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Difference between revisions of "Status"

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m (Physical Attack Attribute)
(File:Fire Damage Boost.pngFile:Water Damage Boost.pngFile:Light Damage Boost.pngFile:Shadow Damage Boost.png Elemental Damage Boost)
 
(21 intermediate revisions by 4 users not shown)
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===[[File:Strength.png]] Strength===
 
===[[File: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.
+
Increases the amount of Physical damage you deliver. Every 250 points increases your physical damage by 100%.
  
 
===[[File:Intelligence.png]] Intelligence===
 
===[[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.
+
Increases the amount of Magical damage you deliver. Every 250 points increases your magical damage by 100%.
  
 
===[[File:Vitality.png]] Vitality===
 
===[[File:Vitality.png]] Vitality===
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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.
 
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:
+
Calculated as follows:<br>
 
+
('''Skill Atk.''') x ('''Base Physical Atk.''') x ('''Strength''') x ('''Atk. Enhancement Options''') x (1-'''Phys. Def.''')<ref>[https://namu.wiki/w/%EB%8D%98%EC%A0%84%20%EC%95%A4%20%ED%8C%8C%EC%9D%B4%ED%84%B0/%EB%8C%80%EB%AF%B8%EC%A7%80%20%EA%B3%84%EC%82%B0%20%EA%B3%B5%EC%8B%9D#s-3 Damage Formula]</ref>
('''Base Weapon Physical Power''') * (1 + '''STR''' / 250) + ('''Physical Piercing Damage''')
 
  
 
===[[File:Physical Critical Chance.png]] Physical Critical Chance===
 
===[[File:Physical Critical Chance.png]] Physical Critical Chance===
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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.
 
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:
+
Calculated as follows:<br>
 
+
('''Skill Atk.''') x ('''Base Magical Atk.''') x ('''Intelligence''') x ('''Atk. Enhancement Options''') x (1-'''Mag. Def.''')
('''Base Weapon Magical Power''') * (1 + '''INT''' / 250) + ('''Magical Piercing Damage''')
 
  
 
===[[File:Magical Critical Chance.png]] Magical Critical Chance===
 
===[[File:Magical Critical Chance.png]] Magical Critical Chance===
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==[[File:Independent Atk..png]] Independent Atk.==
 
==[[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.
+
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 Independent Atk. Damage dealt is affected by either INT or STR depending on the damage type of the skill in question. Unlike Magical and Physical Atk., the independent Atk. of a weapon remains the same regardless of weapon type. (I.E. A level 100 Epic Short Sword with 100% superior quality will have the same Independent Atk. as a level 100 Musket of the same quality.)
 +
 
 +
Calculated as follows:<br>
 +
('''Skill Atk.''') x ('''Base Independent Atk.''') x ('''Strength or Intelligence'''<small>''(Depending on the skill)''</small>) x ('''Atk. Enhancement Options''') x (1-'''Phys. or Mag. Def.'''<small>''(Depending on the skill)''</small>)
 +
 
 +
==Elemental Damage==
 +
===[[File:Fire Damage Boost.png]][[File:Water Damage Boost.png]][[File:Light Damage Boost.png]][[File:Shadow 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.
 +
 
 +
Calculated as follows:<br>
 +
1 + ('''your Element Damage''' +11 - '''Enemy's Elemental Resistance''')/'''222'''<ref>[https://namu.wiki/w/%EB%8D%98%EC%A0%84%20%EC%95%A4%20%ED%8C%8C%EC%9D%B4%ED%84%B0/%EB%8C%80%EB%AF%B8%EC%A7%80%20%EA%B3%84%EC%82%B0%20%EA%B3%B5%EC%8B%9D#s-4.6 Elemental Damage Formula]</ref>
 +
 
 +
To learn more, go to the [[Elements]] page.
  
 
==Speed==
 
==Speed==
  
 
===[[File:Movement Speed.png]] Movement Speed===
 
===[[File: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.
+
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. Can only go up to 200% Movement Speed.
 +
 
 +
===[[File:Movement Speed.png]] Town Movement Speed===
 +
The speed your character moves while walking in town. This base speed can be improved through rare avatar sets and certain special avatars.
  
 
===[[File:Attack Speed.png]] Attack Speed===
 
===[[File: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.
+
The speed your character attacks.  Certain skill attacks are unrelated to this speed.  Other skills' speed are based on a percentage of this speed. Can only go up to 200% Attack Speed.
 
