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= Stats Overview =
= 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.
<div class="stats-container">


== Stat Breakdown ==
<div class="hero-section" style="background: linear-gradient(135deg, #667eea 0%, #764ba2 100%); color: white; padding: 25px; border-radius: 12px; text-align: center; margin: 20px 0;">
{| class="wikitable" style="width:100%; text-align:left; font-size:85%; border-collapse:collapse;"
<div style="font-size: 26px; font-weight: bold; margin-bottom: 10px;">Master Your Character Build</div>
! style="width:50%; background:#ffe0b2;" | STR (Strength)
<div style="font-size: 16px; opacity: 0.9;">With the new level cap, maximum base stat is now '''130''' - enabling true hybrid builds!</div>
! style="width:50%; background:#c8e6c9;" | AGI (Agility)
</div>
|-
| style="background:#fff3e0;" |
* +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 
| style="background:#e8f5e9;" |
* +1 Flee per point 
* +ASPD per point 
* +1 SoftDEF per 5 points 
|-
! style="background:#ef9a9a;" | VIT (Vitality)
! style="background:#bbdefb;" | INT (Intelligence)
|-
| style="background:#ffebee;" |
* +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 
| style="background:#e3f2fd;" |
* +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 
|-
! style="background:#fff9c4;" | DEX (Dexterity)
! style="background:#e1bee7;" | LUK (Luck)
|-
| style="background:#fffde7;" |
* +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 
| style="background:#f3e5f5;" |
* +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 
|}


= Substats =
== 🎯 Stat Breakdown ==
Aside from Stats, several Substats were also drastically changed.


Most of these define the main difference between Pre-Renewal and Renewal Mechanics.
<div class="stats-grid">
{| class="wikitable" style="width:100%; text-align:left; font-size:85%; border-collapse:collapse;"
<div class="stat-card">
! style="width:50%; background:#ffe082;" | ATK
<div class="stat-header" style="background: linear-gradient(135deg, #ff9800, #f57c00);">
! style="width:50%; background:#81d4fa;" | MATK
💪 STR (Strength)
|-
</div>
| style="background:#fff8e1;" |
<div class="stat-content">
* In Renewal, ATK is split into '''StatusATK''' and '''WeaponATK'''.
<ul class="stat-list">
* Both contribute to final damage; '''StatusATK is doubled'''.
<li><strong>+1 StatusATK</strong> per point (melee)</li>
* Only '''WeaponATK''' is affected by racial/size/elemental bonuses (e.g., Hydra, Skel Worker).
<li><strong>+0.5% WeaponATK</strong> per point (melee)</li>
* High-level weapons with better ATK/refines are preferred over old 4-slot racials.
<li><strong>+1 StatusATK</strong> per 5 points (ranged)</li>
| style="background:#e1f5fe;" |
<li><strong>+30 Weight Limit</strong> per point</li>
* MATK is also split into '''StatusMATK''' and '''WeaponMATK'''.
<li class="negative">⛔ No more bonus ATK per 10 STR</li>
* Many weapons now have flat MATK values (e.g., 280 from Staff of Destruction).
</ul>
* '''WeaponMATK''' contributes more to final damage due to variance scaling with weapon level.
</div>
|-
</div>
! style="background:#ffccbc;" | DEF/MDEF
! style="background:#c5e1a5;" | Cast Time
|-
| style="background:#fbe9e7;" |
* DEF and MDEF are reworked:
  '''HardDEF/MDEF''' is no longer capped at 100.
  Its effectiveness scales '''exponentially'''.
* Examples:
  200 HardDEF = ~25% reduction
  400 HardDEF = ~40% reduction
* Many armors now have higher DEF/MDEF values.
| style="background:#f1f8e9;" |
* 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).
|-
! style="background:#d1c4e9;" | SoftDEF/MDEF
! style="background:#f8bbd0;" | Critical
|-
| style="background:#ede7f6;" |
* Based mostly on '''VIT (SoftDEF)''' and '''INT (SoftMDEF)'''.
* Applies a '''flat damage reduction''' after HardDEF/MDEF.
* Minimal change from Pre-Renewal mechanics.
| style="background:#fce4ec;" |
* 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.
|}


