|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.
- 1 Base Stats
- 2 Physical
- 3 Magical
- 4 Independent Atk.
- 5 Speed
- 6 Damage Avoidance
- 7 Other
- 8 Max Inventory Weight
- 9 Fatigue Points
- 10 Skill Points
- 11 Life Tokens
- 12 Physical Attack Attribute
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.
Current number of mana points out of your maximum. Most skills cost MP to work.
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.
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.
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 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.
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)
The chance of landing a critical hit with a physical attack, is unrelated to Magical Critical Chance. A critical hit deals 50% more damage.
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)
The chance of landing a critical hit with a magical attack, is unrelated to Physical Critical Chance. A critical hit deals 50% more damage.
Increases the damage inflicted by both magical and physical skills that deal fixed 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.
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.
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.
Speed of Magical Skill casting. The faster the Casting Speed is, the less time it takes to Cast skills.
The physical 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.
Percent chance of evading an attack. Evaded attack deal no damage.
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
A special parameter that could be acquired from certain potions and virtually every equipment except for Titles, Pets or Shields. Originally used as a means to enter the defunct Otherverse and Ancient Dungeons, Exorcism was expanded to special dungeons and Raids throughout the game. How much Exorcism you had would affect the survivability and overall stats of your character. For example, entering a dungeon with below the minimum required Exorcism stat would greatly increase incoming damage and reduce your outgoing damage.
As of the Season 6, Act 18. Update, the Exorcism stat has been replaced with the Adventurer Fame system.
A special parameter succeeding the defunct Exorcism status, Adventurer Fame measures the value of your items based on their performance, cost, and various other aspects such as:
- Weapons | Equipment Sets | Accessories | Special Equipment | Reinforcement | Amplification Refinement | Enchantment | Product of Wisdom/Corruption Modification | Raid Equipment Fusion | Black Purgatory Option Conversion.
- Avatars | Emblems | Titles + Enchantment | Auras | Insignias | Gems | Creatures | Artifacts | Talismans | Runes.
- The Consumables that used to increase Exorcism will now increase Fame.
- Dungeons & Raids that originally needed a certain amount of Exorcism to enter will also be replaced by Adventurer Fame with their own minimum requirements.
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.
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.
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.
Increases Immobility Duration (also known as hitstun: the duration that targets stay Immobilized upon being attacked) when attacking enemies.
Decreases Immobility Duration when hit by enemies.
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
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. If a Neo Premium Contract Plus+ is purchased, you'll receive 273 Fatigue Points during weekdays and 293 on weekends respectively.
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.
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:
|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.|