Does not affect casting.
 
Does not affect casting.
  
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===[[File:Casting Speed.png]] Casting Speed===
 
===[[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.
+
Speed of Magical Skill casting. The faster the Casting Speed is, the less time it takes to Cast skills. Can only go up to 200% Attack Speed.
 +
Does not affect attacking speed.
  
 
==Damage Avoidance==
 
==Damage Avoidance==
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===[[File:Evasion Rate.png]] Evasion Rate===
 
===[[File:Evasion Rate.png]] Evasion Rate===
Percent chance of evading an attack. Evaded attack deal no damage.
+
Percent chance of evading an attack. Evaded attack deal no damage. Can only go up to 75% Evasion Rate.
  
 
===[[File:Fire Resistance.png]][[File:Water Resistance.png]][[File:Light Resistance.png]][[File:Shadow Resistance.png]] 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. Up to 100 Elemental Resistance can be applied. See also [[Elemental Attribute]]
  
==Other==
+
===Abnormal Status Tolerance===
===[[File:Exorcism Parameter.png]] Exorcism Parameter===
+
Decreases the corresponding Abnormal Status damage received or reduces the chances to receive certain statuses. To learn more, see [[Status Effects]].
Special resistance needed to prevent stat loss in the Otherverse dungeons. Affects Max HP, Max MP, Base Stats and Physical/Magical Attack. See [[Otherverse]] for more details.
+
 
 +
==Additional Statuses==
 +
 
 +
===[[File:Adventurer Fame.png]] Adventurer Fame ===
 +
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 | Legion/Raid Equipment Fusion | Black Purgatory Option Conversion | Equipment Growth System. <br>
 +
* Avatars | Emblems | Titles + Enchantment | Auras | Explorer Club Insignia | Creatures | Artifacts | Talismans | Runes.
 +
* The Consumables that used to increase Exorcism will now increase Fame.
 +
* Dungeons & Raid content that originally needed a certain amount of Exorcism to enter, will also be replaced by Adventurer Fame with their own minimum requirements.
  
 
===[[File:Hit Rate.png]] Hit Rate===
 
===[[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.
 
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.
  
===[[File:HP Recovery Rate.png]] HP Recovery Rate===
+
===[[File:HP Recovery Rate.png]] HP Recovery===
 
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 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.
  
===[[File:MP Recovery Rate.png]] MP Recovery Rate===
+
===[[File:MP Recovery Rate.png]] MP Recovery===
 
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.
  
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===[[File:Hit Recovery.png]] Hit Recovery===
 
===[[File:Hit Recovery.png]] Hit Recovery===
Decreases Immobility Duration when hit by enemies.
+
Decreases Recoil when hit by enemies (I.E. reducing the duration that targets stay immobilized upon being attacked).
 +
 
 +
===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. If a Neo Premium Contract Plus+ is purchased, you'll receive 273 Fatigue Points during weekdays and 293 on weekends respectively.
 +
 
 +
===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.
 +
 
 +
==Equipment Bonuses==
 +
These stats can only be found on outside sources such as certain equipment, avatars, pets, enchantments and titles.
 +
 
 +
===Damage Value===
 +
Increases overall incoming damage.
 +
 
 +
===Buff Power===
 +
Increases Atk. Buff skill power applied to party members. Only applicable to [[Buffer]] classes.
 +
 
 +
===Damage===
 +
Increases your attack damage by a percentage.
 +
Only your highest Additional Damage sources can be applied at one time.
 +
All Bonus Damage sources can apply at the same time.
 +
Applicable for level 100 and below.
 +
 
 +
===Critical Damage===
 +
Increases your Critical Damage by a percentage.
 +
Only your highest Additional Critical Damage sources can be applied at one time.
 +
All Bonus Critical Damage sources can apply at the same time.
 +
Applicable for level 100 and below.
 +
 
 +
===Bonus Damage===
 +
Increases your Bonus Damage by a percentage.
 +
Additional Elemental Damage is also included in this area.
 +
Applicable for level 100 and below.
 +
 
 +
===All Atk.===
 +
Increases your overall Atk. by a percentage.
 +
Applicable for level 100 and below.
  