= Trait Stats (Post level 200) =
<div class="stat-card">
<div class="stat-header" style="background: linear-gradient(135deg, #4caf50, #388e3c);">
🏃 AGI (Agility)
</div>
<div class="stat-content">
<ul class="stat-list">
<li><strong>+1 Flee</strong> per point</li>
<li><strong>+ASPD</strong> per point</li>
<li><strong>+1 SoftDEF</strong> per 5 points</li>
</ul>
</div>
</div>


== Key Points About New Attribute Stats ==
<div class="stat-card">
<div class="stat-header" style="background: linear-gradient(135deg, #f44336, #d32f2f);">
❤️ VIT (Vitality)
</div>
<div class="stat-content">
<ul class="stat-list">
<li><strong>+1% MaxHP</strong> per point</li>
<li><strong>+2% Healing Item effectiveness</strong> per point</li>
<li><strong>+1% Status resistance</strong> per point</li>
<li><strong>+1 SoftDEF</strong> per 2 points</li>
<li><strong>+1 SoftMDEF & HP Recovery Rate</strong> per 5 points</li>
</ul>
</div>
</div>


{| style="width:100%;"
<div class="stat-card">
| style="width:60%; vertical-align:top;" |
<div class="stat-header" style="background: linear-gradient(135deg, #2196f3, #1976d2);">
* '''Six new stats''' related to attribute status have been added.
🧠 INT (Intelligence)
* Starting at level '''200''', leveling up no longer grants status points for the original stats: STR, AGI, VIT, INT, DEX, LUK.
</div>
* Instead, '''new trait status points''' are given to distribute among these '''6 new trait statuses'''.
<div class="stat-content">
* '''Activity Point (AP)''' is introduced as a new resource mechanic, exclusively used by 4th job skills.
<ul class="stat-list">
* Unlike old status points, '''attribute status points do not increase gradually with level'''.
<li><strong>+1.5 StatusMATK</strong> per point</li>
* '''4th job classes''' receive bonus points to these new traits based on Job Level.
<li><strong>+1% MaxSP & SP Healing Item effectiveness</strong> per point</li>
* Each new characteristic status '''has a fixed cost of 1 point per investment''', unlike existing statuses.
<li>⏳ <strong>Decreases Cast Time</strong> per point</li>
| style="width:40%; text-align:center;" |
<li><strong>+1 SoftMDEF</strong> per 2 points</li>
https://imgc1.gnjoy.com/ufile/ro/2020/05/26/LA2NUAYHZ5ZWIHA9UJ97.png
<li><strong>+1 SP Recovery Rate</strong> per 6 points</li>
|}
<li class="negative">⛔ No more MATK bonus at multiples of 5 or 7</li>
</ul>
</div>
</div>


