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Difference between revisions of "Stats"

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{{For|charts to compare stats contributed by skills|Stats and Skills}}
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'''Stats''' affect all aspects of your character, including (but not limited to) appearance and general competence in skills.
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==General Overview==
 
==General Overview==
'''Status''' attributes, often called "stats" for short, affect all aspects of your character, including (but not limited to) appearance and general combat effectiveness.
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[[File:Character_Stat_Window.png|thumb|400px|An example of a player's stats.]]
 
 
 
===Base Stats===
 
===Base Stats===
*Determined based on Age, Level, Race, Skill Ranks, and Uncooked Food effects.
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*Base stats are the stats obtained from [[Stats and Skills|ranking skills]], [[Classes and Training|taking classes]], [[:Category:In-game Books|reading books]], [[Character#Character Growth|Age]], [[Character#Character Growth|Level]], and [[Foods List|Uncooked Food effects]].
*These stats are displayed in white in the character window. If these stats are modified in any method other than the ones described above, they will be shown in brackets beside the new modified stats.
+
**Stats from skills, classes, and books are permanent and will be carried through [[rebirth]].
*Affects the player's [[Combat Power]].
+
***However, [[Skill Reset Capsule|deranking]] skills will remove any stat gained.
====Permanent====
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**Stats age, level, and uncooked food are semi-permanent, remaining with the character until rebirth.
*The stats acquired from [[Stats and Skills|ranking Skills]], [[Classes and Training|classes]] and reading books are permanent and will be carried through rebirth.
+
***These stats are calculated to one decimal place, despite only whole numbers being shown.
 +
***For example, a player with 102 strength levels up and gains 0.5 more strength. Although their strength still shows as 102, the player would have 1 more max melee weapon damage than before.
 +
*These stats are displayed in white in the character window. If these stats are [[#Stat Modifiers|modified]] in any method other than the ones described above, they will be shown in parenthesis beside the new modified stats.
 +
*Base stats directly affect [[Combat Power]].
  
====Semi-Permanent====
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===Stat Modifiers===
*These stats will fade or reset upon rebirth.
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*Stat modifiers are modifiers that increase or decrease base stats. They include equipment, skill effects, [[Enchants]], [[Food Effects (Short Term)|Cooked Food]], [[Potion Poisoning]], Red [[Dungeon Fountains]], [[Titles]], [[Talent]]s, [[Reforge]]s, and [[Totem]]s.
*The stats that fall under this category includes those gained from [[Character#Character_Growth|Age]], [[Character#Character_Growth|Level]], and [[Foods List|Uncooked Food effects]]
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*The outcome from stat modifiers is displayed in a color in the character window. The color is yellow if the stat is higher than the base, but turns red if the stat is lower than base.
*For leveling stats and uncooked food stats, although the stat gain may be in decimals, they still take effect even though the change isn't visible under the specific stat in Character window.
+
**This only applies to health, mana, stamina, strength, intelligence, dexterity, will, luck, and defense.
**Ex. A player with 102 levels up and gains 0.5 STR. Although it still shows as 102, the player would have 1 more max damage than before.
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*Stat modifiers do not affect the player's [[Combat Power]].
**Uncooked food works the same way as leveling, except that the stats gained is significantly less. In addition, the older the character is, the less stats will be gained per food.
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*Modifiers may not lower any stat below 0.
 
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**Potion Poisoning is an exception, which can lower any stat to -100% of its base value. However, the character stat window still displays it as 0.
===Temporary Stats===
 
*Modifications to the base stats including those from [[Enchants]], [[Food Effects (Short Term)|Cooked Food]], [[Potion Poisoning]], and [[Titles]].
 
*Displayed in yellow in the character window, with base stats in brackets beside it.
 
*Temporary Stats do not affect the player's [[Combat Power]].
 
*These modifications may be changed relatively easily at a whim.
 
  
 
===Age===
 
===Age===
 +
*Age determines how old the player character is. This directly affects the character's height; the younger the character the smaller they appear and the older the character the taller they appear.
 
*When creating a character, the player is allowed to choose an age between 10 and 17.
 
*When creating a character, the player is allowed to choose an age between 10 and 17.
*Characters will advance 1 year in age every Saturday at noon (server time), either when they log in or change Channels.
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**Players may not [[rebirth]] to an age that exceeds their current age.
*After reaching 17 years of age, the Character will no longer increase in height.
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*Character's age will increase by 1 every [[Samhain]] (Saturday) at {{times|12:00pm}}.
*For [[Pet]] characters, their maximum size is at Age 5. After Age 5, the pet's paws/hind legs will continually decrease in size.
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**The player must log-in, change channels, or re-log in order for the age up to occur.
*After reaching 25 years of age, the display will show age as "25 Years Old (+x Years)."
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**After an age up, the player gains stats. See [[Character#Character Growth|here]] for the stats given on age up.
**The age display past 24 on NA servers will read "XX years past 25" where XX is the number of game years that have passed since the character was created or last rebirthed.
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***Players will stop gaining stats after age 25.
*After reaching age +25, the "Light Rays" no longer appear when you age, no message will appear, and importantly, no AP or stats will increase.
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****In the case of [[pets]], they will stop receiving stats after age 11.
*Reaching Age 18 earns the player '''"the Adult"''' title. Reaching Age 30 earns the player '''"the All-Knowing"'''. Reaching Age 40 earns the player '''"the Old"'''.
+
**The player's height will stop increasing after reaching age 17.
*There seems to be no limit to Aging. A player can age to over a hundred without dying of "Old Age" or something of the like.
+
***In the case of pets, their maximum size is age 5. After age 5, their paws/hind legs will gradually decrease in size.
**As stated whenever you fall unconscious, death doesn't exist in the world of Erinn.
+
**Pet's [[Companion Bonus]] will decrease per age up until age 11.
*You can find stats gained by aging [[Character#Character_Growth|here]].
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**[[Partners]] will never age.
*'''Trivia:''' When a pet ages up, the Light Rays will appear every time until Age 25+, although pets usually stop gaining stats at Age 11.
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*After reaching 25 years of age, the character's age will be shown as "# past 25".
 +
*After reaching age +25, the player will no longer receive any stats or AP for increasing age, nor will the game indicate that their age has increased.
 +
*Reaching age 18 rewards "the Adult" [[title]]. Reaching age 30 rewards "the All-Knowing". Reaching age 40 rewards "the Old".
 +
*Characters can age indefinitely.
  
 
===Ability Points===
 
===Ability Points===
*Ability points, or AP, are required to rank up skills.
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{|
*AP are earned by leveling up and by aging. Some quests reward AP as well.
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|[[File:Ability Points.png]]
*Along with the Pioneers of Iria update, it is now possible to gain AP by gaining exploration levels, which can be reset by Rebirthing as well.
+
|''Ability Points, or AP, are used to improve your Skills. You can gain AP when you level up, age, or complete some quests.''
*You can recover AP that has been used on skills, Rank E and greater, by using a Skill Reset Capsule.
+
*'''Ability Points (AP)''' are required to rank up [[:Category:Skills|skills]].
 +
**AP can also be used for [[AP Training]].
 +
**For a table of AP requirements for skills, see [[Skill List]].
 +
*AP is earned by [[Experience|leveling up]], by [[Age|aging]], quests, or using [[AP Potion]]s or ten [[AP Coupon]]s.  
 +
*AP can be recovered from skills that are Rank E and higher by using a [[Skill Reset Capsule]].
 +
*4 AP are required to repair one [[Durability]] point of the [[Brionac]] at a 100% success rate.
 +
*Once every real-day, a maximum of 10 AP can be turned into Briogh to help advance the level of a particular [[Technique]].
 +
|}
  
 
===Life===
 
===Life===
*''For the enchant of the same name, go [[Rank_A_Enchants#Life|here]].''
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{{for|the Rank A Enchant|Rank A Enchants#Life}}
*Life Points, commonly referred to as Hit Points (HP), determine the character's ability to absorb damage.
+
{{for|the Rank 8 Enchant|Rank 8 Enchants#Life}}
**[[Rest]], [[Magical Music|Magical Music effects]], [[Healing|Healing Magics]], and Life Potions can restore Life to maximum amount of [[Wound|Unwounded]] Maximum Total Life. Leveling up will restore Life completely, wounds are healed also. Using [[Nao Support]] after being killed will restore HP, Mana, Stamina, and Hunger completely.
+
{|
***You can use a Life Potion quickly by pressing the H key or assign it a different Hotkey via Options. The bottom-right most potion in your inventory is always selected when using the hotkey.
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|[[File:Life.png]]
***Excessive use of Life Potions can result in medicinal poisoning which reduces your Intellect and Will while increasing their effectiveness.
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|''Life is measured in Health Points (HP). When your HP reaches 0, you will fall unconscious. HP naturally regenerates or can be restored with items and magic.''
**Life will naturally regenerate at a constant rate of 1 point for every 8 seconds passed.
+
*{{Abbr|'''Life Points'''|2=<span style="background-color:#a33372;color:white"> 40/100  </span><span style="background-color:#5e1c2f;color:white">        </span>}}, commonly referred to as '''Health Points''' or '''Hit Points (HP)''', determine the character's ability to absorb damage. Life is lost when receiving [[#Damage|Damage]], standing in [[Zardine]]'s Sulfur Pits, or when the player has been transformed into a [[Dark Knight]] for too long.
*The absolute minimum Total Max Life a player can have is 1, ie; the Life bar size. If reduced below 1 by Enchants or [[Titles]], the amount Life will be adjusted to 1.
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*Maximum Life cannot be reduced below 1 by any means.
*Having one's Life Points reduced to zero ''usually'' results in death.
+
*A character's Life being reduced to zero may potentially render the player [[Knocked Unconscious]].
*It is possible to survive past 0 Life. This phenomenon is known as the status effect "Deadly". The chances of going into "Deadly" when receiving an attack are dependent on [[Will]].
+
**However, it is possible to survive with {{Abbr|negative HP|2=<span style="background-color:#5e1c2f;color:red"> DEADLY</span><span style="background-color:#5e1c2f;color:white">/100        </span>}}, putting the player into [[#Status Effects|Deadly]] status.  
**The player will always become Deadly instead of dying when HP was depleted by poison, bad fountain effects, or excessive use of [[Windmill]] without using HP Potions in between.
+
***The chances of going into Deadly when receiving any non-damage over time attack are dependent upon [[Will]] as well as how close to maximum Life the player was when receiving the blow.
**While in Deadly status, the very next attack you receive will almost certainly kill you. The chances of surviving are negligible and determined by the player's will.
+
****Players will always go into deadly if they receive a lethal blow while at 50% or more Life.
***Deadly status "caps" at -100% of '''base''' maximum HP.
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****There is a high probability receiving an attack while in deadly will knock the player unconscious.
*A player '''will''' enter Deadly status when the user has 50% or more Life remaining when receiving a single blow where the damage is greater than the remaining life.
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****The damage over time attacks from [[Meteor Strike]], [[Celestial Spike]], [[Smash]], [[Mirage Missile]], and [[Hydra Transmutation]] are exceptions.
*The player can also become "[[Wound|Wounded]]", where the maximum amount of Life able to be healed by HP Potions is reduced. This is shown by a black region on the Life bar.
+
****Deadly status "caps" at -100% of maximum HP, including enchants and other bonuses.
**[[Rest]], [[First Aid]], and Wound Remedy Potions can heal Wounds. [[:Category:Transformation|Transformation]] will also reduce Wounds. Resting by a campfire will heal wounds more quickly.
+
*Life is restored by the following means:
*Resting in a dungeon '''without''' a campfire will '''not''' recover wounds, nor will it give any extra effects.
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**Naturally regenerates a constant rate of 1 point for every 8.<span style="text-decoration: overline;">3</span> seconds, or 0.12 per second.
*Skills that add to Life include: [[Combat Mastery]], [[Defense]], [[First Aid]], [[Rest]] and [[Sharp Mind]]
+
***[[Rest]] and resting near a [[Campfire]] speeds up this recovery rate.
*See also: [[Hit Point Modifiers]].
+
**Reviving when Knocked Unconscious. The amount of HP restored varies by the revival method.
 +
**[[Healing]], [[Party Healing]], [[Healing Hands]], [[Restful Wind]], Life [[Potion]]s, or [[Transformations|Transforming]] instantly restores life up to the maximum [[#Wounds|unwounded]] portion.
 +
**Certain [[Magical Music]], [[Life Drain]], [[Respite]], [[Fantastic Chorus]]'s Life Anthem, or [[Awakening of Light]] instantly restores life over time.
 +
**[[Experience|Leveling up]], using [[Nao Soul Stone]]s or [[Guardian Soul Stone]]s, blue [[Dungeon Fountains]], or receiving healing treatment from a Town Healer [[NPC]] will restore life and wounds completely.
 +
*[[Summon Golem|Summoned Golems]] cannot be healed.
 +
*[[Pierrot Marionette]]s or [[Colossus Marionette]]s can only be healed by Marionette Potions or Restful Wind.
 +
*High remaining Life increases the damage of [[Flame Burst]] and the damage reflect of [[Barrier Spikes]].
 +
**High ''lost'' Life, on the other hand, increases the draining damage of Life Drain.
 +
***For example, the player will deal more damage if their Life is 1/1000 (999 Life lost) as opposed to 1/100 (99 Life lost).
 +
*For skills and quests that increase Life, see [[Stats and Skills#Health Points|here]].
 +
**See also: [[Hit Point Modifiers]].
 +
*Soft capped at 2,500.
 +
**Bonuses that ignore [[CP]], such as from [[Transformations]], ignore the cap.
 +
|}
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 +
====Wounds====
 +
*'''Wounds''' reduce the player's effective health and cannot be healed by Life Potions or most other form of HP recovery. They are displayed in the {{Abbr|life bar as black|2=<span style="background-color:#a33372;color:white"> 40/100  </span><span style="background-color:#5e1c2f;color:white">   </span><span style="background-color:black;color:white">     </span>}}.
 +
*Wounds are inflicted based on the attacker's [[#Injury|Injury]] rate of the [[#Damage|Damage]] dealt and the target's [[#Defense/Protection|Protection]] stat.
 +
**All [[:Category:Magic Skills|Magic]], [[:Category:Alchemy Skills|Alchemy]], and [[:Category:Puppetry Skills|Puppetry]] Skills, as well as [[Counterattack]] and [[Windmill]] will never cause wounds.
 +
*The maximum amount of wounds the player can have is 100% of their life.
 +
*Wounds are healed by the following means:
 +
**[[Rest]] heals wounds over time.
 +
***Resting by a [[Campfire]] will heal wounds more quickly.
 +
***Resting in a dungeon without a campfire will not heal wounds.
 +
**Drinking [[HP Elixir]]s or Wound Remedy [[Potion]]s, receiving [[First Aid]], [[Recovering Touch]], or [[Transformations|Transforming]] instantly heals wounds.
 +
***First Aid becomes more effective if the target is resting.
 +
**[[Titles#Skill Titles|"the Master of Party Healing"]] title, when equipped, will cause [[Healing]] and [[Party Healing]] to heal wounds.
 +
**[[Experience|Leveling up]], using [[Nao Soul Stone]]s or [[Guardian Soul Stone]]s, blue [[Dungeon Fountains]], or receiving healing treatment from a Town Healer [[NPC]] will restore life and wounds completely.
  