===[[File:Fire Damage Boost.png]][[File:Water Damage Boost.png]][[File:Light Damage Boost.png]][[File:Shadow Damage Boost.png]] Elemental Damage Boost===
+
===Skill Atk.===
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.
+
Increases your Skill Atk. by a percentage.
 +
 
 +
===Physical Atk.===
 +
Increases your Physical Atk. by a percentage.
 +
Applicable for level 100 and below.
 +
 
 +
===Magic Atk.===
 +
Increases your Magic Atk. by a percentage.
 +
Applicable for level 100 and below.
 +
 
 +
===Independent Atk.===
 +
Increases your Independent Atk. by a percentage.
 +
Applicable for level 100 and below.
 +
 
 +
===Strength===
 +
Increases your Skill Atk. by a percentage.
 +
Applicable for level 100 and below.
 +
 
 +
===Intelligence===
 +
Increases your Skill Atk. by a percentage.
 +
Applicable for level 100 and below.
 +
 
 +
===Damage over Time===
 +
Applies continuous damage over time by a percentage.  
 +
Duration set is based on the source in question.
 +
Applicable for level 100 and below.
 +
 
 +
===Cooldown Reduction===
 +
Decreases skill cooldown by a percentage.
 +
Not applied to options that decrease cooldown for specific skills or those within specific Level ranges.
 +
Can only go up to 70% cooldown reduction.
 +
Not to be confused with Cooldown Recovery.
 +
 
 +
===Cooldown Recovery===
 +
Increases skill cooldown recovery speed. Can apply alongside Cooldown Reduction.
  
==Max Inventory Weight==
+
===Convert Abnormal Status Dmg.===
All characters can only carry a certain weight, a number which can be modified by [[equips]] or [[titles]] or increasing level.
+
Converts a percentage of outgoing damage into '''{{IconLink|Bleeding}}'''/'''{{IconLink|Poison}}'''/'''{{IconLink|Burn}}'''/'''{{IconLink|Shock}}''' Abnormal Status damage.
  
==Fatigue Points==
+
===Decrease Phys. Dmg.===
Total of 156 fatigue points are given per weekday and 176 per day on the weekend.
+
Decreases incoming Physical Damage by a percentage.
Entering a dungeon automatically consumes one point. As the player progress through the map, each room 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 prevent you from proceeding. 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 9:00 AM (UTC), 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.
 
  
[[Special Dungeons]] cost 8 FP for entry, but do not consume additional FP after. Thus, it is advantageous to fully clear Special Dungeons for the maximum amount of experience for fatigue spent.
+
===Decrease Mag. Dmg.===
 +
Decreases incoming Magical Damage by a percentage.
  
Fatigue points can also be expanded with NeoPremium Basic and Plus but in order to get it, play have to pay it with Cera. NeoPremium basic adds 78 more Fatigue points, +20 Fatigue points in the weekends = 254 total Fatigue Points with NeoPremium Basic + weekends. But NeoPremium Plus adds 117 more Fatigue points +20 Fatigue points in the weekends = 293 total Fatigue points with NeoPremium Plus + weekends. If you buy both of them, NeoPremium Plus comes first, once the Plus is over, you are now starting to use the NeoPremium Basic.
+
==Other==
 +
===[[File:Exorcism Parameter.png]] Exorcism===
 +
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 Dungeon]]s, 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.  
  
==Skill Points==
+
As of the Season 6, Act 18. Update, the Exorcism stat has been replaced with the Adventurer Fame system.
[[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==
 
==Physical Attack Attribute==
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| 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.
 
| 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]], [[Dagger]], [[Twin Swords]], [[Long Lance]], [[Halberd]] || 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.
+
| 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]], [[Chakra]] || 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.
+
| 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. Possesses 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 || 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.  
 
| 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]]

Latest revision as of 19:21, 22 March 2024

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%.

Intelligence.png Intelligence

Increases the amount of Magical damage you deliver. Every 250 points increases your magical damage by 100%.

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:
(Skill Atk.) x (Base Physical Atk.) x (Strength) x (Atk. Enhancement Options) x (1-Phys. Def.)[1]

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:
(Skill Atk.) x (Base Magical Atk.) x (Intelligence) x (Atk. Enhancement Options) x (1-Mag. Def.)