{| class="wikitable" style="width:80%; border-collapse:collapse; text-align:left; font-size:85%; border:1px solid #ccc;"
<div class="stat-card">
|-
<div class="stat-header" style="background: linear-gradient(135deg, #ffeb3b, #fbc02d);">
! style="background:#FFA500; color:#000; border:1px solid #ccc;" | Power (POW)
🎯 DEX (Dexterity)
! style="background:#FF6347; color:#000; border:1px solid #ccc;" | Stamina (STA)
</div>
|-
<div class="stat-content">
| style="background:#fff8e1; border:1px solid #ccc;" |
<ul class="stat-list">
* Trait that increases status physical attack and Power Attack (P.ATK)
<li><strong>+1 StatusATK</strong> per point (ranged)</li>
* +5 status physical attack per 1 point 
<li><strong>+0.5% WeaponATK</strong> per point (ranged)</li>
* +1 P.ATK per 3 points
<li><strong>+1 StatusATK</strong> per 5 points (melee)</li>
| style="background:#fff0f0; border:1px solid #ccc;" |
<li><strong>+1 HIT, +ASPD</strong> per point</li>
* Trait that increases physical resistance (RES) 
<li><strong>+1 StatusMATK & SoftMDEF</strong> per 5 points</li>
* +1 RES per 1 point 
<li class="negative">⛔ No more ATK bonus per 10 DEX</li>
* +5 RES per 3 points
</ul>
|-
</div>
! style="background:#1E90FF; color:#fff; border:1px solid #ccc;" | Wisdom (WIS)
</div>
! style="background:#FFFF99; color:#000; border:1px solid #ccc;" | Spell (SPL)
|-
| style="background:#e6f0fa; border:1px solid #ccc;" |
* Trait that increases magic resistance (MRES) 
* +1 MRES per 1 point
* +5 MRES per 3 points
| style="background:#fffde7; border:1px solid #ccc;" |
* Trait that increases status magic attack and Spell Magic Attack (S.MATK)
* +5 status magic attack per 1 point
* +1 S.MATK per 3 points
|-
! style="background:#228B22; color:#fff; border:1px solid #ccc;" | Concentration (CON)
! style="background:#800080; color:#fff; border:1px solid #ccc;" | Creative (CRT)
|-
| style="background:#e6f5e6; border:1px solid #ccc;" |
* Trait that increases accuracy (HIT), evasion (FLEE), Power Attack (P.ATK) and Spell Magic Attack (S.MATK) 
* +2 HIT per 1 point
* +2 FLEE per 1 point 
* +1 P.ATK per 5 points
* +1 S.MATK per 5 points
| style="background:#f3e6f3; border:1px solid #ccc;" |
* Trait that increases Heal Plus (H.PLUS) and Critical Rate (C.RATE) 
* +1 H.PLUS per 1 point 
* +1 C.RATE per 3 points
|}


----
<div class="stat-card">
* Status breakdown
<div class="stat-header" style="background: linear-gradient(135deg, #9c27b0, #7b1fa2);">
{| class="wikitable" style="width:80%; border-collapse:collapse; text-align:left; font-size:85%; border:1px solid #ccc;"
🍀 LUK (Luck)
|-
</div>
! style="background:#FFA500; color:#000; border:1px solid #ccc;" | Power Atk (P.ATK)
<div class="stat-content">
! style="background:#1E90FF; color:#fff; border:1px solid #ccc;" | Spell Matk (S.MATK)
<ul class="stat-list">
|-
<li><strong>+0.3% Critical Rate</strong> per point</li>
| style="background:#fff8e1; border:1px solid #ccc;" |
<li><strong>+Status resistance</strong> per point</li>
<li><strong>+1 StatusATK, MATK, HIT</strong> per 3 points</li>
<li><strong>+1 Flee, +1% Anti-Crit</strong> per 5 points</li>
<li><strong>+1 Perfect Dodge</strong> per 10 points</li>
</ul>
</div>
</div>
</div>
 
= 🔧 Substats =
 
<div class="info-card">
<div class="card-header" style="background: linear-gradient(135deg, #795548, #5d4037);">
🔄 Renewal Mechanics Changes
</div>
<div class="card-content">
Most of these define the main difference between <strong>Pre-Renewal</strong> and <strong>Renewal Mechanics</strong>.
</div>
</div>
 
<div class="substats-grid">
<div class="substat-card">
<div class="substat-header" style="background: linear-gradient(135deg, #ffb74d, #ff9800);">
⚔️ ATK
</div>
<div class="substat-content">
<ul class="substat-list">
<li>In Renewal, ATK is split into <strong>StatusATK</strong> and <strong>WeaponATK</strong></li>
<li>Both contribute to final damage; <strong>StatusATK is doubled</strong></li>
<li>Only <strong>WeaponATK</strong> is affected by racial/size/elemental bonuses</li>
<li>High-level weapons with better ATK/refines are preferred over old 4-slot racials</li>
</ul>
</div>
</div>
 