 
===Mana===
 
===Mana===
*Mana Points (MP) are used when the player loads a [[:Category:Magic|Magic]] skill.
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{{for|the Rank 7 Enchant|Mana (Enchant)}}
*[[Meditation]], Magical Music effects, and Mana Potions can restore Mana. Rest does '''not''' restore MP. Leveling up will completely restore Mana.
+
{|
*Mana will regenerate naturally at the rate of 3 points per minute during daytime. At night, during Eweca (6:00 PM to 6:00 AM), Mana regeneration occurs at 9 points per minute.
+
|[[File:Mana.png]]
*Standing on a Mana Tunnel in Iria during the daytime (6:00 AM to 6:00 PM) will regenerate mana at 5 points per second, in addition to the natural regeneration rate.
+
|''Mana is measured in Mana Points (MP). Most magical skills require MP to cast. MP naturally regenerates or can be restored with items and magic.''
*Skills that add to mana include: [[Magic Mastery]], [[Meditation]], [[Thunder]], [[Natural Magic Shield]], [[Fire Magic Shield]], [[Lightning Magic Shield]], [[Ice Magic Shield]] and [[Ice Spear]].
+
*{{Abbr|'''Mana Points (MP)'''|2=<span style="background-color:#5b6cb6;color:white;"> 50/100   </span><span style="background-color:#251a4e;color:white">       </span>}} are used for loading any [[:Category:Magic|Magic]] Skill, [[Fragmentation]], [[Shock]], [[Crash Shot]], [[Mirage Missile]], [[Act 9: Invigorating Encore]], [[Grapple Shot]], [[Bullet Storm]], and [[Shooting Rush]].
*See also: [[Mana Point Modifiers]].
+
**[[Meditation]] and [[Snap Cast]] however, uses no mana.
 +
*[[Mana Shield]] causes the player to use mana instead of life when attacked.
 +
*It is possible to reduce current mana below 0 by equipping an item that increases maximum mana, use all mana, then remove said item.
 +
**Negative mana is always displayed as 0.
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**There is no known limit on the amount of negative mana a character can have.
 +
**A character can keep reducing their mana using [[Respite]].
 +
*Mana is regenerated by the following means:
 +
**Naturally regenerates at a constant rate of 1 point per 20 seconds, or 0.05 per second.
 +
***At night (6:00pm to 6:00am in game time), mana regeneration is tripled, regenerating 1 point per 6.67 seconds or 0.15 per second.
 +
***Meditation, [[Enduring Melody]], or [[Restful Wind]] speeds up this recovery rate.
 +
**[[Transformations|Transforming]] or Mana [[Potion]]s instantly restore mana.
 +
**Standing near a [[Mana Tunnel]] or using [[Fantastic Chorus]]'s Life Anthem or [[Awakening of Light]] instantly restores mana over time.
 +
***Mana Tunnels has no effect on [[Pets]].
 +
**[[Experience|Leveling up]], using [[Nao Soul Stone]]s or [[Guardian Soul Stone]]s, or blue [[Dungeon Fountains]] mana procs will restore mana completely.
 +
*High remaining mana increases the damage of [[Water Cannon]] and [[Shock]].
 +
*For skills that increase Mana, see [[Stats and Skills#Mana Points|here]].
 +
**See also: [[Mana Point Modifiers]].
 +
*Soft capped at 2,500.
 +
**Bonuses that ignore [[CP]], such as from [[Transformations]], ignore the cap.
 +
|}
  
 
===Stamina===
 
===Stamina===
*Stamina Points are required when the player activates any Active [[:Category:Combat|Combat]] or [[:Category:Life|Life]] skill.
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{|
*Each single-wield normal attacks take up 1x stamina (Look up [[:Category:Weapons|Weapons]] for their stamina usage), while each dual-wield attack takes up 2x stamina (for Humans).
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|[[File:Stamina.png]]
**It is still possible to attack with 0 stamina, however the damage will be reduced to bare-handed damage and the player will be unable to activate [[:Category:Combat|Combat]] and [[:Category:Life|Life]] skills.
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|''Stamina is measured in Stamina Points (SP). Most physical skills require SP to use. SP naturally regenerates or can be restored with items and magic.''
*Stamina naturally regenerates at a rate of 24 points per minute while standing.
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*{{Abbr|'''Stamina Points (SP)'''|2=<span style="background-color:#e9b920;color:white"> 25/100 </span><span style="background-color:#aa9d20;color:white">         </span>}} are used for [[Normal Attack]] or loading any [[:Category:Combat|Combat]], [[:Category:Life Skills|Life]], [[:Category:Alchemy Skills|Alchemy]], [[:Category:Fighter Skills|Fighter]], [[:Category:Music Skills|Music]], [[:Category:Puppetry Skills|Puppetry]], or [[:Category:Dual Gun Skills|Dual Gun]] Skills. It is also used when casting [[Healing]] on yourself.
**Stamina cannot be naturally regenerated while the player is using [[Meditation]].
+
**[[Respite]], [[Enduring Melody]], [[Berserk]], [[Encore]], and [[Fantastic Chorus]], however, uses no stamina.
 
+
*Any Normal Attacks with 0 stamina will reduce any weapon's damage to that of [[Bare Hands]].
*As time passes, the player's Food % will gradually decrease to 50%. This reduces the amount of Stamina the player can use. It is possible to reduce the Food level below 50% by using Enchants or [[Titles]][[Fountains]] may reduce Food level to 0%. It is always wise to carry some food through dungeons.
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*Stamina usage can be reduced through [[Cylinders List|Cylinder]] and [[Rebis Guard Cylinder]] upgrades, as well as using the [[Equipment Combination Effects|set bonus]] of [[#Status Effects|Stamina Reduction]].
**Stamina can be recovered above the Food % limit, but Stamina regeneration will take five times longer than normal. Stamina Potions can still be used, but their effectiveness will be reduced to 20%.
+
*Stamina is regenerated by the following means:
**The higher a character's maximum Stamina is, the slower the Food % will decrease.
+
**Naturally regenerates at a constant rate of 1 point per 2.5 seconds, or 0.4 per second.
**Beware that Food % has major effects on Stamina.
+
***[[Meditation]] completely halts base natural regeneration.
 +
***[[Rest]], resting near a [[Campfire]], [[Enduring Melody]], or [[Restful Wind]] speeds up this recovery rate.
 +
**[[Transformations|Transforming]], Stamina [[Potion]]s and eating [[Food]] for younger characters instantly restores stamina.
 +
**Certain [[Magical Music]], Respite, Enduring Melody, Fantastic Chorus's Life Anthem, or [[Awakening of Light]] instantly restores stamina over time.
 +
**[[Experience|Leveling up]], using [[Nao Soul Stone]]s or [[Guardian Soul Stone]]s, or blue [[Dungeon Fountains]] will restore stamina completely.
 +
*High remaining stamina increases the damage of [[Wind Blast]], [[Sand Burst]], [[Frozen Blast]], [[Hydra Transmutation]], and [[Heat Buster]].
 +
*For skills that increase Stamina, see [[Stats and Skills#Stamina Points|here]].
 +
**See also: [[Stamina Modifiers]].
 +
*Soft capped at 2,500.
 +
**Bonuses that ignore [[CP]], such as from [[Transformations]], ignore the cap.
 +
|}
  
*Transformation restores most of the player's Stamina and Food %.
+
====Hunger====
*Eating Food restores some of the player's  Food %.
+
*'''Hunger''' reduces the effectiveness of stamina regeneration and recovery by 20% and causes the player to use more stamina above the listed threshold. They are displayed in the stamina bar as {{Abbr|dark orange when above hunger or black when below hunger|2=<span style="background-color:#e9b920;color:white">  Current Stamina  </span><span style="background-color:#aa9d20;color:white">  Effective Stamina  </span><span style="background-color:#702a18;color:white">  Stamina from Hunger  </span><span style="background-color:black;color:white">  Used Stamina from Hunger  </span>}}.
**Eating Food will restore the player's Stamina, but only in young characters.
+
*When using [[Meditation]], Hunger gradually increases at the rate of 1 point per 100 seconds.
*[[Rest]], Magical Music effects, and Stamina Potions can restore the player's Stamina. Leveling up will completely restore the player's Stamina and Food %.
+
**Hunger is represented by Food %, which is equal to ''<code>(Max Stamina - Hunger) / Max Stamina</code>''.
Skills that add to Stamina include: [[Production Mastery]], [[Metallurgy]], [[Campfire]], [[Charge]], [[Stomp]] (Giants-only), and [[Fishing]]
+
**The Food percentage will not drop past 50%.
*See also: [[Stamina Modifiers]].
+
***For summoned [[pets]] and [[partners]], their lowest is 10%.
 +
***Players with higher maximum stamina will take longer to reach 50% hunger.
 +
*Hunger can be replenished by eating [[Food]], [[Transformations|Transforming]], consuming [[Full Recovery Potion]], or changing channels/logging on and off.
  
