffff;" align="center"
 
|- style="background-color: #ffffff;" align="center"
| Smash || Melee || Bash || [[Bludgeon]], [[Knuckle]], [[Gauntlets]], [[Boxing Glove]], [[Tonfa]], [[Staff]], [[Rod]], [[Pole]], [[Cross]], [[Rosary]], [[Totem]] || Melee bash type attack. Most weapons tend to possess this attribute. Some golems have resistance against this type, being able to nullify a hit. All tentacle monsters have damage reduction against this attack.
+
| Smash || Melee || Bash || [[Bludgeon]], [[Knuckle]], [[Gauntlets]], [[Boxing Glove]], [[Tonfa]], [[Staff]], [[Rod]], [[Pole]], [[Cross]], [[Rosary]], [[Totem]], [[Wand]] || Melee bash type attack. Many weapons tend to possess this attribute. Some golems have resistance against this type, being able to nullify a hit. All tentacle monsters have damage reduction against this attack.
 
|- style="background-color: #ffffff;" align="center"
 
|- style="background-color: #ffffff;" align="center"
| Slice || Melee || Slash || [[Katana]], [[Short Sword]], [[Zanbato]], [[Lightsabre]], [[Claw]], [[Spear]], [[Battle Axe]], [[Scythe]] || Melee slash type attack. Most normal attacks of slayer tend to have this attribute. Golems have damage reduction against this attack, and reduced stun time. Able to chop down objects such as grasses and corals. Some monsters trigger their self-destruct sequence once being hit.
+
| Slice || Melee || Slash || [[Katana]], [[Short Sword]], [[Zanbato]], [[Lightsabre]], [[Claw]], [[Spear]], [[Battle Axe]], [[Scythe]], [[Dagger]], [[Twin Swords]], [[Long Lance]], [[Halberd]], [[Beam Spear]], [[Kodachi]], [[Odachi]], [[Square Sword]], [[Core Blade]] || Melee slash type attack. Most normal attacks of slayer tend to have this attribute. Golems have damage reduction against this attack, as well as reduced hit-stun time. Able to cut objects such as grass and coral. Some monsters trigger their self-destruct sequence once being hit with this damage type.
 
|- style="background-color: #ffffff;" align="center"
 
|- style="background-color: #ffffff;" align="center"
| Projectile || Ranged || Slash || [[Auto Gun]], [[Revolver]], [[Bowgun]], [[Musket]] || Ranged slash type attack. Most normal attacks of gunner tend to have attribute. Has the same damage property as Slice attacks. Causes some types of monsters to cast special Super Armor that blocks only ranged attacks.
+
| Projectile || Ranged || Slash || [[Auto Gun]], [[Revolver]], [[Bowgun]], [[Musket]], [[Chakra]], [[Javelin]], [[Agent|Handgun]], [[Secret Agent|Surpressed Handgun]], [[Hitman|Sub Machine Gun]] || Ranged slash type attack. Most normal attacks of gunners tend to have this attribute. Possesses the same damage property as Slice attacks. Causes some types of monsters to cast special Super Armor that blocks only ranged attacks.
 
|- style="background-color: #ffffff;" align="center"
 
|- style="background-color: #ffffff;" align="center"
| Explosion || Ranged || Bash || [[Hand Cannon]] || Ranged bash type attack. Has the same damage property as Smash attacks. Causes some types of monsters to cast special Super Armor that blocks only ranged attacks.
+
| Explosion || Ranged || Bash || [[Hand Cannon]], [[Trouble Shooter|Shotgun]], [[Specialist (Subclass)|Core Pistol]] || Ranged bash type attack. Possesses the same damage property as Smash attacks. Causes some types of monsters to cast special Super Armor that blocks only ranged attacks.
 
|- style="background-color: #ffffff;" align="center"
 
|- style="background-color: #ffffff;" align="center"
| Null || - || - || Only certain skills || Attack that doesn't belong in any 4 above. No stuck, or damage reduction due to resistance. Damage from poison or bleeding falls under this category.  
+
| Null || - || - || Only certain skills || Damage type that doesn't fall in any of the four categories above. No "Stuck" (miss), or damage reduction due to resistance. Damage from status effects such as poison or bleeding fall under this category.  
 
|}
 
|}
 
[[Category:Game System]]
 
[[Category:Game System]]

Revision as of 21:09, 27 August 2018

Missing info.png Seria says: "Nothing should be as mysterious as I am!"