<div class="substat-card">
<div class="substat-header" style="background: linear-gradient(135deg, #4fc3f7, #29b6f6);">
🔮 MATK
</div>
<div class="substat-content">
<ul class="substat-list">
<li>MATK is also split into <strong>StatusMATK</strong> and <strong>WeaponMATK</strong></li>
<li>Many weapons now have flat MATK values (e.g., 280 from Staff of Destruction)</li>
<li><strong>WeaponMATK</strong> contributes more to final damage due to variance scaling with weapon level</li>
</ul>
</div>
</div>
 
<div class="substat-card">
<div class="substat-header" style="background: linear-gradient(135deg, #ff8a65, #ff7043);">
🛡️ DEF/MDEF
</div>
<div class="substat-content">
<ul class="substat-list">
<li>DEF and MDEF are reworked</li>
<li><strong>HardDEF/MDEF</strong> is no longer capped at 100</li>
<li>Its effectiveness scales <strong>exponentially</strong></li>
<li><strong>Examples:</strong>
  <div style="margin-left: 20px; margin-top: 8px;">
  <div>200 HardDEF = ~25% reduction</div>
  <div>400 HardDEF = ~40% reduction</div>
  </div>
</li>
<li>Many armors now have higher DEF/MDEF values</li>
</ul>
</div>
</div>
 
<div class="substat-card">
<div class="substat-header" style="background: linear-gradient(135deg, #aed581, #9ccc65);">
⏱️ Cast Time
</div>
<div class="substat-content">
<ul class="substat-list">
<li>Cast Time is now split into:
  <div style="margin-left: 20px; margin-top: 8px;">
  <div><strong>Fixed Cast Time</strong> – not affected by stats</div>
  <div><strong>Variable Cast Time</strong> – reduced by <strong>DEX</strong> and <strong>INT</strong></div>
  </div>
</li>
<li><strong>Formula:</strong> (DEX × 2 + INT) = 530 to eliminate Variable Cast</li>
<li>Some skills now have non-removable fixed cast times</li>
</ul>
</div>
</div>
 
<div class="substat-card">
<div class="substat-header" style="background: linear-gradient(135deg, #ba68c8, #ab47bc);">
🎭 SoftDEF/MDEF
</div>
<div class="substat-content">
<ul class="substat-list">
<li>Based mostly on <strong>VIT (SoftDEF)</strong> and <strong>INT (SoftMDEF)</strong></li>
<li>Applies a <strong>flat damage reduction</strong> after HardDEF/MDEF</li>
<li>Minimal change from Pre-Renewal mechanics</li>
</ul>
</div>
</div>
 
<div class="substat-card">
<div class="substat-header" style="background: linear-gradient(135deg, #f48fb1, #f06292);">
🎯 Critical
</div>
<div class="substat-content">
<ul class="substat-list">
<li>Critical hits <strong>ignore FLEE</strong>, but <strong>no longer ignore DEF</strong></li>
<li>Base crit damage is <strong>140%</strong>, increased with <strong>C.RATE</strong></li>
<li>With gear/cards, crits can reach or exceed <strong>200%</strong> damage</li>
</ul>
</div>
</div>
</div>
 