 
===Strength===
 
===Strength===
Strength (Str) adds a damage bonus to Melee attacks and skills.
+
{|
*Every 10 Str will add +4 to maximum melee damage and +~3.33(rounded down to 3) to minimum melee damage.
+
|[[File:Strength.png]]
**The exact distribution is: +2.5 Str adds +1 to maximum damage; +3 Str adds +1 to minimum damage.
+
|''Your physical strength. The more Strength you have, the stronger your attacks are and the more bonuses you gain from Strength-dependent skills.<br>Strength (STR) affects most melee combat skills and defense.''
*Skills that add to Strength: [[Combat Mastery]], [[Smash]], [[Windmill]], [[Stomp]] (Giants-only), [[Final Hit]], [[Charge]], [[Ranged Attack]], [[Elf Ranged Attack]], [[Arrow Revolver]], [[Rest]], [[Fireball]], [[Throwing Attack]] (Giants-only), and [[Fishing]].
+
*'''Strength (Str)''' adds a [[Damage]] Bonus to Melee Combat, [[Control Bars List|Control Bars]], [[Atlatls List|Atlatl]], [[Dual Guns List|Dual Guns]], and [[Shuriken List|Shuriken]]. It also increases [[#Defense/Protection|Defense]].
*See also: [[Strength Modifiers]].
+
*When equipped with any Melee Weapon except for Control Bars, Every 2.5 Str will add +1 to Maximum Damage; 3 Str adds +1 to Minimum Damage.
 +
*When equipped with a Control Bar, every 3.5 Str adds +1 to Maximum Damage; 5 Str adds +1 to Minimum Damage.
 +
*When equipped with an Atlatl, every 3 Str adds +1 to Maximum Damage and 5 Str adds +1 to Minimum Damage.  
 +
*When equipped with Dual Guns, every 5 Str adds +1 to Maximum Damage; 6 Str adds +1 to Minimum Damage.
 +
*When equipped with a Shuriken every 4 Str adds +1 to Maximum Damage; 5 Str adds +1 to Minimum Damage.  
 +
*Every 10 Str adds +1 to [[#Defense/Protection|Defense]].
 +
*The first ten Strength received from character creation are nonexistent and does not contribute to anything.
 +
*Hard capped at 1500.
 +
*For skills that increase Strength, see [[Stats and Skills#Strength|here]].
 +
**See also: [[Strength Modifiers]].
 +
|}
  
 
===Intelligence===
 
===Intelligence===
Intelligence (Int) adds damage to Magical skills, contributes to Magic Balance, and affects the success rate of reading [[:Category:In-game Books|Books]] and [[Enchanting]].
+
{|
 
+
|[[File:Intelligence.png]]
''Extra Magic Damage''
+
|''Your rational capability. The more Intelligence you have, the more bonuses you gain from Intelligence-dependent skills.<br>Intelligence (INT) affects all magical abilities, enchant effectiveness, and EXP gained for pets.''
*The damage from Int is not part of your attack's damage range. Instead, it is added on to your attack's damage after defense, protection, and criticals have been calculated. Thus, the damage from Int does not receive a bonus from the critical hit skill if you critical.  This implies you will always do this bonus damage regardless of defense or protection.
+
*'''Intelligence (Int)''' increases [[Magic Attack]], [[#Defense/Protection|Magic Protection]], [[#Magic Balance|Magic Balance]], the success rate of [[Enchant]], and the [[Experience]] gained for [[Pets]]. It also reduces the cast time and mana cost of [[Thunder]], [[Fireball]], [[Ice Spear]], and [[Hail Storm]], increases the damage of Mirage Missile's Mirage status effect and adds a [[Damage]] Bonus to [[Dual Guns List|Dual Guns]].
*The damage from Int can still be negated by the [[Mana Reflector]] skill.
+
*Every 5 Int increases Magic Attack by 1.
*The formula for extra damage based on Int is: '''2×[log<sub>10</sub>( Int )]<sup>3</sup>'''.  The rate of increase for damage per increase for Int at any Int may be calculated by '''6×[log<sub>10</sub>(Int)]<sup>2</sup>/[(Int)×ln10]'''.
+
*Every 20 Int increases Magic Protection by 1.
**Examples:
+
*Every 4 Int increases Magic Balance by 1.
::::{| width="500" cellpadding="2" cellspacing="0" border="1"
+
*Every 5 Int increases [[Mirage Missile]]'s effect damage by 1.
! width="100"|Intelligence
+
*Mana Consumption and Casting times of [[Thunder]], [[Fireball]], [[Ice Spear]], and [[Hail Storm]] are decreased by 2% per 100 Int.
! 10
+
**This effect compounds with similar effects from other sources. For example, having 20% cast time reduction from Int and 40% from a wand would result in a 52% casting time decrease.
! 20
+
*When equipped with Dual Guns, every 5 Int adds +1 to Maximum Damage; 6 Int adds +1 to Minimum Damage.
! 50
+
*The first ten Intelligence received from character creation are nonexistent and does not contribute to anything.
! 100
+
*Hard capped at 1500.
! 150
+
*For skills that increase Intelligence, see [[Stats and Skills#Intelligence|here]].
! 200
+
**See also: [[Intelligence Modifiers]].
! 300
+
|}
! 500
 
|-
 
! Extra damage
 
! 2
 
! 4.4
 
! 9.8
 
! 16
 
! 20.6
 
! 24.4
 
! 30.4
 
! 39.3
 
|} (Damage rounded to the nearest tenth)
 
*Skills that add to Intelligence include: [[Mirage Missile]] (Elf-only), [[Herbalism]], [[Potion Making]], [[Blacksmith]], [[Musical Knowledge]], [[Composing]], and [[Cooking]]. Every magic skill except for [[Thunder]] and [[Meditation]] also add to intelligence.
 
*See also: [[Intelligence Modifiers]].
 
  
 
===Dexterity===
 
===Dexterity===
Dexterity (Dex) adds a damage bonus to Ranged attacks, affects Balance and Wound rate, as well as the success rate of production skills.
+
{{for|the Dexterity enchant|Dexterity (Enchant)}}
*Every 10 Dex adds +4 to maximum damage and +~2.85(rounded down to 2) to minimum damage to ranged attacks.
+
{|
**The exact distribution is: +2.5 Dex adds +1 to maximum damage; +3.5 Dex adds +1 to minimum damage.
+
|[[File:Dexterity.png]]
*Every 4 Dex adds +1% to balance for melee and ranged attacks.
+
|''Your ability to work. The more Dexterity you have, the faster and better you can create items and the more bonuses you gain from Dexterity-dependent skills.<br>Dexterity (DEX) affects most ranged combat skills and many Life skills.''
**The exact formula is (Dex - 10) / 4, rounded down.
+
*'''Dexterity (Dex)''' affects the [[#Damage|Damage]] of [[Bows List|Bows]], [[Crossbows List|Crossbows]], [[Control Bars List|Control Bars]], and [[Chain Blades List|Chain Blades]]. It also increases [[#Balance|Balance]] and [[#Injury|Injury]] Rates, [[#Armor Pierce|Armor Pierce]], the Success Rates of certain [[:Category:Life Skills|Life Skills]] and the damage of [[Mirage Missile]]'s Mirage status effect.
*Every 10 Dex adds +1.0% to maximum wound rate and +0.5% to minimum wound rate.
+
*Every 2.5 Dex adds +1 to Maximum Archery Damage; 3.5 Dex adds +1 to Minimum Archery Damage.
*Higher dexterity can improve the imbalance in the meter while cooking.
+
*Every 3.5 Dex adds +1 to Maximum Control Bar Damage; +5 Dex adds +1 to Minimum Control Bar Damage.
*Every 10 dexterity adds +1% to life skills, but anything more than 180 dex does not add any bonus.  Dexterity also does not affect [[Potion Making]], [[Blacksmithing]], [[Tailoring]] success rate whatsoever.
+
*Every 2.5 Dex adds +1 to Maximum Chain Slash Damage; 3.5 Dex adds +1 to Minimum Chain Slash Damage.
*Skills that add to Dexterity include: Every life skill except for [[Composing]], [[Musical Knowledge]], [[Rest]], and [[Campfire]]; [[Combat Mastery]], [[Enchant]], [[ Ranged Attack]], [[Elf Ranged Attack]], [[Magnum Shot]], [[Arrow Revolver]], [[Counterattack]], [[Mirage Missile]] (Elf-only) and [[Support Shot]]
+
*The ''approximate'' formula for required Dexterity to hit a certain balance is <code>(20.34565 / (2^(BALANCE/-8.728944))) - 9.814582</code>
 +
**Balance received from Dex caps out at 50%.
 +
**The player has +30% balance when wielding nothing.
 +
*Every 10 Dex adds +1.0% to Maximum Injury rate and +0.5% to Minimum Injury rate.
 +
*Every 15 Dex adds +1 to Armor Pierce.
 +
*Every 3 Dex increases [[Mirage Missile]]'s effect damage by 1.
 +
*Higher Dexterity can improve the imbalance in the meter while [[Cooking]].
 +
*Every 10 Dex adds +1% Success Rate to all [[:Category:Life Skills|Life Skills]] except for [[Potion Making]], [[Blacksmithing]], [[Tailoring]], and [[Carpentry]].
 +
**This bonus caps at 180 Dex for a total of +18% Success Rate.
 +
*Ranking [[Heavy Armor Mastery]] to E will cause [[Heavy Armors List|heavy armor]] to decrease the wearer's dexterity. The amount is dependent on [[:Category:Player Races|race]] and rank of Heavy Armor Mastery.
 +
*The first ten Dexterity received from character creation are nonexistent and does not contribute to anything.
 +
*Hard capped at 1500.
 +
*For skills that increase Dexterity, see [[Stats and Skills#Dexterity|here]].
 +
**See also: [[Dexterity Modifiers]].
 +
|}
  
 
===Will===
 
===Will===
Will affects the player's chance of going Deadly, as well as increasing Critical and Wound rates.
+
{|
 +
|[[File:Will.png]]
 +
|''Your mental prowess and determination. The more Will you have, the better you can survive dangerous situations and the more bonuses you gain from Will-dependent skills and Will-affected circumstances.<br>Will affects critical damage, hand-to-hand combat skills, magic defense, and your ability to survive fatal blows.''
 +
*'''Will''', also known as '''Willpower''', increases the player's chance of going into [[Deadly]] status, the chance of scoring a [[#Critical|Critical]] hit, the damage of [[Knuckles List|Knuckles]] and [[Shuriken List|Shuriken]], [[#Injury|Injury]], and [[#Defense/Protection|Magic Defense]].
 +
*Every 3 Will adds +1 to Maximum Knuckle Damage; 3.5 Will adds +1 to Minimum Knuckle Damage.
 +
*Every 4 Will adds +1 to Maximum Shuriken Damage; 5 Will adds +1 to Minimum Shuriken Damage.
 
