Stats Overview
With the new level cap, the maximum base stat is now 130. This opens the door to true hybrid builds and expanded customization.
Stat Breakdown
STR (Strength)
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AGI (Agility)
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- +1 StatusATK per point (melee)
- +0.5% WeaponATK per point (melee)
- +1 StatusATK per 5 points (ranged)
- +30 Weight Limit per point
- ⛔ No more bonus ATK per 10 STR
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- +1 Flee per point
- +ASPD per point
- +1 SoftDEF per 5 points
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VIT (Vitality)
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INT (Intelligence)
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- +1% MaxHP per point
- +2% Healing Item effectiveness per point
- +1% Status resistance per point
- +1 SoftDEF per 2 points
- +1 SoftMDEF & HP Recovery Rate per 5 points
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- +1.5 StatusMATK per point
- +1% MaxSP & SP Healing Item effectiveness per point
- ⏳ Decreases Cast Time per point
- +1 SoftMDEF per 2 points
- +1 SP Recovery Rate per 6 points
- ⛔ No more MATK bonus at multiples of 5 or 7
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DEX (Dexterity)
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LUK (Luck)
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- +1 StatusATK per point (ranged)
- +0.5% WeaponATK per point (ranged)
- +1 StatusATK per 5 points (melee)
- +1 HIT, +ASPD per point
- +1 StatusMATK & SoftMDEF per 5 points
- ⛔ No more ATK bonus per 10 DEX
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- +0.3% Critical Rate per point
- +Status resistance per point
- +1 StatusATK, MATK, HIT per 3 points
- +1 Flee, +1% Anti-Crit per 5 points
- +1 Perfect Dodge per 10 points
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Substats
Aside from Stats, several Substats were also drastically changed. Most of these define the main difference between Pre-Renewal and Renewal Mechanics.
ATK
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MATK
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- In Renewal, ATK is split into StatusATK and WeaponATK.
- Both contribute to final damage; StatusATK is doubled.
- Only WeaponATK is affected by racial/size/elemental bonuses (e.g., Hydra, Skel Worker).
- High-level weapons with better ATK/refines are preferred over old 4-slot racials.
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- MATK is also split into StatusMATK and WeaponMATK.
- Many weapons now have flat MATK values (e.g., 280 from Staff of Destruction).
- WeaponMATK contributes more to final damage due to variance scaling with weapon level.
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DEF/MDEF
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Cast Time
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- DEF and MDEF are reworked:
HardDEF/MDEF is no longer capped at 100.
Its effectiveness scales exponentially.
200 HardDEF = ~25% reduction
400 HardDEF = ~40% reduction
- Many armors now have higher DEF/MDEF values.
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- Cast Time is now split into:
Fixed Cast Time – not affected by stats; reduced only via gear or skills.
Variable Cast Time – reduced by DEX and INT.
- Formula: (DEX × 2 + INT) = 530 to eliminate Variable Cast.
- Some skills now have non-removable fixed cast times (e.g., Acid Demo, Asura).
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SoftDEF/MDEF
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Critical
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- Based mostly on VIT (SoftDEF) and INT (SoftMDEF).
- Applies a flat damage reduction after HardDEF/MDEF.
- Minimal change from Pre-Renewal mechanics.
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- Critical hits ignore FLEE, but no longer ignore DEF.
- Base crit damage is 140%, increased with C.RATE.
- With gear/cards, crits can reach or exceed 200% damage.
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Trait Stats (Post-200)
From level 200+, stat points go to new Trait Stats. These do not replace core stats, but offer new functionality. Each point costs 1, and job level increases improve them further.
Power (POW) / Stamina (STA)
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Wisdom (WIS) / Spell (SPL)
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* +5 status physical attack/point
* +1 P.ATK/3 points
* +1 RES/point
* +5 RES/3 points
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* +1 MRES/point
* +5 MRES/3 points
* +5 status magic attack/point
* +1 S.MATK/3 points
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Concentration (CON) / Creative (CRT)
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Heal Plus (H.PLUS) / Critical Rate (C.RATE)
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* +2 HIT & FLEE/point
* +1 P.ATK & S.MATK/5 points
* Increases Heal Plus & Critical Rate
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* +1 heal recovery/point
* +1 crit rate/3 points
* 140% base crit dmg at 0 C.RATE
* 150% crit dmg at 10 C.RATE
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Power Atk (P.ATK) / Resist (RES)
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Spell Matk (S.MATK) / Magic Resist (MRES)
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* Final physical attack % increase
* Reduces physical damage before DEF
* Resist pen max 50%
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* Final magic attack % increase
* Reduces magic damage before MDEF
* Magic resist pen max 50%
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Heal Plus (H.Plus)
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Critical Damage Rate (C.Rate)
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- Increases final healing by %
- Applied after other healing bonuses
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- Increases crit damage base %
- 140% at 0 C.RATE, 150% at 10 C.RATE
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