= 🌟 Trait Stats (Post level 200) =
 
<div class="info-card">
<div class="card-header" style="background: linear-gradient(135deg, #8d6e63, #6d4c41);">
🚀 New Attribute System
</div>
<div class="card-content">
<div style="display: grid; grid-template-columns: 2fr 1fr; gap: 30px; align-items: center;">
<div>
<ul class="modern-list">
<li class="list-item">
<div class="list-icon">🎯</div>
<div class="list-content"><strong>Six new stats</strong> related to attribute status have been added</div>
</li>
<li class="list-item">
<div class="list-icon">📈</div>
<div class="list-content">Starting at level <strong>200</strong>, leveling up grants <strong>trait status points</strong> instead of original stats</div>
</li>
<li class="list-item">
<div class="list-icon">⚡</div>
<div class="list-content"><strong>Activity Point (AP)</strong> is introduced as a new resource mechanic for 4th job skills</div>
</li>
<li class="list-item">
<div class="list-icon">🎓</div>
<div class="list-content"><strong>4th job classes</strong> receive bonus points to these new traits based on Job Level</div>
</li>
<li class="list-item">
<div class="list-icon">💎</div>
<div class="list-content">Each new characteristic status has a <strong>fixed cost of 1 point</strong> per investment</div>
</li>
</ul>
</div>
<div style="text-align: center;">
<img src="https://imgc1.gnjoy.com/ufile/ro/2020/05/26/LA2NUAYHZ5ZWIHA9UJ97.png" style="max-width: 100%; border-radius: 8px; box-shadow: 0 4px 15px rgba(0,0,0,0.1);">
</div>
</div>
</div>
</div>
 
<div class="trait-stats-grid">
<div class="trait-card">
<div class="trait-header" style="background: linear-gradient(135deg, #ff9800, #f57c00);">
💥 Power (POW)
</div>
<div class="trait-content">
<ul class="trait-list">
<li>Increases status physical attack and Power Attack (P.ATK)</li>
<li><strong>+5 status physical attack</strong> per 1 point</li>
<li><strong>+1 P.ATK</strong> per 3 points</li>
</ul>
</div>
</div>
 
<div class="trait-card">
<div class="trait-header" style="background: linear-gradient(135deg, #f44336, #d32f2f);">
🛡️ Stamina (STA)
</div>
<div class="trait-content">
<ul class="trait-list">
<li>Increases physical resistance (RES)</li>
<li><strong>+1 RES</strong> per 1 point</li>
<li><strong>+5 RES</strong> per 3 points</li>
</ul>
</div>
</div>
 
<div class="trait-card">
<div class="trait-header" style="background: linear-gradient(135deg, #2196f3, #1976d2);">
🧠 Wisdom (WIS)
</div>
<div class="trait-content">
<ul class="trait-list">
<li>Increases magic resistance (MRES)</li>
<li><strong>+1 MRES</strong> per 1 point</li>
<li><strong>+5 MRES</strong> per 3 points</li>
</ul>
</div>
</div>
 
<div class="trait-card">
<div class="trait-header" style="background: linear-gradient(135deg, #ffeb3b, #fbc02d);">
🔮 Spell (SPL)
</div>
<div class="trait-content">
<ul class="trait-list">
<li>Increases status magic attack and Spell Magic Attack (S.MATK)</li>
<li><strong>+5 status magic attack</strong> per 1 point</li>
<li><strong>+1 S.MATK</strong> per 3 points</li>
</ul>
</div>
</div>
 
<div class="trait-card">
<div class="trait-header" style="background: linear-gradient(135deg, #4caf50, #388e3c);">
🎯 Concentration (CON)
</div>
<div class="trait-content">
<ul class="trait-list">
<li>Increases accuracy (HIT), evasion (FLEE), P.ATK and S.MATK</li>
<li><strong>+2 HIT</strong> per 1 point</li>
<li><strong>+2 FLEE</strong> per 1 point</li>
<li><strong>+1 P.ATK</strong> per 5 points</li>
<li><strong>+1 S.MATK</strong> per 5 points</li>
</ul>
</div>
</div>
 
<div class="trait-card">
<div class="trait-header" style="background: linear-gradient(135deg, #9c27b0, #7b1fa2);">
✨ Creative (CRT)
</div>
<div class="trait-content">
<ul class="trait-list">
<li>Increases Heal Plus (H.PLUS) and Critical Rate (C.RATE)</li>
<li><strong>+1 H.PLUS</strong> per 1 point</li>
<li><strong>+1 C.RATE</strong> per 3 points</li>
</ul>
</div>
</div>
</div>
 