*Every 10 Will adds +1.0% to Critical.
 
*Every 10 Will adds +1.0% to Critical.
**The amount of Critical that is contributed by the Will stat may be calculated by: (Will-10)/10
+
**The amount of Critical that is contributed by the Will stat is calculated as <code>''(Will-10)/10''</code>.
***Therefore, if the player has less than 10 Will, the deficit will actually add "negative Critical". (eg. 0 Will will be -1.0% Critical)
+
***Will below 10 will instead decrease the player's critical rate by up to 1%.
*Every 10 Will adds +2.0% to maximum wound rate and +0.5% to minimum wound rate.
+
*Every 10 Will adds +2.0% to Maximum Wound Rate and +0.5% to Minimum Wound Rate.
*Skills that add to Will include: [[Critical Hit]], [[Windmill]], [[Smash]], [[Thunder]], [[Throwing Attack]] (Giants-only), [[Natural Magic Shield]], [[Fire Magic Shield]], [[Lightning Magic Shield]], [[Ice Magic Shield]] and [[Fishing]].
+
*Every 10 Will adds +1 to Magic Defense.
*[[Rest]] subtracts from Will. (1 point per rank)
+
*The formula for entering Deadly status is currently unknown.
*See also: [[Will Modifiers]].
+
*The first ten Will received from character creation are nonexistent and does not contribute to anything.
 +
*Hard capped at 1500.
 +
*For skills that increase Will, see [[Stats and Skills#Will|here]].
 +
**See also: [[Will Modifiers]].
 +
|}
  
 
===Luck===
 
===Luck===
Luck affects the player's Critical hit rate, as well as the chances to score a [[Lucky Finish]]. (However, Luck affecting the Lucky Finish has been unverified.)
+
{|
*Lucky Finish
+
|[[File:Luck.png]]
**Lucky Finishes are not solely dependent on luck. It is possible to receive any type of Lucky Finish with 0 luck.
+
|''A mysterious and inexplicable phenomena that helps you. The more Luck you have, the more often good things happen to you and the more bonuses you gain from Luck-related skills.<br>Luck affects critical chance, evasiveness, and the success rate of many other skills.''
**The amount of gold that is dropped is determined based on the Monster's base gold drop, as well as the type of Lucky Finish. The rates for the Lucky Finishes are: 2x for regular, 5x for Big, and 100x for Huge.
+
*'''Luck''' increases the [[#Damage|Damage]] of [[Chain Blades List|Chain Blades]]. It also increases the player's [[#Critical|Critical]] rate, the chances to score a [[Lucky Gather]], and the rate of [[:Category:Archery Skills|Archery Skills]], [[Throwing Attack]], and [[Dual Gun Mastery]] to passively miss the player.
**It is possible to simultaneously get multiple Lucky Finishes at one time.
+
**Elven Magic Missile, Spirit Weapon Awakening, Spider Shot, and Urgent Shot cannot be avoided with the passive evasion, however.
 +
**Luck passive evasion is ignored if the aiming meter is at 100%.
 +
*Every 4 Luck adds +1 to Maximum Chain Slash Damage; 5 Luck adds +1 to Minimum Chain Slash Damage.
 
*Every 5 Luck adds +1.0% to Critical.
 
*Every 5 Luck adds +1.0% to Critical.
**The amount of Critical that is contributed by the Luck stat may be calculated by: (Luck-10)/5
+
**The amount of Critical that is contributed by the Luck stat is calculated as <code>''(Luck - 10)/5''</code>.
***Therefore, if the player has less than 10 Luck, the deficit will actually add "negative Critical". (eg. 0 Luck will be -2.0% Critical)
+
***Having Luck below 10 will decrease the player's critical rate by up to 2%.
*Luck ''DOES NOT'' increase success rate of production or repairs.
+
*The formula for Lucky Gather is <code>''Luck / 2000''</code> for Normal Lucky Gathers and <code>''Luck / 50000''</code> for Huge Lucky Gathers.<ref>Numbers were tested with 0 and 180 luck. More information can be found [http://mabinogi.wikiwiki.jp/index.php?%A5%B9%A5%C6%A1%BC%A5%BF%A5%B9#d0f70fab here].</ref>
*Luck ''DOES NOT'' increase item drop rate.
+
*Luck passively increases the user's evasiveness against all Archery Skills, Throwing Attack, and Dual Gun Mastery.
*There are no skills that increase Luck, the only way to gain Luck is through [[enchants]], leveling up (includes explore), titles, or aging from 10-14.
+
**[[Elven Magic Missile]] and [[Spirit Weapon Awakening]] cannot be avoided with the passive evasion, however.
*See also: [[Luck Modifiers]].
+
**Every 10 Luck adds 1% to passive evasiveness(?)<ref>http://mabinogi.nexon.net/News/Announcements/5/00H9H/the-enlightenment</ref>. <!--Requires further testing. Currently, there are no patch notes outside of NA's patch notes with this percent.-->
 +
***This is capped at 20?%.
 +
*Contrary to popular belief, luck does not increase the success rate of [[Lucky Finish]], [[:Category:Production Skills|Production]], [[Repairing]], or item drop rate.
 +
**The exception to this is [[Weaving]] [[Theatre Mission]] passes.
 +
*The first ten Luck received from character creation are nonexistent and do not contribute to anything.
 +
*Hard capped at 1500.
 +
*For skills that increase Luck, see [[Stats and Skills#Luck|here]].
 +
**See also: [[Luck Modifiers]].
 +
**Luck can also be achieved through leveling or aging up while age 14 or younger.
 +
***Some [[Artisan Upgrade]]s will also boost the player's Luck.
 +
|}
  
 
===Damage===
 
===Damage===
*Damage is the amount of regenerative [[#Life|HP]] an enemy will lose when a player attacks.
+
''A measure of the damage you deal to enemies with physical attacks.''
**The HP loss inflicted on an enemy is not permanent and will regenerate over time if no further attack is made (assuming the enemy has not been killed), unlike [[#Wounds|wounds]] caused by a player's [[#Injury|injury]] rate.
+
 
 +
*'''Damage''' is the amount of [[#Life|HP]] an enemy will lose when physically attacked.
 +
**The HP loss inflicted on an enemy is not permanent and may regenerate over time if no further attack is made (assuming the enemy has not been killed).
 +
**A portion of the player's damage will also cause [[#Wounds|Wounds]] to the enemy based on [[#Injury|Injury]] rate.
 
*A player's damage stat is displayed as a range between a minimum and maximum value. Any given attack on an enemy will inflict an amount of damage whose value is somewhere within that range.
 
*A player's damage stat is displayed as a range between a minimum and maximum value. Any given attack on an enemy will inflict an amount of damage whose value is somewhere within that range.
**When a weapon is equipped, the Attack attribute of that weapon is added to a player's Damage stat.
+
**The average damage value inflicted is determined by their [[#Balance|Balance]] stat
*For enemies that naturally recover HP very quickly, a player must either be able to cause large amounts of damage per attack or be able to cause wounds (permanent HP loss) with their injury rate stat.
+
**When a weapon is equipped, the attack of that weapon is added to a player's Damage stat.
**In Iria's dungeons, enemies in [[Dungeon Room Types#Recovery Room|Recovery Rooms]] will regenerate HP lost from a player's damage much faster when they are in their rest cycle but will '''not''' regenerate the HP lost to wounds caused by a player's injury rate.
+
***Without a weapon, the player uses [[Bare Hands]].
*[[#Strength|Strength]] increases the amount of damage caused by melee attacks, where a +2.5 strength increase adds +1 to maximum damage and a +3 strength increase adds +1 to minimum damage.
+
*A player's minimum damage cannot exceed their maximum damage. If the minimum damage would be higher than the maximum, the minimum damage will be lowered to the player's maximum damage.
*[[#Dexterity|Dexterity]] increases the amount of damage caused by ranged attacks, where a +2.5 dexterity increase adds +1 to maximum damage and a +3.5 dexterity increase adds +1 to minimum damage.
+
*See also: [[Damage Modifiers]] and [[Stats/Protection]].
*[[#Intelligence|Intelligence]] increases the amount of damage caused by magical attacks, see the Intelligence section on this page for more information as the relationship is not linear and has some qualifications.
+
 
*See also: [[Damage Modifiers]].
+
====Damage Calculations====
 +
The final damage dealt on a monster is calculated in the following steps:<br />
 +
1. Base damage plus all additional damages (from enchants, stats except [[Int]], skills)<br />
 +
2. Skill Multipliers (if applicable)<br />
 +
3. Enemy Defense Deduction<br />
 +
4. Enemy Effective Protection Deduction<br />
 +
5. Shield Melee Damage Reduction (if applicable)<br />
 +
6. Elemental Multiplier (if applicable)<br />
 +
7. Passive Defense (if applicable)
 +
 
 +
===Magic Attack===
 +
''A measure of the bonus damage you deal to enemies with magical attacks. The higher the INT, the higher the M. ATT''
  
===Wounds===
+
*'''Magic Attack''' is the boost a player will receive to all magic damage.
*Wounds appear on your Life bar in black. Wounds are the parts of your life that cannot be healed by life potions or [[Healing]].
+
**The damage increase depends on the skill's Spell Constant.
*To recover from wounds, you must [[Rest]] or use/receive [[First Aid]]. Wound Remedy Potions and [[:Category:Transformation|Transformation]] will also reduce wounds.
+
*The formula for determining Magic Attack is:
**More wounds can be recovered by [[First Aid]] if you are [[Rest|resting]] while receiving the aid.
+
**''<code>((Intelligence - 10) / 5) + Upgrade Bonus + Reforge Bonus + Enchant Bonus</code>''
*'''Note: You cannot recover wounds by resting if you are in a dungeon'''  
+
*[[Healing]] heals 1 additional health per 10 Magic Attack.
**You can recover wounds in a dungeon only if you are resting next to a [[Campfire]] or using a [[Service Comparison|Recovery Booster]].
+
*[[Party Healing]] heals 1 additional health per 5 Magic Attack.
*Magical attacks will never wound.
+
*[[Mana Shield]]'s efficiency is influenced by Magic Attack.
*It's possible to have 100%(+) Wound. You will stay in deadly until the wounds are healed.
+
*See also: [[Magic Attack Modifiers]]
 +
 