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 fixed damage. Increases as you level up and can be found on gear as Independent Atk. Damage dealt is affected by either INT or STR depending on the damage type of the skill in question. Unlike Magical and Physical Atk., the independent Atk. of a weapon remains the same regardless of weapon type. (I.E. A level 100 Epic Short Sword with 100% superior quality will have the same Independent Atk. as a level 100 Musket of the same quality.)

Calculated as follows:
(Skill Atk.) x (Base Independent Atk.) x (Strength or Intelligence(Depending on the skill)) x (Atk. Enhancement Options) x (1-Phys. or Mag. Def.(Depending on the skill))

Elemental Damage

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.

Calculated as follows:
1 + (your Element Damage +11 - Enemy's Elemental Resistance)/222[2]

To learn more, go to the Elements page.

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. Can only go up to 200% Movement Speed.

Movement Speed.png Town Movement Speed

The speed your character moves while walking in town. This base speed can be improved through rare avatar sets and certain special avatars.

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. Can only go up to 200% Attack 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. Can only go up to 200% Attack Speed. Does not affect attacking speed.

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. Can only go up to 75% Evasion Rate.

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

Decreases the corresponding elemental damage received. Up to 100 Elemental Resistance can be applied. See also Elemental Attribute

Abnormal Status Tolerance

Decreases the corresponding Abnormal Status damage received or reduces the chances to receive certain statuses. To learn more, see Status Effects.

Additional Statuses

Adventurer Fame.png Adventurer Fame

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 | Legion/Raid Equipment Fusion | Black Purgatory Option Conversion | Equipment Growth System.
  • Avatars | Emblems | Titles + Enchantment | Auras | Explorer Club Insignia | Creatures | Artifacts | Talismans | Runes.
  • The Consumables that used to increase Exorcism will now increase Fame.
  • Dungeons & Raid content that originally needed a certain amount of Exorcism to enter, will also be replaced by Adventurer Fame with their own minimum requirements.

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

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

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 Recoil when hit by enemies (I.E. reducing the duration that targets stay immobilized upon being attacked).

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. If a Neo Premium Contract Plus+ is purchased, you'll receive 273 Fatigue Points during weekdays and 293 on weekends respectively.

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.

Equipment Bonuses

These stats can only be found on outside sources such as certain equipment, avatars, pets, enchantments and titles.

Damage Value

Increases overall incoming damage.

Buff Power

Increases Atk. Buff skill power applied to party members. Only applicable to Buffer classes.

Damage

Increases your attack damage by a percentage. Only your highest Additional Damage sources can be applied at one time. All Bonus Damage sources can apply at the same time. Applicable for level 100 and below.

Critical Damage

Increases your Critical Damage by a percentage. Only your highest Additional Critical Damage sources can be applied at one time. All Bonus Critical Damage sources can apply at the same time. Applicable for level 100 and below.

Bonus Damage

Increases your Bonus Damage by a percentage. Additional Elemental Damage is also included in this area. Applicable for level 100 and below.

All Atk.

Increases your overall Atk. by a percentage. Applicable for level 100 and below.

Skill Atk.

Increases your Skill Atk. by a percentage.

Physical Atk.

Increases your Physical Atk. by a percentage. Applicable for level 100 and below.

Magic Atk.

Increases your Magic Atk. by a percentage. Applicable for level 100 and below.

Independent Atk.

Increases your Independent Atk. by a percentage. Applicable for level 100 and below.

Strength

Increases your Skill Atk. by a percentage. Applicable for level 100 and below.

Intelligence

Increases your Skill Atk. by a percentage. Applicable for level 100 and below.

Damage over Time

Applies continuous damage over time by a percentage. Duration set is based on the source in question. Applicable for level 100 and below.

Cooldown Reduction

Decreases skill cooldown by a percentage. Not applied to options that decrease cooldown for specific skills or those within specific Level ranges. Can only go up to 70% cooldown reduction. Not to be confused with Cooldown Recovery.

Cooldown Recovery

Increases skill cooldown recovery speed. Can apply alongside Cooldown Reduction.

Convert Abnormal Status Dmg.

Converts a percentage of outgoing damage into Bleeding (Status).png Bleeding/Poison (Status).png Poison/Burn (Status).png Burn/Electrocution (Status).png Shock Abnormal Status damage.

Decrease Phys. Dmg.

Decreases incoming Physical Damage by a percentage.

Decrease Mag. Dmg.

Decreases incoming Magical Damage by a percentage.

Other

Exorcism.png Exorcism

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.


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.