== 📊 Status Breakdown ==
 
<div class="status-breakdown-grid">
<div class="status-card">
<div class="status-header" style="background: linear-gradient(135deg, #ff9800, #f57c00);">
⚔️ Power Atk (P.ATK)
</div>
<div class="status-content">
Final status physical attack and final equipment attack increases by %.
Final status physical attack and final equipment attack increases by %.
| style="background:#e6f0fa; border:1px solid #ccc;" |
</div>
</div>
 
<div class="status-card">
<div class="status-header" style="background: linear-gradient(135deg, #2196f3, #1976d2);">
🔮 Spell Matk (S.MATK)
</div>
<div class="status-content">
Final status magic attack and final equipment magic attack increases by %.
Final status magic attack and final equipment magic attack increases by %.
|-
</div>
! style="background:#FF6347; color:#000; border:1px solid #ccc;" | Resist (RES)
</div>
! style="background:#1E90FF; color:#fff; border:1px solid #ccc;" | Magic Resist (MRES)
 
|-
<div class="status-card">
| style="background:#fff0f0; border:1px solid #ccc;" |
<div class="status-header" style="background: linear-gradient(135deg, #f44336, #d32f2f);">
🛡️ Resist (RES)
</div>
<div class="status-content">
Before calculating physical defense, it reduces normal physical damage taken by %.
Before calculating physical defense, it reduces normal physical damage taken by %.
 
<div class="note-box" style="background: rgba(244, 67, 54, 0.1); padding: 10px; border-radius: 6px; margin-top: 10px; border-left: 3px solid #f44336;">
'''Note:''' Resist Penetration effects are limited to 50%.
<strong>Note:</strong> Resist Penetration effects are limited to 50%.
| style="background:#e6f0fa; border:1px solid #ccc;" |
</div>
Before calculating the magic defense, it reduces the normal magic damage received by %.
</div>
</div>


'''Note:''' Magic Resist Penetration effects are limited to 50%.
<div class="status-card">
|-
<div class="status-header" style="background: linear-gradient(135deg, #2196f3, #1976d2);">
! style="background:#228B22; color:#fff; border:1px solid #ccc;" | Heal Plus (H.Plus)
🌀 Magic Resist (MRES)
! style="background:#800080; color:#fff; border:1px solid #ccc;" | Critical Damage Rate (C.Rate)
</div>
|-
<div class="status-content">
| style="background:#e6f5e6; border:1px solid #ccc;" |
Before calculating the magic defense, it reduces the normal magic damage received by %.
Increases the final heal recovery by %.
<div class="note-box" style="background: rgba(33, 150, 243, 0.1); padding: 10px; border-radius: 6px; margin-top: 10px; border-left: 3px solid #2196f3;">
<strong>Note:</strong> Magic Resist Penetration effects are limited to 50%.
</div>
</div>
</div>


<div class="status-card">
<div class="status-header" style="background: linear-gradient(135deg, #4caf50, #388e3c);">
💚 Heal Plus (H.Plus)
</div>
<div class="status-content">
Increases the final heal recovery by %.
<div style="font-size: 12px; color: #666; margin-top: 8px;">
This increase is applied after normal heal recovery increasing effects.
This increase is applied after normal heal recovery increasing effects.
| style="background:#f3e6f3; border:1px solid #ccc;" |
</div>
Increases the critical damage base percent by %. 
</div>
</div>


At 0 C.RATE, your critical damage is 140%
<div class="status-card">
<div class="status-header" style="background: linear-gradient(135deg, #9c27b0, #7b1fa2);">
🎯 Critical Damage Rate (C.Rate)
</div>
<div class="status-content">
Increases the critical damage base percent by %.
<div style="margin-top: 10px;">
<div><strong>At 0 C.RATE:</strong> 140% critical damage</div>
<div><strong>At 10 C.RATE:</strong> 150% critical damage</div>
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At 10 C.RATE, your critical damage increases from 140% to 150%.
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Revision as of 17:58, 29 September 2025

⚡ Stats Overview

Master Your Character Build
With the new level cap, maximum base stat is now 130 - enabling true hybrid builds!