 +
====Magic Damage====
 +
*'''Magic Damage''' is the actual damage dealt to a target by a spell.
 +
*The formula for Magic Damage is as follows: ''<code>{Base Damage + [Wand Bonus * (Charge Multiplier)] + (Spell Constant * Magic Attack) + (Damage Enchants * Damage Constant)}<br/>* [1 + (Bolt Mastery Bonus + Elemental Mastery Bonus + Magic Weapon Mastery Bonus + Staff Elemental Level Bonus + Hebona Set Bonus + Rosemary Glove Bonus)]<br/>* Charge Multiplier * Full Charge Multiplier * Thunder Multiplier * Distance Multiplier</code>''
 +
**This formula does not apply to [[Blaze]].
 +
**[[Fusion Bolt]] uses this formula twice, one for each separate bolt, when calculating damage.
 +
**Base Damage is the spell's base damage as shown in the skill window.
 +
***[[Reforge]] effects that add maximum or minimum damage to the spell add directly to this value. <!-- Needs verification -->
 +
**[[Wands List|Wand]] Bonus is a constant for bolt spells while using a wand of the same element.
 +
***The value for [[Spirit Weapon]] wands depends on the Social level of the spirit, up to a value of 30.0. <!-- Needs verification -->
 +
***For non-spirit wands, the values are as follows:
 +
****[[Icebolt]] with any non-spirit Ice Wand: 10.0
 +
****[[Firebolt]] with any non-spirit Fire Wand: 5.0
 +
****[[Lightning Bolt]] with any non-spirit Lightning Wand: 7.0
 +
***All other cases, including with [[Bare Hands]] or [[Staves List|Staff]]: 0
 +
**Charge Multiplier is the number of charges. This only applies to [[Firebolt]], [[Ice Spear]], [[Hail Storm]], and [[Lightning Rod]]; all other magic spells will always be calculated as if they have 1 charge.
 +
**Spell Constant is a constant that varies by spell. The values are as follows:
 +
***[[Icebolt]]: 0.35 (min), 0.4 (max)
 +
***[[Firebolt]]: 0.35 (min), 0.5 (max)
 +
***[[Lightning Bolt]]: 0.3 (min), 0.6 (max)
 +
***[[Ice Spear]]: 0.45 (min), 1.4 (max)
 +
***[[Fireball]]: 8.0 (min), 12.0 (max)
 +
***[[Thunder]]: 0.4 (min), 2.1 (max)
 +
***[[Hail Storm]]: 1.6 (min), 3.2 (max)
 +
***[[Meteor Strike]]: 8.5 (min), 16.0 (max)
 +
***[[Lightning Rod]]: 7.0 (min), 12.0 (max)
 +
***[[Shockwave]]: 2.0 (min), 5.0 (max)
 +
**[[#Magic Attack|Magic Attack]] is the player's Magic Attack stat as shown in the character window.
 +
**[[Damage Modifiers|Damage Enchant]]s is the sum of all bonuses from enchants to minimum and/or maximum damage, depending on what is being calculated.
 +
***The bonus maximum and minimum damage from [[Battlefield Overture]] counts as enchanted damage.
 +
**Damage Constant is a constant that lowers the effects of damage enchants and varies by spell. The values are as follows:
 +
***Icebolt: 0.04 (min), 0.08 (max)
 +
***Firebolt: 0.2 (min), 0.4 (max)
 +
***Lightning Bolt: 0.22 (min), 0.44 (max)
 +
***Ice Spear: 0.05 (min), 0.1 (max)
 +
***Fireball: 0.25 (min), 0.5 (max)
 +
***Thunder: 0.25 (min), 0.5 (max)
 +
***Hail Storm: 0
 +
***Meteor Strike: 0
 +
***Lightning Rod: 0
 +
***Shockwave: 0
 +
**[[Elemental Mastery (disambiguation)|Elemental Mastery]], [[Bolt Mastery]], and [[Magic Weapon Mastery]] Bonuses are the percent bonus applied by the respective mastery skill, used as a decimal (e.g. 15% is 0.15).
 +
***Reforge effects for the mastery's damage and [[title]] bonuses (if applicable) for the mastery's efficiency/damage add directly to this value. <!-- Needs verification -->
 +
**Staff Elemental Level Bonus is a bonus applied when using a bolt spell with a staff that has been elementally charged with the same element. The bonus values are as follows:
 +
***Level 0: 0
 +
***Level 1: 0.05
 +
***Level 2: 0.1
 +
***Level 3: 0.15
 +
**[[Hebona Set]] Bonus is a bonus applied to Icebolt and Firebolt when affected by the Icebolt Enhancement and Firebolt Enhancement status effect from the Hebona Set.
 +
***See [[Equipment Combination Effects]] for details on how set bonuses work.
 +
***The bonus is 0.15 when the enhancement is active, otherwise the bonus is 0 if there is no enhancement.
 +
**[[Rosemary Glove]] Bonus is the percent bonus applied to Icebolt, Ice Spear, and Hail Storm if equipped with a Rosemary Glove.
 +
***The bonus is 0.15 when equipped, otherwise the bonus is 0 when not equipped.
 +
**Full Charge Multiplier is a multiplier for being fully charged that varies by spell. The values are as follows:
 +
***Firebolt: 1.3
 +
***Ice Spear: 1.3
 +
***Hail Storm: 1.25
 +
***Lightning Rod: 1.5~3.3 (varies by rank)
 +
****See [[Lightning Rod#Summary|Lightning Rod's summary table]] for values per rank.
 +
***Everything else: 1.0
 +
**Thunder Multiplier is a multiplier for Thunder that varies by number of charges and whether it is the final hit. The multiples are:
 +
***1.0 for all hits of Thunder before the final hit.
 +
***1.5 for the final hit of Thunder if charged with less than 5 charges (including a single charge).
 +
***2.0 for the final hit of Thunder if charged with all 5 full charges.
 +
**[[Distance]] Multiplier is a multiplier for Shockwave and Meteor Strike that decreases as the target's distance increases from the center of the spell.
 +
***For Shockwave, the multiplier starts at 1.0 when near the center and scales linearly down to 0.1 when at the edge of the area of effect.
 +
***For Meteor Strike, the multiplier is 1.0 near the center of impact, 0.75 when halfway between the center and the edge, and 0.5 when near the edge.
  
 
===Injury===
 
===Injury===
*Injury rate is the percentage of your damage that is inflicted as [[#Wounds|wounds]] on the enemy.
+
''The chance that an attack you deal to an enemy will injure them. Injuries cannot be treated with potions or healing magic.''
**For example, if you have an injury rate of 10~20% and you hit 100 damage on an enemy, you will inflict 10~20 points of wound to the enemy as well as the damage. Note that wounds are not the same as damage.
+
 
*Injury rates are most useful on enemies that naturally recover HP very quickly. This includes Iria's Recovery Type rooms.
+
*'''Injury''' rate is the percentage of damage that is inflicted as [[#Wounds|Wounds]] on the enemy.
*Dexterity, Will, certain [[Transformation|Transformation Skills]] and the use of ranged weapons increases the injury rate.
+
**For example, if a player has an Injury Rate of 10~20% and hits 100 damage on an enemy, the enemy will receive 10~20 points of wound.
*Magic attacks cannot inflict wounds, and thus are not affected by the injury stat.
+
*Injury rates are most useful on enemies that naturally recover HP very quickly. This includes Dungeon [[Dungeon Room Types#Recovery Rooms|Recovery Rooms]].
 +
*Every 10 [[#Dexterity|Dex]] adds +1.0% to Maximum Wound Rate and +0.5% to Minimum Wound Rate.
 +
*Every 10 [[#Will|Will]] adds +2.0% to Maximum Wound Rate and +0.5% to Minimum Wound Rate.
 +
*Maximum and Minimum Injury Rate is reduced by 1.0% for every ''Effective'' [[#Defense/Protection|Protection]] point on the target.
 +
*[[:Category:Magic Skills|Magic]], [[:Category:Alchemy Skills|Alchemy]], [[:Category:Puppetry Skills|Puppetry]] Skills, [[Counterattack]], [[Lance Counter]], [[Combo: Counter Punch]], [[Windmill]], and [[Doppelganger]] are not affected by the injury stat as they cannot cause wounds.
 
*See also: [[Injury Modifiers]].
 
*See also: [[Injury Modifiers]].
  
 
===Critical===
 
===Critical===
*Affects the chance to score a [[Critical Hit]].
+
''The chance that an attack you deal will inflict deadly damage to your enemies. Your Critical rate is affected by your Luck and Will.
*Crit% from weapons do not count toward Magic crit chance unless using a wand.
+
 
**However, Crit% increase from enchants will apply to Magical crit chance.
+
*'''Critical''' determines the chance to score a Critical Hit, which increases the damage of the attack dealt.
*Every 10 Will adds +1.0% to Critical.
+
**Critical damage is affected by the player's [[Critical Hit]] rank, [[Special Upgrades|R-type Special Upgrades]], and certain skills (e.g. [[Combo: Counter Punch]], [[Spider Shot]]).
*Every 5 Luck adds +1.0% to Critical.
+
***Critical damage is calculated as: <code>''(Base Damage Range * Balance) + [Max Damage * (Skill Critical Hit Damage + Critical Damage Modifiers)]''</code>.
*Crit chance is effectively capped at 30%.
+
***Landing a critical hit with [[Mana Crystallization]], [[Shock]], [[Shadow Spirit]], or [[Spear of God]] will not increase the damage dealt.
 +
**Upon landing a critical hit, the words ''"Critical Hit!!!"'' will flash across the screen along with the player's screen flashing white, with the flash intensity determined by [[Options Dialog#Effect|Critical Effect]].
 +
**Rank F Critical Hit is required for the player to be able to score critical hits outside of [[Counterattack]], [[Lance Counter]], and [[Combo: Counter Punch]].
 +
*Critical is based on the player's [[#Will|Will]] and [[#Luck|Luck]] stats, the equipped [[:Category:Weapons|Weapon]] and [[Titles|Title]], the equipped weapon's [[Enchant]]s and/or [[Reforge]]s, and skills.
 +
**Every 10 Will adds +1.0% to Critical.
 +
**Every 5 Luck adds +1.0% to Critical.
 +
**[[Axe Mastery]], [[Crossbow Mastery]], [[Lance Mastery]], and [[Dual Wield Mastery]] as well as their skill's [[Master Titles]] adds Critical when equipped with an [[Axes List|Axe]], [[Crossbows List|Crossbow]], [[Lances List|Lance]], or [[Swords List|Dual Wield Swords]] respectively.
 +
**The formula is calculated as: <code>''[(Will - 10) / 10] + [(Luck - 10) / 5] + Weapon Critical + Enchant Bonus + Reforge Bonus + Skill Bonuses + Title Bonuses''</code>
 +
***Skill bonuses may not show up on the player's character stat window depending on the skill.
 +
***The chance to score a critical hit for [[:Category:Magic Skills|magic]]<!--Alchemy?--> instead uses the above formula but without factoring in the weapon's critical.
 +
****This includes [[Bare Hands]], which adds 10% to critical.
 +
*Critical is reduced by 2.0% for every ''Effective'' [[#Defense/Protection|Protection]] point (actual damage reduction) on the target. In the case of magic criticals, it is reduced by 2.0% for every ''Effective'' [[#Defense/Protection|Magic Protection]] point on the target.
 +
**The final critical rate is thus calculated as: <code>''(Attacker's Critical %) - (Target's Effective Protection * 2)''</code>
 +
**[[Windmill]], [[Stomp]], [[Crash Shot]], [[Thunder]], [[Fireball]], [[Ice Spear]], [[Flame Burst]], [[Blaze]], [[Meteor Strike]], [[Lightning Rod]], [[Charging Strike]], [[Focused Fist]], [[Act 4: Rising Action]], [[Act 7: Climactic Crash]], [[Flash Launcher]], [[Bullet Storm]], [[Shooting Rush]], [[Dual Gun Mastery|Dual Gun Normal Attacks]] under the influence of [[Way of the Gun]], [[Kunai Storm]], [[Spirit Weapon Awakening]], [[Wings of Rage]], [[Giant Full Swing]], and [[B+ Bomb]]s ignore this reduction.
 +
*Critical is capped at 999.9%.
 +
**However, regardless of the player's critical and the target's protection, the chance to score a critical hit is capped at 30%.
 +
***For example, the player has 100% critical and attacks a monster with 0 protection; contrary to what appears the player to be having all their attacks score a critical hit, the player actually only has a 30% rate to land a critical hit.
 +
***This cap can be increased further by increasing Nele's [[Renown]] and with [[Spirit Ascension|Spirit Weapon]]'s Spirit Unleashing Enhancement.
 +
***Certain skills may exceed this 30% critical during calculation. For example, Way of the Gun causes all Dual Gun Normal Attacks to be a critical hit, regardless of the player's critical and the enemy's protection stats.
 +
***Players conducted a trial in which a person with 90% critical attacked a [[Mongoose#Black-Tailed_Mongoose|Black-tailed Mongoose]] (which has 16 Protection). Using the above formula, the chance for critical should have been 58%. However, out of 3308 attacks, only 989 criticals were observed; a cap of ~30%.
 +
*When using an attack that hits multiple targets, the chance of landing a critical hit is only calculated against the selected target or the closest target to the player/skill being used if a target was not selected.
 +
**If a player happens to land a critical hit against the target, all other targets within range of the attack will receive a critical hit as well.
 +
*Most [[:Category:Two-Handed Weapons|Two-Handed Weapons]] increases the critical rate of [[Smash]] by 5%.
 +
*Counterattack, Lance Counter, and Combo: Counter Punch uses the enemy's critical rather than the player's.
 +
*The following attacks cannot score criticals: [[Poison Attack]], [[Mirage Missile]]'s shock damage, reflective damage from Rank 9+ [[Barrier Spikes]], [[Life Drain]], [[Dischord]]'s sustained damage, [[Puppet's Snare]]'s damage over time, [[Devil's Cry]]'s damage effect, Wings of Rage after effects, [[Hydra Transmutation]], Meteor Strike's leftover flames, and [[Reflective Damage]].
 +
*Critical hits increases the [[stun]] time, knocks down targets rather than pushing them back, and may reset the enemy's AI and change its [[Aggro]].
 
