Character Stats
Stats
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|---|---|
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Character Stats 
Each character stat is responsible for different things. Some stats may affect similar traits.
Special Stats cannot be learned directly right now and are instead granted by some skills.
STR
[Show]
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.
| Effect | Value |
|---|---|
| Melee Base ATK | +1 per STR |
| Ranged Base ATK | +1 every 5 STR |
| Weight Limit | +30 per STR |
STR breakpoint bonus
STR gains an extra cumulative Base ATK bonus every 10 points.
| STR | Bonus | STR | Bonus | STR | Bonus |
|---|---|---|---|---|---|
| 10 | +1 | 60 | +21 | 110 | +66 |
| 20 | +3 | 70 | +28 | 120 | +78 |
| 30 | +6 | 80 | +36 | 130 | +91 |
| 40 | +10 | 90 | +45 | 140 | +105 |
| 50 | +15 | 100 | +55 | 150 | +120 |
Breakpoint formula
n = floor(STR / 10)
STR breakpoint bonus = n * (n + 1) / 2
AGI
[Show]
AGI increases Flee, APM, and After Cast Delay reduction.
| Effect | Value | Notes |
|---|---|---|
| Flee | +1 per AGI and +1 extra every 2 AGI | Used by the normal hit check. |
| Melee APM | +1 per AGI and +1 extra every 2 AGI | DEX also contributes to APM. |
| Ranged APM | +1 per AGI and +1 extra every 3 AGI | DEX also contributes to APM. |
| After Cast Delay | +1% ACD Reduction every 3 AGI | Also gain ACD reduction every 10 AGI, see breakpoint table below. |
Flee formula
| Stat | Formula |
|---|---|
| Flee | Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
|
APM formulas
| Weapon Type | Formula |
|---|---|
| Melee weapons | Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)
|
| Ranged weapons | Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)
|
| Huuma | Fixed at 60 APM |
After Cast Delay from AGI
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.
| AGI | ACD | AGI | ACD | AGI | ACD |
|---|---|---|---|---|---|
| 0 | +0% | 100 | +15% | 200 | +50% |
| 10 | +1% | 110 | +18% | 210 | +55% |
| 20 | +2% | 120 | +21% | 220 | +60% |
| 30 | +3% | 130 | +24% | 230 | +65% |
| 40 | +4% | 140 | +27% | 240 | +70% |
| 50 | +5% | 150 | +30% | 250 | +75% |
| 60 | +7% | 160 | +34% | 260 | +81% |
| 70 | +9% | 170 | +38% | 270 | +87% |
| 80 | +11% | 180 | +42% | 280 | +93% |
| 90 | +13% | 190 | +46% | 290+ | +100% |
VIT
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VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.
| Effect | Value |
|---|---|
| Max HP | +1% base HP per VIT |
| Soft DEF | +1 per VIT |
| Soft MDEF | +1 every 5 VIT |
Soft DEF / Soft MDEF formulas
| Stat | Formula |
|---|---|
| Soft DEF | DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus
|
| Soft MDEF | MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus
|
VIT breakpoint bonus
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.
| VIT | Bonus | VIT | Bonus | VIT | Bonus |
|---|---|---|---|---|---|
| 10 | +5 | 60 | +105 | 110 | +330 |
| 20 | +15 | 70 | +140 | 120 | +390 |
| 30 | +30 | 80 | +180 | 130 | +455 |
| 40 | +50 | 90 | +225 | 140 | +525 |
| 50 | +75 | 100 | +275 | 150 | +600 |
Breakpoint formula
n = floor(VIT / 10)
VIT breakpoint bonus = 5 * n * (n + 1) / 2
INT
[Show]
INT increases Max SP, Base MATK, and Soft MDEF.
| Effect | Value |
|---|---|
| Max SP | +1% base SP per INT |
| Base MATK | +1 per INT |
| Soft MDEF | +1 per INT |
Base MATK formula
| Stat | Formula |
|---|---|
| MATK | MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus
|
INT breakpoint bonus
INT gains an extra cumulative Base MATK bonus every 10 points.
