Stats & Attributes
Attributes
A character's attributes determine its combat capability. Everyone starts off with the same amount of status points that they can allocate to different stats for varying effects. The number of status points needed to advance each stat will increase as you put more points into it. Base stats are capped at 99.
Strength
Strength (STR) improves your P.ATK for melee and ranged attacks. Every 10 points in STR will give a small boost to your P.ATK.
Agility
Agility (AGI) improves your character's evasion (EVA) and speed (SPD).
- Each point in AGI increases your EVA by 1.
- Every 6 points in AGI increases your SPD by 1. Capped at 25 (including equipment bonus).
The chance to evade an attack is calculated by the enemy's hit rate (HIT) subtracted by a character's EVA. For example, if the enemy has 200 HIT and you have 150 EVA, 200 - 150 = 50, therefore the chances of you getting hit is 50%. There is a 5% hard cap on hitting a target, so it is not recommended to have your EVA be more than 95 of your enemy's HIT.
SPD is a versatile stat as it has a wide range of uses. Not only it improves your chances to have better rolls at initiatives to allow you to make your move earlier than your enemy, it also allows you to recover faster when resting in the inn.
Dexterity
Dexterity (DEX) improves a character's hit rate (HIT), status attack (S.ATK), a minor bonus to P.ATK, and a minor bonus to speed (SPD).
- Each point in DEX increases HIT by 1.
- Every 5 points in DEX increases P.ATK by 1
- Every 10 points in DEX increases S.ATK by 1.
- Every 10 points in DEX increases SPD by 1. Capped at 25 (including equipment bonus).
Vitality
Vitality (VIT) improves a character's maximum Hit Point (HP), Physical Defense (P.DEF), Magical Defense (M.DEF), and Status Defense (S.DEF).
- Each point in VIT increases max HP.
- Every 5 points in VIT increases P.DEF by 1. Capped at 90 (including equipment bonus).
- Every 10 points in VIT increases M.DEF by 1.
- Every 5 points in VIT increases S.DEF by 1.
VIT also improves the healing effectiveness of consumables, except for consumables that heal for a fixed amount of HP as stated in their description.