*See also: [[Critical Modifiers]].
 
*See also: [[Critical Modifiers]].
  
 
===Balance===
 
===Balance===
*Affects damage output from the player.
+
''The likelihood that your attacks will deal damage close to the max damage you are capable of. The more Balance you have, the higher the chance. Balance is affected by Dexterity and skill ranks.''
*'''For Melee''': A Player's DEX stat, enchants, and [[Combat Mastery]] skill rank all affect balance.  
+
 
*'''For Archery''': A Player's DEX stat, enchants, and [[Ranged Attack]] skill rank all affect balance.  
+
{{CalcScopeStart}}
*For [[Combat Mastery]] and [[Ranged Attack]], each rank gives an additional 1% Balance when using Melee or Ranged attacks, respectively. For example, Rank A is +5%, Rank 6 is +10%, and Rank 1 would be +15%.
+
*'''Balance''' affects the distribution of [[#Damage|Damage]] output from the player.
*INT influences [[Status#Magic Balance|Magical balance]].
+
*The formula for calculating Balance from current Dexterity has diminishing returns.
*Barehanded balance is 35%. Thus, ''most'' weapons would increase the player's balance.
+
**The dexterity required to hit a certain balance can be calculated as <code>(20.34565 / (2^(BALANCE/-8.728944))) - 9.814582</code>.{{CalcFormula|dex2baleh|round(-9.814582 + (20.34565 / (pow(2,(B/-8.728944)))))}}
*Balance is capped at 80% for melee and ranged weapons, and 100% for magic.
+
**Desired Balance: {{CalcShifter|B|1|min=1|max=50}}
*Balance can be perceived as a standard Normal Distribution Curve. The equation for calculating mean damage is: ((''Max Damage'' - ''Min Damage'') × ''Balance'') + ''Min Damage''. In other words, the mean damage is the weighted average of maximum damage and the minimum damage, with the ''Balance'' as the weight.
+
**Dexterity Required: {{CalcResult|dex2baleh|2=A=9}}
**In layman's terms, Balance determines where in your damage range your hits will land. So if you had a damage range of 10~20, and 0% balance, your hits would, on average, land on on the bottom of your damage range for 10 damage. Likewise, with 80% balance, your hits would, on average, hit 8/10ths of the way up your damage range for 18 damage.
+
**Balance received from Dex caps out at 50%.
**If balance can be labeled as a Normal Distribution Curve, then the following pattern tends to occur: 50% of the time, the player will land a damage that is greater than the mean damage (before applying Defense, Protection, Elements, and Skill Multipliers) calculated by the above formula. Conversely, the other 50% of the time, the player will hit less than the mean damage. Thus, although a player may have 100% Magic Balance, they will not hit their full damage all of the time.
+
*For [[Combat Mastery]] and [[Ranged Attack]], each rank gives an additional 1% Balance when using Melee or Archery attacks, respectively.
 +
*[[Enchant]]s that affect Balance influence both Melee and Archery by the amount shown; and magic by a fraction of that amount.
 +
*[[Sword Mastery]] increases Balance by 1% every rank when using a [[Swords List|Sword]]. This value is doubled when [[Dual Wielding]].
 +
*Intelligence influences [[#Magic Balance|Magical Balance]].
 +
*Balance is capped at 80%.
 +
*Balance can be roughly represented as a bell shaped distribution. The equation for approximating median damage is: <code>''([Max Damage - Min Damage] * Balance) + Min Damage''</code>.
 +
**The Median Damage represents where the peak would be in a regular bell shaped distribution but is not necessarily the mean or mode.
 +
**As Balance can be approximately represented by a bell shaped distribution, then the following pattern tends to occur: 50% of the time, the player will land a damage that is greater than the median damage (before applying Defense, Protection, Elements, and Skill Multipliers) calculated by the above formula. Conversely, the other 50% of the time, the player will hit less than the mean damage.
 +
**For the purposes of randomizing damage the distribution goes beyond maximum or minimum damage depending on whether the balance is greater than or less than 50% respectively. From whichever value would give a greater range to the balance/median point, the distribution extends out approximately equally beyond the maximum or minimum damage value. All values that would occur beyond maximum/minimum are instead rounded to the maximum/minimum. This means that the probability that a given damage figure would be greater or less than maximum or minimum damage respectively is added to the probability of rolling maximum or minimum damage respectively. This generally means that with extremely low or high balance values the minimum or maximum damage respectively ends up being the mode(most common) damage value.
 +
***Thus even with 100% magic balance balance a player will roll maximum damage half the time and the other half roll damage values down to their minimum at a decreasing probability.
 +
****Therefore in that situation the mean(average) damage is actually less than the median damage. Theoretically the only time the mode, median and mean would be the same is at 50% balance. When balance is less than 50% average damage is higher than median damage and when balance is greater than 50% average damage is lower than median damage.
 +
{{CalcScopeEnd}}
  
===Magic Balance===
+
====Magic Balance====
*Magic Balance determines the average damage of your spells.
+
*'''Magic Balance''' determines the average damage of magic attacks.
 
*It is actually a hidden stat, and not displayed on the character screen.
 
*It is actually a hidden stat, and not displayed on the character screen.
*Magic Balance is determined solely by Int as of the G7 update (Ancient Secrets of Irinid).
 
 
*Magic Balance is capped at 100%.
 
*Magic Balance is capped at 100%.
 
*The formula for Magic Balance is as follows:
 
*The formula for Magic Balance is as follows:
**(Int-10) / 4 + 30 + (magic_mastery_correction) + (enchant_bonuses)(spell_constant)<ref>http://mabinogi.wikiwiki.jp/index.php?%A5%B9%A5%AD%A5%EB%2F%CB%E2%CB%A1%2F%A5%C6%A5%F3%A5%D7%A5%EC#n34bb9c8</ref>
+
**<code>''[(Int-10) / 4] + 30 + (magic_mastery_correction) + [(enchant_bonuses)(spell_constant)]''</code><ref>http://mabinogi.wikiwiki.jp/index.php?%A5%B9%A5%AD%A5%EB%2F%CB%E2%CB%A1%2F%A5%C6%A5%F3%A5%D7%A5%EC#n34bb9c8</ref>
 
***Magic Mastery Correction is a special constant that depends on the player's [[Magic Mastery]] rank.
 
***Magic Mastery Correction is a special constant that depends on the player's [[Magic Mastery]] rank.
****Each additional Magic Mastery rank adds +1 to this constant. Rank F Magic Mastery is equal to 1; Rank 6 is equal to 10. Rank Novice is 0.
+
****Each additional Magic Mastery rank adds +1 to this constant. Rank F Magic Mastery is equal to 1; Rank 6 is equal to 10. Rank Novice is 0.
***Enchant Bonuses are enchants that affect normal damage balance. The total damage balance effects of a player's enchants are tallied up and multiplied by the Spell Constant.
+
***Enchant Bonuses are enchants that affect normal damage balance. The total damage balance effects of a player's enchants are tallied up and multiplied by the Spell Constant.
***Spell Constant is a special number that varies from spell to spell. The spell constants are as follows:
+
***Spell Constant is a special number that varies from spell to spell. The spell constants are as follows:
 
****[[Icebolt]]: 0.4
 
****[[Icebolt]]: 0.4
 
****[[Firebolt]]: 0.4
 
****[[Firebolt]]: 0.4
Line 230: Line 450:
 
****[[Thunder]]: 0.4
 
****[[Thunder]]: 0.4
 
****[[Fireball]]: 0.5
 
****[[Fireball]]: 0.5
*Only wands affect the balance of spells; other weapons have no effect on spellcasting.
+
*Only [[Wands List|Wands]] affect the balance of spells; other weapons have no effect on spell casting.
 
*See also: [[Balance Modifiers]].
 
*See also: [[Balance Modifiers]].
  
 
===Defense/Protection===
 
===Defense/Protection===
*Defense reduces damage received by the specified amount.
+
''A measure of your physical damage mitigation. The more Defense you have, the less damage you take. The higher STR, the higher DEF.''
*Protection reduces damage received by that %. It also reduces wounds and Criticals received.
+
 
*Defense is calculated before Protection.
+
''Reduces incoming physical damage by #%. The higher the protection, the lower the chances of taking critical physical attacks.''
*Please go [[Defense#Details|here]] for a more thorough explanation.
+
 
*Note that any monster with 100% Protection will negate all damage to 1.
+
''A measure of your magical damage mitigation. The more Defense you have, the less damage you take. The higher the Will, the higher the Magic Defense.''
* The [[Defense]] skill adds to base defense.
+
 
 +
''Reduces incoming magical damage by #%. The higher the magic protection, the lower the chances of taking critical magic attacks. Magic protection increases as Intelligence increases.''
 +
 