| INT | Bonus | INT | Bonus | INT | Bonus |
|---|---|---|---|---|---|
| 10 | +1 | 60 | +21 | 110 | +66 |
| 20 | +3 | 70 | +28 | 120 | +78 |
| 30 | +6 | 80 | +36 | 130 | +91 |
| 40 | +10 | 90 | +45 | 140 | +105 |
| 50 | +15 | 100 | +55 | 150 | +120 |
Breakpoint formula
n = floor(INT / 10)
INT breakpoint bonus = n * (n + 1) / 2
DEX
[Show]
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.
| Effect | Value |
|---|---|
| Hit | +1 per DEX |
| Variable Cast Time | +0.5% reduction per DEX |
| Variable Cast Time breakpoint | +1% reduction every 15 DEX |
| Ranged Base ATK | +1 per DEX |
| Melee Base ATK | +1 every 5 DEX |
| MATK | +1 every 10 DEX |
| APM | +1 every 5 DEX |
Variable Cast Time examples
| DEX | VCT Reduction | DEX | VCT Reduction |
|---|---|---|---|
| 10 | 5% | 90 | 51% |
| 15 | 8% | 120 | 68% |
| 30 | 17% | 150 | 85% |
| 60 | 34% |
LUK
[Show]
LUK contributes to ATK, MATK, Flee, and CRIT.
| Effect | Value |
|---|---|
| Base ATK | +1 every 3 LUK |
| Base MATK | +1 every 3 LUK |
| Flee | +1 every 5 LUK |
| CRIT | +3 CRIT per LUK, plus +1 every 9 LUK |
CRIT formula
| Stat | Formula |
|---|---|
| CRIT | CRIT= 1 + LUK * 3 + floor(LUK / 9)
|
CRIT examples
CRIT from LUK examples
| LUK | Base from LUK | Breakpoint | CRIT from LUK |
|---|---|---|---|
| 0 | 0.0% | 0.0% | 0.0% |
| 9 | 2.7% | 1.0% | 3.7% |
| 18 | 5.4% | 2.0% | 7.4% |
| 30 | 9.0% | 3.0% | 12.0% |
| 45 | 13.5% | 5.0% | 18.5% |
| 60 | 18.0% | 6.0% | 24.0% |
| 75 | 22.5% | 8.0% | 30.5% |
| 90 | 27.0% | 10.0% | 37.0% |
| 120 | 36.0% | 13.0% | 49.0% |
| 150 | 45.0% | 16.0% | 61.0% |
FLEE
[Show]
Flee is used by the normal hit check. It reduces the attacker's chance to hit, but normal Flee cannot create more than 50% dodge chance.
| Effect | Value | Notes |
|---|---|---|
| Main source | AGI | AGI gives +1 Flee per point and +1 extra every 2 AGI. |
| Secondary source | LUK | LUK gives +1 Flee every 5 LUK. |
| Maximum normal Flee chance | 50% | The target cannot dodge more than 50% of attacks through normal Flee. |
Flee formula
| Stat | Formula |
|---|---|
| Flee | Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
|
Hit comparison
| Check | Formula |
|---|---|
| Hit Rate | Hit Rate = Attacker Hit + 100 - Target Flee
|
Perfect Dodge
| Stat | Effect | Notes |
|---|---|---|
| Perfect Dodge | 1 Perfect Dodge = 1% chance to dodge basic attacks | Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear. |
HIT
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Hit determines the chance to hit a target after comparing the attacker's Hit against the target's Flee.
| Component | Value |
|---|---|
| Existing Hit bonuses | Added directly |
| Base Level | +1 Hit per Base Level |
| DEX | +1 Hit per DEX |
| Base bonus | +25 Hit |
| Minimum Hit chance | 50% |
Hit formula
| Stat | Formula |
|---|---|
| Hit | Hit = existing Hit bonuses + Base Level + DEX + 25
|
| Hit Rate | Hit Rate = Attacker Hit + 100 - Target Flee
|
Hit examples
| Attacker Hit | Target Flee | Formula | Formula Result | Final Hit Rate |
|---|---|---|---|---|
| 300 | 370 | 300 + 100 - 370
|
30% | 50% |
| 360 | 410 | 360 + 100 - 410
|
50% | 50% |
| 420 | 450 | 420 + 100 - 450
|
70% | 70% |
| 500 | 520 | 500 + 100 - 520
|
80% | 80% |
| 650 | 660 | 650 + 100 - 660
|
90% | 90% |
CRIT
[Show]
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.