Some info is missing, please help to provide it if you can.


Status attributes, often called "stats" for short, affect all aspects of your character, including, but not limited to, appearance and general combat effectiveness.

Base Stats

HP.png HP

Current number of Hit Points out of your maximum. Determines your health. Running out of HP will cause your character to die. Some skills cost HP to work.

MP.png MP

Current number of mana points out of your maximum. Most skills cost MP to work.

Strength.png Strength

Increases the amount of Physical damage you deliver. Every 250 points increases your physical damage by 100%. Also affects the damage of statuses such as bleed, electrocution, petrify, burning, and poison. Does not affect piercing damage.

Intelligence.png Intelligence

Increases the amount of Magical damage you deliver. Every 250 points increases your magical damage by 100%. Also affects the damage of statuses such as bleed, electrocution, petrify, burning, and poison. Does not affect piercing damage.

Vitality.png Vitality

Vitality increases: MAX HP, HP Recovery, and Physical Defense.

  • MAX HP will increase by 100% for every 250 Vitality stat.
  • HP Recovery will increase by 100% for every 250 Vitality stat.
  • Physical Defense will increase by 5 for every 1 Vitality stat.

Spirit.png Spirit

Spirit increases: MAX MP, MP Recovery, and Magical Defense.

  • MAX MP will increase by 100% for every 250 Spirit stat.
  • MP Recovery will increase by 100% for every 250 Spirit stat.
  • Magic Defense will increase by 5 for every 1 Spirit stat.

Physical

Physical Atk..png Physical Atk.

The numerical amount of physical damage you deal to an enemy with a Physical Defense stat of 0 when using skills that are percent based. See Weapons for general attack comparisons, separated by class.

Calculated as follows:

(Base Weapon Physical Power) * (1 + STR / 250) + (Physical Piercing Damage)

Physical Critical Chance.png Physical Critical Chance

The chance of landing a critical hit with a physical attack, is unrelated to Magical Critical Chance. A critical hit deals 50% more damage.

Magical

Magical Atk..png Magical Atk.

The numerical amount of magical damage you deal to an enemy with a Magical Defense stat of 0 when using skills that are percent based. See Weapons for general attack comparisons, separated by class.

Calculated as follows:

(Base Weapon Magical Power) * (1 + INT / 250) + (Magical Piercing Damage)

Magical Critical Chance.png Magical Critical Chance

The chance of landing a critical hit with a magical attack, is unrelated to Physical Critical Chance. A critical hit deals 50% more damage.

Independent Atk..png Independent Atk.

Increases the damage inflicted by both magical and physical skills that deal absolute damage. Increases as you level up and can be found on gear as base attack. Damage dealt is affected by either INT or STR depending on the damage type of the skill in question.

Speed

Movement Speed.png Movement Speed

The speed your character moves while walking or running. This base speed can be improved through equipments and avatars, as well as some buff skills.

Attack Speed.png Attack Speed

The speed your character attacks. Certain skill attacks are unrelated to this speed. Other skills' speed are based on a percentage of this speed. Does not affect casting.

See Weapons for general speed comparisons, separated by class.

Casting Speed.png Casting Speed

Speed of Magical Skill casting. The faster the Casting Speed is, the less time it takes to Cast skills.

Damage Avoidance

Physical Defense.png Physical Defense

The physical damage reduction percentage you experience when you are hit by an enemy of an equal level.

Magical Defense.png Magical Defense

The magical damage reduction percentage you experience when you are hit by an enemy of an equal level.

Evasion Rate.png Evasion Rate

Percent chance of evading an attack. Evaded attack deal no damage.

Fire Resistance.pngWater Resistance.pngLight Resistance.pngShadow Resistance.png Elemental Resistance

Decreases the corresponding elemental damage received. Each 15 points deducts 10% of total damage. Attaining 150 points will deduct the corresponding elemental damage to 1. See also Elemental Attribute

Other

Exorcism.png Exorcism

A special parameter that can be acquired from all equipment except Titles. A minimum amount is required to enter Otherverse and Ancient Dungeons, which increase depending on the Difficulty Level of the dungeon. Having an Exorcism rating lower than the minimum amount will increase incoming damage by 70% and reduce outgoing damage by 30%. However, having an Exorcism rating higher than the minimum amount will decrease the amount incoming damage and increase the amount of outgoing damage based on the amount of bonus Exorcism past the minimum requirement.

