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Difference between revisions of "Status"
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==Base Stats== | ==Base Stats== | ||
− | |||
− | |||
− | === | + | ===[[File:HP.png]] HP=== |
− | Current number of | + | 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. |
− | ===Strength=== | + | ===[[File:MP.png]] MP=== |
− | Increases the amount of Physical damage you deliver. | + | Current number of mana points out of your maximum. Most skills cost MP to work. |
+ | |||
+ | ===[[File:Strength.png]] Strength=== | ||
+ | Increases the amount of Physical damage you deliver. Every 250 points increases your physical damage by 100%. | ||
− | ===Intelligence=== | + | ===[[File:Intelligence.png]] Intelligence=== |
− | Increases the amount of Magical damage you deliver | + | Increases the amount of Magical damage you deliver. Every 250 points increases your magical damage by 100%. |
− | ===Vitality=== | + | ===[[File:Vitality.png]] Vitality=== |
Vitality increases: MAX HP, HP Recovery, and Physical Defense. | Vitality increases: MAX HP, HP Recovery, and Physical Defense. | ||
*MAX HP will increase by 100% for every 250 Vitality stat. | *MAX HP will increase by 100% for every 250 Vitality stat. | ||
Line 21: | Line 22: | ||
*Physical Defense will increase by 5 for every 1 Vitality stat. | *Physical Defense will increase by 5 for every 1 Vitality stat. | ||
− | ===Spirit=== | + | ===[[File:Spirit.png]] Spirit=== |
Spirit increases: MAX MP, MP Recovery, and Magical Defense. | Spirit increases: MAX MP, MP Recovery, and Magical Defense. | ||
*MAX MP will increase by 100% for every 250 Spirit stat. | *MAX MP will increase by 100% for every 250 Spirit stat. | ||
Line 28: | Line 29: | ||
==Physical== | ==Physical== | ||
− | |||
− | |||
− | Calculated as follows | + | ===[[File: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:<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> | ||
+ | |||
+ | ===[[File: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== | ||
− | + | ===[[File: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:<br> | |
− | + | ('''Skill Atk.''') x ('''Base Magical Atk.''') x ('''Intelligence''') x ('''Atk. Enhancement Options''') x (1-'''Mag. Def.''') | |
− | === | + | ===[[File: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. | |
− | == | + | ==[[File: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 | + | 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=== |
− | The speed your character moves | + | 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=== |
− | + | 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. | See [[Weapons]] for general speed comparisons, separated by class. | ||
+ | |||
+ | ===[[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. Can only go up to 200% Attack Speed. | ||
+ | Does not affect attacking speed. | ||
==Damage Avoidance== | ==Damage Avoidance== | ||
− | ===Physical Defense=== | + | ===[[File:Physical Defense.png]] Physical Defense=== |
The physical damage reduction percentage you experience when you are hit by an enemy of an equal level. | The physical damage reduction percentage you experience when you are hit by an enemy of an equal level. | ||
− | ===Magical Defense=== | + | ===[[File:Magical Defense.png]] Magical Defense=== |
The magical 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. | ||
− | ===Evasion=== | + | ===[[File:Evasion Rate.png]] Evasion Rate=== |
− | Percent chance of evading an attack. | + | 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=== | ||
+ | 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]]. | ||
+ | |||
+ | ===Decrease Phys. Dmg.=== | ||
+ | Decreases incoming Physical Damage by a percentage. | ||
+ | |||
+ | ===Decrease Mag. Dmg.=== | ||
+ | Decreases incoming Magical Damage by a percentage. | ||
+ | |||
+ | ==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 | Seon Equipment Upgrade. <br> | ||
+ | * Avatars | Emblems | Titles + Enchantment | Auras | Explorer Club Insignia | Creatures | Artifacts | Talismans | Runes. | Subtraits | ||
+ | * The Consumables that used to increase Exorcism will now increase Fame. | ||
+ | * Past and present Dungeons 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=== | ||
+ | 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. | ||
+ | |||
+ | === Hit Stun=== | ||
+ | Increases Hitstun on enemies that you attack. The higher the number, the more likely the enemy will be stunned longer. | ||
+ | |||
+ | ===[[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. | ||
+ | |||
+ | ===[[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. | ||
+ | |||
+ | ===[[File:Immobility.png]] Immobility=== | ||
+ | Increases Immobility Duration (also known as hitstun: the duration that targets stay Immobilized upon being attacked) when attacking enemies. | ||
+ | |||
+ | ===[[File: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. | ||
+ | |||
+ | ===Atk. Increase=== | ||
+ | Increases Physical/Magical/Independent damage. | ||
+ | |||
+ | ===Atk. Amp.=== | ||
+ | Intensifies Physical/Magical/Independent damage. | ||
+ | |||
+ | ===Buff Power=== | ||
+ | Increases the performance of Buff skills applied to party members. Only applicable to [[Buffer]] classes. | ||
+ | |||
+ | ===Buff Power Amp.=== | ||
+ | Intensifies Buff Power. | ||
+ | |||
+ | ===Overall Damage Increase=== | ||
+ | Increases Overall Damage. | ||
+ | |||
+ | ===Convert Abnormal Status Dmg.=== | ||
+ | Converts a percentage of outgoing damage into '''{{IconLink|Bleeding}}'''/'''{{IconLink|Poison}}'''/'''{{IconLink|Burn}}'''/'''{{IconLink|Shock}}''' Abnormal Status damage. | ||
+ | |||
+ | ===Final Cooldown Reduction=== | ||
+ | The actual value applied, with cooldown reduction and cooldown recovery calculated.<br> | ||
+ | Can't exceed 70%. | ||
+ | |||
+ | *'''Cooldown Reduction''' | ||
+ | Decreases skill cooldown.<br> | ||
+ | Not applicable to options that decrease the cooldown of a specific skill or skills within a certain Level range.<br> | ||
+ | - Applicable to options that exclude Awakening skills.<br> | ||
+ | Not to be confused with Cooldown Recovery. | ||
+ | |||
+ | *'''Cooldown Recovery''' | ||
+ | Increases skill cooldown recovery.<br> | ||