| Effect | Value | Notes |
|---|---|---|
| Critical formula | Critical = 10 + LUK * 3 + floor(LUK / 9)
|
LUK is the main stat for Critical. |
| Katar bonus | Doubles final Critical | Applied after the Critical calculation. |
Effects that can critically hit
| Type | Can Crit? |
|---|---|
| Physical Damage | Yes |
| Magical Damage | Yes |
| Healing | Yes |
| Shielding | Yes |
APM
[Show]
Edda uses APM, Attacks per Minute, instead of ASPD.
| Source | Value | Notes |
|---|---|---|
| AGI | Main APM stat | Different scaling for melee and ranged weapons. |
| DEX | +1 raw APM every 5 DEX | Applies to both melee and ranged weapons. |
| Huuma | Fixed at 60 APM | Huuma ignores normal APM scaling. |
APM formulas
| Weapon Type | Formula |
|---|---|
| Melee weapons | Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)
|
| Ranged weapons | Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)
|
| Huuma | APM = 60
|
Move Speed
[Show]
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.
| Property | Value | Notes |
|---|---|---|
| Base movement speed | 100 | Default movement speed value. |
| Minimum movement speed value | 40 | Movement speed cannot be reduced below this value. |
| Maximum movement speed value | 500 | Movement speed cannot be increased above this value. |
| Scaling direction | Higher value = slower movement | Lower value = faster movement. |
| Bonus stacking | Additive | A -25 slow and a +25 movement speed bonus nullify each other. |
Cast Time
[Show]
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.
| Effect | Value | Notes |
|---|---|---|
| Main stat | DEX | DEX reduces Variable Cast Time. |
| Stat reduction | floor(DEX / 2) + floor(DEX / 15)
|
This is the Variable Cast Time reduction gained from stats. |
| Gear or Skills | Additive | Stat reduction and gear/buffs/passive reductions are added together. |
Final Variable Cast formula
| Stat | Formula |
|---|---|
| Variable Cast | Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100
|
Example
| DEX | Stat VCT Reduction | VCT Reduction from Gear, Passives or Buffs | Result |
|---|---|---|---|
| 90 | 51% | 49% | No Variable Cast Time |
After Cast Delay
[Show]
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear is added additively.
| Effect | Value | Notes |
|---|---|---|
| Main stat | AGI | AGI reduces After Cast Delay. |
| Stat formula | floor(AGI / 3) + AGI breakpoint table bonus
|
Uses the breakpoint table below. |
| Stacking | Additive | ACD from stats and gear is added together. |
AGI ACD breakpoint table
| AGI | ACD | AGI | ACD | AGI | ACD |
|---|---|---|---|---|---|
| 0 | +0% | 100 | +15% | 200 | +50% |
| 10 | +1% | 110 | +18% | 210 | +55% |
| 20 | +2% | 120 | +21% | 220 | +60% |
| 30 | +3% | 130 | +24% | 230 | +65% |
| 40 | +4% | 140 | +27% | 240 | +70% |
| 50 | +5% | 150 | +30% | 250 | +75% |
| 60 | +7% | 160 | +34% | 260 | +81% |
| 70 | +9% | 170 | +38% | 270 | +87% |
| 80 | +11% | 180 | +42% | 280 | +93% |
| 90 | +13% | 190 | +46% | 290+ | +100% |
Example
| AGI | Stat ACD Reduction | Extra ACD Reduction Needed | Result |
|---|---|---|---|
| 90 | 43% | 57% | No After Cast Delay |
MDEF
[Show]
MDEF reduces magical damage and is calculated before Soft MDEF.