Hit Rate.png Hit Rate

Increased chance of landing a hit on an enemy. The higher the number, the less likely that an attack will miss. Enemies on higher difficulties will have increased evasion requiring more hit rate to avoid missing.

HP Recovery Rate.png HP Recovery Rate

Amount of HP that regenerates in one minute. The higher the number, the faster your HP regenerates. Often hard to stack since only gear, Avatars, and Titles provide HP Regen bonuses.

MP Recovery Rate.png MP Recovery Rate

Amount of MP that regenerates in one minute. The higher the number, the faster your MP regenerates. Normally increases upon level up and is often increased by certain Armor masteries.

Immobility.png Immobility

Increases Immobility Duration (also known as hitstun: the duration that targets stay Immobilized upon being attacked) when attacking enemies.

Hit Recovery.png Hit Recovery

Decreases Immobility Duration when hit by enemies.

Fire Damage Boost.pngWater Damage Boost.pngLight Damage Boost.pngShadow Damage Boost.png Elemental Damage Boost

Increases Elemental Damage of certain element. The more Elemental Damage you have, the more of an increase in damage from that Element when using Elemental-based Skills. Each 2.22 points of Elemental Damage Boost increases damage by 1% for the element, or 222 points for 100% damage increase.

Max Inventory Weight

All characters can only carry a certain weight, a number which can be modified by equips or titles or increasing level.

Fatigue Points

Fatigue, while not a stat does directly affect the character in gameplay. You have a total of 156 Fatigue points per weekday and 176 per on weekends. These points points are consumed by playing dungeons. If all 156 or 176 Fatigue points are consumed, the player is unable to enter any dungeons, regardless of which character they play.

Skill Points

Skill points are used for learning and increasing the level of skills. You gain a specific amount of skill points each time you level up. The number of skill points you currently have can be found on the bottom right below your MP as well as at the top of the skills page. Skills cost varying amounts of skill points.

Life Tokens

This indicates how many Life Tokens you have remaining. If you die in a dungeon, you can expend a Life Token to re-spawn in the dungeon without having to start it over. Once used, the hit counts on revived player is reset to zero. The player's HP and MP are fully restored, and all opponents on the screen are forcefully knocked down. Coins are given at the same time as Fatigue points should the player used up any of the daily supplemented coins. Number of coins given per day varies from server to server. You will always use your daily Life Tokens before any from other sources. Some dungeons impose limitations on Life Token usage such as limiting the number of tokens a player can use, limiting the number of tokens a party can use in total, or outright preventing any tokens at all from being used. Some items or skills can be used in place of life tokens and will be consumed first.

Physical Attack Attribute

  • Attack attribute varies on the type of weapon and skill used.
  • Mainly, there are bash and slash attack categorized by either melee or ranged.
  • The detailed explanation is listed below:
Attack Type Attribute Weapons Detail
Smash Melee Bash Bludgeon, Knuckle, Gauntlets, Boxing Glove, Tonfa, Staff, Rod, Pole, Cross, Rosary, Totem, Wand Melee bash type attack. Many weapons tend to possess this attribute. Some golems have resistance against this type, being able to nullify a hit. All tentacle monsters have damage reduction against this attack.
Slice Melee Slash Katana, Short Sword, Zanbato, Lightsabre, Claw, Spear, Battle Axe, Scythe, Dagger, Twin Swords, Long Lance, Halberd, Beam Spear, Kodachi, Odachi, Square Sword, Core Blade Melee slash type attack. Most normal attacks of slayer tend to have this attribute. Golems have damage reduction against this attack, as well as reduced hit-stun time. Able to cut objects such as grass and coral. Some monsters trigger their self-destruct sequence once being hit with this damage type.
Projectile Ranged Slash Auto Gun, Revolver, Bowgun, Musket, Chakra, Javelin, Handgun, Surpressed Handgun, Sub Machine Gun Ranged slash type attack. Most normal attacks of gunners tend to have this attribute. Possesses the same damage property as Slice attacks. Causes some types of monsters to cast special Super Armor that blocks only ranged attacks.
Explosion Ranged Bash Hand Cannon, Shotgun, Core Pistol Ranged bash type attack. Possesses the same damage property as Smash attacks. Causes some types of monsters to cast special Super Armor that blocks only ranged attacks.
Null - - Only certain skills Damage type that doesn't fall in any of the four categories above. No "Stuck" (miss), or damage reduction due to resistance. Damage from status effects such as poison or bleeding fall under this category.