 +
*'''Defense (Def)''' reduces physical [[#Damage|damage]] received by the specified amount.
 +
**Every 10 [[#Strength|Str]] contributes to 1 Defense.
 +
**The [[Defense]] skill passively adds to base Defense.
 +
**Certain skills, [[Tethra (Sword)|Tethra]], and [[#Armor Pierce|Armor Pierce]] ignores Defense.
 +
**Not to be confused with the [[Defense]] skill.
 +
*'''Protection''' reduces physical damage received by a percentage. It also reduces the enemy's effective [[#Injury|Injury]] and physical [[#Critical|Critical]] rates.
 +
**The values for protection (Protection in the character screen) to ''Effective'' Protection (the actual damage, injury, and critical reduction) can be found [[Stats/Protection|here]].
 +
**Physical Critical Chance is reduced by 2.0% for every ''Effective'' Protection point on the target.
 +
***Certain skills ignore this.
 +
**Maximum and Minimum Injury Rate is reduced by 1.0% for every Protection point on the target.
 +
**[[Life Drain]], [[Shadow Spirit]], [[Wings of Rage]] and [[Celestial Spike]] are the only skills that can completely ignore Protection.
 +
**Protection experiences diminishing returns after 32, meaning more Protection is needed to reduce 1% more damage as values get higher.
 +
*'''Magic Defense''' reduces magical and alchemy damage received by the specified amount.
 +
**Every 10 [[#Will|Will]] contributes to 1 Magic Defense.
 +
*'''Magic Protection''' reduces magical and alchemy damage received by a percentage. It also reduces the enemy's effective magic/alchemy Critical rates.
 +
**Every 20 [[#Intelligence|Int]] contributes to 1 Magic Protection.
 +
**The values for protection to Effective Protection can be found [[Stats/Protection|here]].
 +
**Magic Protection experiences diminishing returns after 31, meaning more Magic Protection is needed to reduce 1% more damage as values get higher.
 +
**Magical Critical Chance is reduced by 2.0% for every Magic Protection point on the target.
 +
***Certain skills ignore this.
 +
*The following also affect the above stats:
 +
**Most [[:Category:Equipment|Equipment]] worn.
 +
***For [[:Category:Clothing/Armor|Bodywear]], [[Heavy Armor List|Heavy Armor]] contributes the most to defensive stats, followed by [[Light Armor List|Light Armor]], then [[Clothing List|Clothing]].
 +
***Most [[Accessories List|Accessories]], [[:Category:Headgear|Headgear]], [[Gloves List|Gloves]], and [[Shoes List|Shoes]] add no or miniscule amounts of defensive stats.
 +
***[[Robes List|Robes]] and [[Wings List|Wings]] do not contribute to any defense stat.
 +
***[[Shields List|Shields]] contribute to Defense and Protection. [[Guard Cylinders List|Guard Cylinders]] contribute to Magic Defense and Magic Protection. Both add hidden melee/archery Defense and Protection against critical that is not displayed in the character's stat window.
 +
***[[Marionettes List|Marionettes]] also contribute miniscule amounts of Defense and Protection.
 +
***There are very few equipment, or [[:Category:Magic Armor|Magic Armor]], that affects Magic Defense and Magic Protection.
 +
**Certain skills, such as [[Defense]], [[Healing]], [[Party Healing]], [[Wind Guard]], and [[Enduring Melody]], temporarily increase the Defense, Protection, Magic Defense, and/or Magic Protection stat while active.
 +
**All [[Lance]]s, the [[Masterpiece Bow]], the [[Bhafel Slayer]], the [[Bhafel Hunter]], the [[Black Dragon Knight's Bow]], and all [[Crossbow]]s possess a [[Piercing Level]], which has the ability to ignore some Defense and Protection.
 +
**[[Frozen Blast]], [[Spinning Uppercut]], and [[Devil's Dash]] can temporarily lower the opponent's Defense and Protection.
 +
**[[Hydra Transmutation]] can temporarily lower the opponent's Magic Defense and Magic Protection.
 +
**[[Berserk]] reduces the user's Defense, Protection, Magic Defense, and Magic Protection to zero.
 +
**[[Mana Shield]] does not take the user's Defense, Protection, and Magic Protection stats into calculation.
 +
***Magic Defense and Hidden Shield Defense are still taken into calculation, however.
 +
**[[Heavy Armor Mastery]], [[Light Armor Mastery]], and [[Shield Mastery]] increases Defense, Magic Defense, Protection, and Magic Protection while wearing the respective equipment.
 +
*Damage received is calculated as: <code>''Damage * (100 - Damage Reduction from Protection) / 100 - Defense''</code> or <code>''Damage * (100% - Damage Reduction from Protection%) - Defense''</code>
 +
**For example, if one had 20 Defense and 6 Protection (10% Damage Reduction) and received 500 damage, the damage would be reduced to be <code>''500 * (100 - 10) / 100 - 20 = 430''</code>.
 +
**Any additional Defense and/or Protection from skills is applied after the first series of Defense/Protection calculations.
 +
***For example, if one had 20 Defense and 6 Protection (10% Damage Reduction), activated Human Defense Rank 1 (65 Defense and 35 Protection [38% Damage Reduction]), and received 500 damage, the damage would be reduced to <code>''{[500 * (1.00 - 0.10) - 20] * (1.00 - 0.38)} - 65 = 202''</code>.
 +
**Contrary to popular belief, it is not possible to have ''negative'' Defense and/or Protection.
 +
***If the defensive stat ignored and/or reduced is greater than the enemy's defensive stat, damage calculations will simply use 0 for the stat.  
 +
*[[Passive Defense]]s reduces damage by a certain percentage, however this is not to be confused with Protection.
 +
*Certain monsters are [[Invulnerability|immune]] to traditional forms of attack, however this is not to be confused with Protection.
 
*See also: [[Defense Modifiers]] and [[Protection Modifiers]].
 
*See also: [[Defense Modifiers]] and [[Protection Modifiers]].
 +
 +
===Armor Pierce===
 +
''A measure of your ability to ignore enemy defenses with physical attacks. The higher the Dexterity, the higher the Defense Penetration.''
 +
 +
*'''Armor Pierce''', also known as '''Defense Penetration''', is the amount of enemy [[#Defense/Protection|Defense]] ignored when performing an attack.
 +
*The amount of Defense ignored is equal to the amount of one's Armor Pierce.
 +
**If the Defense ignored by Armor Pierce is greater than the enemy's Defense, damage calculations will simply use 0 for the stat.
 +
*The formula for Armor Pierce is: ''<code>((Dexterity - 10) / 15) + Skill Bonus</code>''
 +
**[[Axe Mastery]] and [[Crossbow Mastery]] adds Armor Pierce when equipped with an [[Axes List|Axe]] or [[Crossbows List|Crossbow]], respectively.
 +
*Not to be confused with [[Piercing Level]].
 +
 +
===Movement Speed===
 +
*'''Movement Speed''' is the speed at which the character moves.
 +
*It is actually a hidden stat, and not displayed on the character screen.
 +
*The speed at which a [[Human]] moves is defined as "normal" movement speed.
 +
**Many [[:Category:Monsters|Monsters]] can outrun a human.
 +
**[[Giant]]s move 1.18x faster than humans.
 +
**[[Elf|Elves]] move 1.32x faster than humans.
 +
**Movement speed boosts always increases in proportion to the character's race.
 +
*Movement speed can be temporarily increased by [[Awakening of Light]], [[Wave Sweeper]], "Homestead", "the Busy", "Outlaw Hunter", "Is Gone with the Wind", and "Snow Showers and Flowers"[[Titles]], [[Shylock's Step]], [[Hyper Speed Burst Potion (5 min)|Hyper Speed Burst Potion]]s, [[Movement Speed 40% Increase Potion (Event)|Movement Speed Increase Potion]], and [[March Song]].
 +
**In [[Commerce]], only the speed of the Backpack and Handcart are increased. The Hyper Speed Burst and Movement Speed Increase Potions affect all transport mounts including the Wagon and Pack Elephant.
 +
**If the hyper potion is not giving the speed bonus, dismounting and remounting will resolve the problem.
 +
**Most movement speed buffs do not stack with each other; only the buff that gives the biggest bonus will take effect. The movement speed set bonus from Fleet Feet Shoes, however, will stack.
 +
*Movement Speed has no effect while [[Transformation Mastery|transformed into a creature]] or [[:Category:Flying Mounts|flight speed]].
 +
*Movement speed affects the running speed of [[Charge]] and [[Lance Charge]].
 +
**Racial bonuses does not affect Charge speed, however.
 +
*[[Dischord]] and [[Mirage Missile]] temporarily decreases movement speed of the impacted target.
 +
*[[Fantastic Chorus]]'s Sorrow Sonata decreases the movement speed of targets within the skill's area of effect.
 +
*[[Spellwalk]] decreases the user's movement speed except at Rank 1.
  
 
==Status Effects==
 
==Status Effects==
{| border="0" cellpadding="2" cellspacing="1" style="background-color: #aaaaaa;"
+
'''Status effects''' are special conditions that a character is put into or applied onto the enemy via using a certain skill, ability or from an in-game effect.
|- style="background-color: #ffffff;" align="center"
+
*Some status effects that are not evident may not be on this chart; status effects are not limited to what this chart shows.
! style="width:30;"|
+
**Not all status effects have an icon or any visual indication.
! style="width:100pt;" | Status
+
*All status effects are temporary under normal conditions.
 +
**Some may disappear during logout or changing channels, some, like Potion Poisoning, will not.
 +
{| class="mabitable sortable"
 +
! class="unsortable" style="width:100pt;" | Status Name
 