| Effect | Value | Notes |
|---|---|---|
| Damage type reduced | Magical damage | Calculated before Soft MDEF. |
| Multi-attacker penalty | Starts after 4 attackers | Each extra attacker reduces hard MDEF by 10% of total MDEF. |
MDEF formula
| Stat | Formula |
|---|---|
| Magical damage after MDEF | Damage = damage * (2000 + mdef) / (2000 + mdef * 10)
|
Damage Reduction examples
| MDEF | Reduction | MDEF | Reduction |
|---|---|---|---|
| 50 | 18.00% | 300 | 54.00% |
| 100 | 30.00% | 350 | 57.27% |
| 150 | 38.57% | 400 | 60.00% |
| 200 | 45.00% | 450 | 62.31% |
| 250 | 50.00% | 500 | 64.29% |
DEF
[Show]
DEF reduces physical damage and is calculated before Soft DEF.
| Effect | Value | Notes |
|---|---|---|
| Damage type reduced | Physical damage | Calculated before Soft DEF. |
| Multi-attacker penalty | Starts after 4 attackers | Each extra attacker reduces hard DEF by 10% of total DEF. |
| Soft DEF | Reduces physical damage after DEF | Soft DEF can only reduce damage by half at most at this point in the formula. |
DEF formula
| Stat | Formula |
|---|---|
| Physical damage after DEF | Damage = damage * (2000 + def) / (2000 + def * 10)
|
Damage Reduction examples
| DEF | Reduction | DEF | Reduction |
|---|---|---|---|
| 50 | 18.00% | 300 | 54.00% |
| 100 | 30.00% | 350 | 57.27% |
| 150 | 38.57% | 400 | 60.00% |
| 200 | 45.00% | 450 | 62.31% |
| 250 | 50.00% | 500 | 64.29% |
Soft DEF formula
| Stat | Formula |
|---|---|
| Soft DEF | DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus
|
| VIT breakpoint | bonus = 5 * n * (n + 1) / 2
|
P.Atk
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P.Atk increases final physical damage dealt.
| Effect | Value | Notes |
|---|---|---|
| Final physical damage | +1% per P.Atk | Applies to final physical damage dealt. |
S.Matk
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S.Matk increases final magical damage dealt.
| Effect | Value | Notes |
|---|---|---|
| Final magical damage | +1% per S.Matk | Applies to final magical damage dealt. |
H.Plus
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H.Plus increases final healing done.
| Effect | Value | Notes |
|---|---|---|
| Final healing | +1% per H.Plus | Applies to final healing done. |
C.Rate
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C.Rate increases base critical damage.
| Effect | Value | Notes |
|---|---|---|
| Base critical damage | +1% per C.Rate | Increases the base critical damage value. |
Critical damage examples
| C.Rate | Critical Damage |
|---|---|
| 0 | 140% |
| 10 | 150% |
Res
[Show]
RES decreases final physical damage received after all DEF and Soft DEF calculations.
| Effect | Value | Notes |
|---|---|---|
| Damage type reduced | Physical damage | Applied after DEF and Soft DEF. |
RES formula
| Stat | Formula |
|---|---|
| Physical damage after RES | Damage = damage * (1000 + res) / (1000 + 10 * res)
|
Damage Reduction examples
| RES | Reduction | RES | Reduction |
|---|---|---|---|
| 10 | 9.09% | 60 | 37.50% |
| 20 | 16.67% | 70 | 41.18% |
| 30 | 23.08% | 80 | 44.44% |
| 40 | 28.57% | 90 | 47.37% |
| 50 | 33.33% | 100 | 50.00% |
Mres
[Show]
MRES decreases final magical damage received.
| Effect | Value | Notes |
|---|---|---|
| Damage type reduced | Magical damage | Applied after magical defense calculations. |
MRES formula
| Stat | Formula |
|---|---|
| Magical damage after MRES | Damage = damage * (1000 + mres) / (1000 + 10 * mres)
|
Damage Reduction examples
| MRES | Reduction | MRES | Reduction |
|---|---|---|---|
| 10 | 9.09% | 60 | 37.50% |
| 20 | 16.67% | 70 | 41.18% |
| 30 | 23.08% | 80 | 44.44% |
| 40 | 28.57% | 90 | 47.37% |
| 50 | 33.33% | 100 | 50.00% |