+ | Not applicable to options that decrease the cooldown of a specific skill or skills within a certain Level range.<br> | ||
+ | - Applicable to options that exclude Awakening skills.<br> | ||
+ | Not to be confused with Cooldown Reduction. | ||
− | === | + | ===[[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. | |
==Other== | ==Other== | ||
− | === | + | ===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. | ||
+ | Not to be confused with Overall Damage Increase. | ||
+ | |||
+ | ===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. | ||
+ | |||
+ | ===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 | + | 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. | ||
− | == | + | ==Outdated== |
− | + | ===[[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. | |
− | |||
− | |||
− | |||
− | + | As of the Season 6, Act 18. Update, the Exorcism stat has been replaced with the Adventurer Fame system. | |
− | == | + | ===Damage Value=== |
− | + | Increases overall incoming damage. | |
+ | As of the Season 8, Act 3. Update, this stat has been succeeded by the Atk. Increase stat. | ||
− | == | + | ===Skill Atk.=== |
− | + | Increases your Skill Atk. by a percentage. | |
+ | As of the Season 8, Act 3. Update, this stat has been succeeded by the Overall Damage Increase stat. | ||
==Physical Attack Attribute== | ==Physical Attack Attribute== | ||
Line 127: | Line 259: | ||
! style="width:600pt;" | Detail | ! style="width:600pt;" | Detail | ||
|- style="background-color: #ffffff;" align="center" | |- style="background-color: #ffffff;" align="center" | ||
− | | Smash || Melee || Bash || [[Bludgeon]], [[Knuckle]], [[Gauntlets]], [[Boxing Glove]], [[Tonfa]], [[Staff]], [[Rod]], [[Pole]], [[Cross]], [[Rosary]], [[Totem]] || 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]] || 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]] || 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 10:54, 12 September 2024
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.
Contents
Base Stats
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
Current number of mana points out of your maximum. Most skills cost MP to work.
Strength
Increases the amount of Physical damage you deliver. Every 250 points increases your physical damage by 100%.
Intelligence
Increases the amount of Magical damage you deliver. Every 250 points increases your magical damage by 100%.
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
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.
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
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.
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
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.
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
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
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.
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
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
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
The physical damage reduction percentage you experience when you are hit by an enemy of an equal level.
Magical Defense
The magical damage reduction percentage you experience when you are hit by an enemy of an equal level.
Evasion Rate
Percent chance of evading an attack. Evaded attack deal no damage. Can only go up to 75% Evasion Rate.
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.
Decrease Phys. Dmg.
Decreases incoming Physical Damage by a percentage.
Decrease Mag. Dmg.
Decreases incoming Magical Damage by a percentage.
Additional Statuses
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 | Seon Equipment Upgrade.
- Avatars | Emblems | Titles + Enchantment | Auras | Explorer Club Insignia | Creatures | Artifacts | Talismans | Runes. | Subtraits
- The Consumables that used to increase Exorcism will now increase Fame.
- Past and present Dungeons that originally needed a certain amount of Exorcism to enter, will also be replaced by Adventurer Fame with their own minimum requirements.
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.
Hit Stun
Increases Hitstun on enemies that you attack. The higher the number, the more likely the enemy will be stunned longer.
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
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
Increases Immobility Duration (also known as hitstun: the duration that targets stay Immobilized upon being attacked) when attacking enemies.
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.
Atk. Increase
Increases Physical/Magical/Independent damage.
Atk. Amp.
Intensifies Physical/Magical/Independent damage.
Buff Power
Increases the performance of Buff skills applied to party members. Only applicable to Buffer classes.
Buff Power Amp.
Intensifies Buff Power.
Overall Damage Increase
Increases Overall Damage.
Convert Abnormal Status Dmg.
Converts a percentage of outgoing damage into Bleeding/ Poison/ Burn/ Shock Abnormal Status damage.
Final Cooldown Reduction
The actual value applied, with cooldown reduction and cooldown recovery calculated.
Can't exceed 70%.
- Cooldown Reduction
Decreases skill cooldown.
Not applicable to options that decrease the cooldown of a specific skill or skills within a certain Level range.
- Applicable to options that exclude Awakening skills.
Not to be confused with Cooldown Recovery.
- Cooldown Recovery
Increases skill cooldown recovery.
Not applicable to options that decrease the cooldown of a specific skill or skills within a certain Level range.
- Applicable to options that exclude Awakening skills.
Not to be confused with Cooldown Reduction.
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.
Other
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. Not to be confused with Overall Damage Increase.
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.
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.
Outdated
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.
Damage Value
Increases overall incoming damage. As of the Season 8, Act 3. Update, this stat has been succeeded by the Atk. Increase stat.
Skill Atk.
Increases your Skill Atk. by a percentage. As of the Season 8, Act 3. Update, this stat has been succeeded by the Overall Damage Increase stat.
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. |