🎯 Stat Breakdown

💪 STR (Strength)

  • +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

🏃 AGI (Agility)

  • +1 Flee per point
  • +ASPD per point
  • +1 SoftDEF per 5 points

❤️ VIT (Vitality)

  • +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

🧠 INT (Intelligence)

  • +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

🎯 DEX (Dexterity)

  • +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

🍀 LUK (Luck)

  • +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

🔧 Substats

🔄 Renewal Mechanics Changes

Most of these define the main difference between Pre-Renewal and Renewal Mechanics.

⚔️ ATK

  • 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
  • High-level weapons with better ATK/refines are preferred over old 4-slot racials

🔮 MATK

  • 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

🛡️ DEF/MDEF

  • DEF and MDEF are reworked
  • HardDEF/MDEF is no longer capped at 100
  • Its effectiveness scales exponentially
  • Examples:
    200 HardDEF = ~25% reduction
    400 HardDEF = ~40% reduction
  • Many armors now have higher DEF/MDEF values

⏱️ Cast Time

  • Cast Time is now split into:
    Fixed Cast Time – not affected by stats
    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

🎭 SoftDEF/MDEF

  • Based mostly on VIT (SoftDEF) and INT (SoftMDEF)
  • Applies a flat damage reduction after HardDEF/MDEF
  • Minimal change from Pre-Renewal mechanics

🎯 Critical

  • 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

🌟 Trait Stats (Post level 200)

🚀 New Attribute System

  • 🎯
    Six new stats related to attribute status have been added
  • 📈
    Starting at level 200, leveling up grants trait status points instead of original stats
  • Activity Point (AP) is introduced as a new resource mechanic for 4th job skills
  • 🎓
    4th job classes receive bonus points to these new traits based on Job Level
  • 💎
    Each new characteristic status has a fixed cost of 1 point per investment

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💥 Power (POW)

  • Increases status physical attack and Power Attack (P.ATK)
  • +5 status physical attack per 1 point
  • +1 P.ATK per 3 points

🛡️ Stamina (STA)

  • Increases physical resistance (RES)
  • +1 RES per 1 point
  • +5 RES per 3 points

🧠 Wisdom (WIS)

  • Increases magic resistance (MRES)
  • +1 MRES per 1 point
  • +5 MRES per 3 points

🔮 Spell (SPL)

  • Increases status magic attack and Spell Magic Attack (S.MATK)
  • +5 status magic attack per 1 point
  • +1 S.MATK per 3 points

🎯 Concentration (CON)

  • Increases accuracy (HIT), evasion (FLEE), P.ATK and S.MATK
  • +2 HIT per 1 point
  • +2 FLEE per 1 point
  • +1 P.ATK per 5 points
  • +1 S.MATK per 5 points

✨ Creative (CRT)

  • Increases Heal Plus (H.PLUS) and Critical Rate (C.RATE)
  • +1 H.PLUS per 1 point
  • +1 C.RATE per 3 points

📊 Status Breakdown

⚔️ Power Atk (P.ATK)

Final status physical attack and final equipment attack increases by %.

🔮 Spell Matk (S.MATK)

Final status magic attack and final equipment magic attack increases by %.

🛡️ Resist (RES)

Before calculating physical defense, it reduces normal physical damage taken by %.

Note: Resist Penetration effects are limited to 50%.

🌀 Magic Resist (MRES)

Before calculating the magic defense, it reduces the normal magic damage received by %.

Note: Magic Resist Penetration effects are limited to 50%.

💚 Heal Plus (H.Plus)

Increases the final heal recovery by %.

This increase is applied after normal heal recovery increasing effects.

🎯 Critical Damage Rate (C.Rate)

Increases the critical damage base percent by %.

At 0 C.RATE: 140% critical damage
At 10 C.RATE: 150% critical damage