! style="width:450pt;" | Effect
 
! style="width:450pt;" | Effect
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Deadly.png]] || Deadly || Appears when the player's HP is below 1, but not yet dead. (Next hit will almost certainly kill you.)
+
| [[Knocked Unconscious]] || Player is defeated and are given several options on resurrection.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Potion Poisoning.png]] || [[Potion Poisoning]] || The player has drunk too many potions too quickly. Certain stats are reduced until it wears off.
+
| [[File:Deadly.png]]<br/>Deadly || Appears when the {{Abbr|player's health is below 0|2=<span style="background-color:#5e1c2f;color:red"> DEADLY</span><span style="background-color:#5e1c2f;color:white">/100        </span>}}, but not yet unconscious; getting hit by any attack will render the player unconscious.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Poison.png]] || Poison || Appears when the player has been poisoned. HP will be reduced until the effect wears off.
+
| [[File:Potion Poisoning.png]]<br/>[[Potion Poisoning]] || The player has drunk too many potions too quickly, reducing certain stats while increasing the effectiveness of potions. Wears off over time, depending on the stage of potion poisoning.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Mirage Missile Effect.png]] || [[Mirage Missile]] || Appears when affected by Mirage Missile. HP will be reduced constantly until the effect wears off. Minimum HP is 1. Mirage effect can  spread to you by other humans/giants/elves whom are infected by this. It can occur even if they arent using PvP mode. In this way, it can even be returned to the sender.
+
| [[File:Poison.png]]<br/>[[Poison Attack|Poison]] || The player has been poisoned, slowly cutting their health down for a short while. Can be prevented with [[Equipment Combination Effects|Poison Immunity]].
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Petrification.png]] || [[Petrification]] || The player cannot move for 10 seconds.
+
| [[File:Sulfur Poisoning.png]]<br/>Sulfur Poisoning || The player has been poisoned by the sulfur in the Sulfur Pits in [[Zardine]], slowly cutting down their HP by 2 per 5 seconds. Gaining Deadly status with this status [[Titles#the Sulfer-poisoned Explorer|"the Sulfer-poisoned Explorer"]]. Leaving the Sulfur Pits will shortly remove the status ailment. Can be prevented with [[Equipment Combination Effects|Poison Immunity]].
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Dark Knight Disarm.png]] || [[Dark Knight Disarm]] || Incurs rapid HP loss in transformed Dark Knights (10 hp/second).
+
| [[File:Mirage Missile Effect.png]]<br/>[[Mirage Missile]] || The player has been poisoned by [[Mirage Missile]], slowly cutting down their health for a short while. The poison can also spread to nearby targets.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Outraged.png]] || Outraged ||Magical Music effect. The player cannot be knocked down by any attack.
+
| [[File:Petrification Status.png]]<br/>[[Petrification]] || The player has been encased in stone, and cannot move for 10 seconds.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Weakness.png]] || Weakness || Magical Music effect. Results from a failed Outraged effect. The player is weakened.
+
| [[File:Dark Knight Disarm.png]]<br/>[[Dark Knight Disarm]] || The player's [[Dark Knight]] transformation applies negative pressure to them, decreasing their health by 10 per second.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Sharp Aiming.png]] || Sharp Aiming || Magical Music effect. Increases archery aiming speed by 120%.
+
| [[File:Outraged.png]]<br/>Outraged ||The player has been enhanced by Berserker [[Magical Music]], granting them 100% [[Auto Defense]] against all attacks.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Fast Casting.png]] || Fast Casting || Magical Music effect. Cast time reduces to 70% of original.
+
| [[File:Weakness.png]]<br/>Weakness || The player has been weakened by a failed Berserker [[Magical Music]], resulting their enemies having 100% [[Auto Defense]] against the player's attacks.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Poison Immune.png]] || Poison Immune || Cannot be Poisoned.
+
| [[File:Sharp Aiming.png]]<br/>Sharp Aiming || The player has been enhanced by Sharp Aiming [[Magical Music]], increasing their [[:Category:Archery Skills|Archery Skill's]] aim speed by 20%.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Stone Immune.png]] || Stone Immune || Cannot be Petrified.
+
| [[File:Fast Casting.png]]<br/>Fast Casting || The player has been enhanced by Fast Casting [[Magical Music]], reducing the casting time of [[:Category:Magic Skills|Magic Skills]] by 10%.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Explosion Resistance.png]] || Explosion Resistance || Takes reduced damage from Explosions and cannot be knocked back by Explosions.
+
| [[File:Poison Immune.png]]<br/>[[Poison Attack|Poison]] Immune || Grants the player immunity to poison.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Stomp Resistance.png]] || Stomp Resistance || Takes reduced damage from Stomp and cannot be knocked back by Stomp.
+
| [[File:Stone Immune.png]]<br/>[[Petrification|Stone]] Immune || Grants the player immunity to petrification.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Mana Reduction.png]] || Mana Reduction || Reduces Mana consumption by 10%.
+
| [[File:Explosion Resistance.png]]<br/>[[Self-Destruct|Explosion]] Resistance || Grants the player resistance to [[Self-Destruct]], reducing its damage by 80% and causing the player to be stunned rather than knocked back.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Stamina Reduction.png]] || Stamina Reduction || Reduces Stamina consumption by 20%.
+
| [[File:Stomp Resistance.png]]<br/>[[Stomp]] Resistance || Grants the player resistance to [[Stomp]], reducing its damage by ? and causing the player to be immune to its long range effects for running and become stunned rather than knocked back.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Combat 2x EXP.png]] || Combat 2x EXP || Receive double the experience gained from killing monsters for a period of time (30 minutes/120 minutes). Status enabled by consuming [[Combat 2x EXP Potion]]s.
+
| [[File:Mana Reduction.png]]<br/>Mana Reduction || Reduces mana usage of all skills by 10%.
|- style="background-color: #ffffff;" align="center"
+
|-
| [[Image:Mana_Shield_Effect.png]] || [[Mana Shield]] || All damage consumes Mana instead of HP until Mana runs out.
+
| [[File:Stamina Reduction.png]]<br/>Stamina Reduction || Reduces stamina usage of all skills 20%.
 +
|-
 +
| [[File:Combat 2x EXP.png]]<br/>Combat 2x EXP || By drinking a [[Combat 2x EXP Potion]], the player receives 2x EXP for killing monsters.
 +
|-
 +
| [[File:Meditation Effect.png]]<br/>[[Meditation]] || The player meditates, greatly increasing their mana regeneration rate but also forces them to walk unless they have a [[Wands List|wand]] or [[Staves List|staff]] equipped.
 +
|-
 +
| Frozen ([[Ice Spear]]) || The player is frozen by [[Ice Spear]], and is unable to move or attack, but takes reduced damage, and receives damage from the explosion effect once the freezing effect ends.
 +
|-
 +
| [[File:Mana Shield Effect.png]]<br/>[[Mana Shield]] || The player barricades themselves with mana, causing all damage to remove their mana instead of health until all mana is lost or the skill is manually canceled. Also slowly drains mana over time.
 +
|-
 +
| [[File:Elephant Shower Effect.png]]<br/>Elephant Shower || The [[Blue Elephant]] or [[White Elephant]] uses [[Water Spray]] on the player, increasing their [[Elements|fire elemental]] resistance, health, mana, and stamina for 15 minutes.
 +
|-
 +
| Frozen ([[Frozen Blast]]) || The player is frozen by [[Frozen Blast]], and is unable to move or attack. Unlike [[Ice Spear]], the afflicted player does not explode once the freezing effect ends.
 +
|-
 +
| [[File:Wings of Eclipse Effect.png]]<br/>[[Wings of Eclipse|Demigod Invulnerability]] || The player invokes [[Wings of Eclipse]], granting them high resistance to damage, level 2 of all [[Passive Defense]]s, [[Advanced Heavy Stander]], and 100% Melee [[Auto Defense]].
 +
|-
 +
| [[File:Attack Speed.png]]<br/>Attack Speed || Increases the [[Attack Speed]] of the player by 20%(?) and the aim speed of [[:Category:Archery Skills|Archery Skills]] except for [[Magnum Shot]], [[Support Shot]](?), or [[Crash Shot]] by 1.15x.
 +
|-
 +
| [[File:Weapon Attack Boost.png]]<br/>Weapon Attack Boost || Increases the player's damage of melee and archery attacks by 20%.
 +
|-
 +
| [[File:Magic Power Boost.png]]<br/>Magic Power Boost || Increases the player's magic attack by 80.
 +
|-
 +
| [[File:Fishing Boost.png]]<br/>[[Fishing]] Booster || By drinking a [[Fishing Booster Potion]], the player's chance of finding rare items is increased.
 +
|-
 +
| [[File:Mini Potion Effect.png]]<br/>[[Mini Potion]] Used. || By drinking a [[Mini Potion]], the player cosmetically shrinks, allows them to enter the Mouse Hole in [[The Other Alchemists]], and receives reduced damage. Causes a cosmetic reduction in size and enables you to go through the Mouse Hole in certain [[The Other Alchemists|Shadow Mission]]s.<br/>
 +
Can also be achieved through [[Magical Music#Big Things Come in Small Packages|Magical Music]] at any time; this effect caused by music, aside from the cosmetic shrinking, increases Critical rate and has no negative reductions.
 +
|-
 +
| [[File:Shadow Mission Bonus.png]]<br/>[[Shadow Crystal]] Used. || By using a [[Shadow Crystal]], the player's [[Shadow Mission]] Experience rewards are increased.
 +
|-
 +
| [[File:Nuadha Set Item.png]]<br/>[[Demigod]] Enhance || Increases the duration of [[Demigod]] by 1 minute, and increases the damage of Demigod Skills by 25%.
 +
|-
 +
| [[File:Absorption Enhance.png]]<br/> Absorption Enhance || Grants a 10% chance to reduce incoming damage to 1.
 +
|-
 +
|[[File:cressida watercannon.png]]<br/>[[Water Cannon]] Enhance || Increases the damage of [[Water Cannon]] by 15%.
 +
|-
 +
|[[File:cressida flame burst.png]]<br/>[[Flame Burst]] Enhance || Increases the damage of [[Flame Burst]] by 15%.
 +
|-
 +
|[[File:cressida lifedrain.png]]<br/>[[Life Drain]] Enhance || Increases the damage of [[Life Drain]] by 15%.
 +
|-
 +
| [[File:Transformation Collection Effect.png]]<br/>[[Transformation Mastery|Transformation]] Enhance|| Increases [[Transformation Mastery]]'s collection rate by 10%.
 +
|-
 +
|[[File:Hebona icebolt.png]]<br/>[[Icebolt]] Enhance || Increases the damage of [[Icebolt]] by 15%.
 +
|-
 +
|[[File:Hebona firebolt.png]]<br/>[[Firebolt]] Enhance || Increases the damage of [[Firebolt]] by 15%.
 +
|-
 +
|[[File:adonis fishing.png]]<br/>[[Fishing]] Enhance || Increases the auto-[[Fishing]] Success Rate by 10%.
 +
|-
 +
|[[File:Partron refine.png]]<br/>[[Refine]] Enhance || Increases the [[Refine]] Success Rate by 10%.
 +
|-
 +
|[[File:Partron blacksmith.png]]<br/>[[Blacksmith]] Enhance || Increases the [[Blacksmith]] Success Rate by 10%.
 +
|-
 +
|[[File:Belmont metallurgy.png]]<br/>[[Metallurgy]] Enhance || Increases the [[Metallurgy]] Success Rate by ?.
 +
|-
 +
|[[File:Belmont Gold.png]]<br/>[[Gold Strike]] Enhance || Increases the damage of [[Gold Strike]] by ?.
 +
|-
 +
|[[File:Birnam charge.png]]<br/>[[Charge]] Enhance || Increases the damage of [[Charge]] by 10%.
 +
|-
 +
|[[File:Bohemian magnum.png]]<br/>[[Magnum Shot]] Enhance || Increases the damage of [[Magnum Shot]] by 15%.
 +
|-
 +
|[[File:Bohemian support.png]]<br/>[[Support Shot]] Enhance || Increases the damage of a melee attack following [[Support Shot]] by 15%.
 +
|-
 +
|[[File:Thames smash.png]]<br/>[[Smash]] Enhance || Increases the damage of [[Smash]] by 15%
 +
|-
 +
|[[File:Thames down.png]]<br/>[[Assault Slash]] Enhance || Increases the damage of [[Assault Slash]].
 +
|-
 +
|[[File:Trinity healing.png]]<br/>[[Healing]] Enhance || Increases [[Healing]]'s effect by 20%.
 +
|-
 +
|<br/>[[Lance Charge]] Enhance || Increases the damage of [[Lance Charge]] by 15%
 +
|-
 +
|<br/>[[Judgment Blade]] Enhance || Increases the damage of [[Judgment Blade]] by 15%
 +
|-
 +
|[[File:Commerce Status.png]]<br/>[[Commerce]] || The player engages in [[Commerce]], reducing their damage by 50%, allows them to trigger [[Bandit]]s, prevents them from entering the [[Housing Channel]] or indoor areas, summoning [[pets]], and the use of [[Continent Warp]], Changing Channels, [[Moon Gates]], and [[Housing Flyers]].
 +
|-
 +
|[[File:Commerce Boost.png]]<br/>[[Commerce]] || By using a [[Letter of Guarantee]], the player receives a bonus to [[Ducat]]s, [[Gold]] and EXP upon trade completion.
 +
|-
 +
|[[File:Pursue.png]]<br/>[[Commerce#Pursuit|Outlaw Pursue Mode]] || The player engages [[Outlaw|Pursuit]], allowing them to trigger [[Bandit]]s and receive [[Outlaw's Homestead Pass]]es from them.
 +
|-
 +
|[[File:Bounty_Hunter_Status.png]]<br/>[[Bounty Hunter Card]] || The player using a [[Bounty Hunter Card]], and will recieve bonus [[Ducats]] and be accompanied by a Bounty Hunter NPC.
 +
|-
 +
|[[File:Spinning Uppercut Debuff.png]]<br/>[[Spinning Uppercut]] Debuff || The player is debuffed by [[Spinning Uppercut]], reducing their defense and protection.
 +
|-
 +
| [[Somersault Kick|Dazed]] || The player is dazed by [[Somersault Kick]] or [[Chain Crush]], preventing them from using [[:Category:Magic Skills|Magic]] or [[:Category:Alchemy Skills|Alchemy]].
 +
|-
 +
| [[Pummel|Pinned]] || The player is pinned by [[Pummel]], and is unable to move or attack.
 +
|-
 +
| [[File:Respite Aftereffect.png]]<br/>[[Respite]] Aftereffect || The player has used [[Respite]], and using [[Healing]] or attacking with [[:Category:Magic Skills|Magic]] or [[:Category:Alchemy Skills|Alchemy]] causes their health, mana, and stamina to drop by 25%.
 +
|-
 +
| [[File:Merrow's Curse.png]]<br/>[[Merrow]]'s Curse || The player is hit by [[Merrow]]'s attacks, steadily draining their mana and stamina for 5 seconds.
 +
|-
 +
| [[File:Spinning Uppercut Debuff.png]]<br/>[[Devil's Dash]] Debuff || The player is debuffed by [[Bone Dragon]]'s [[Devil's Dash]], reducing their defense and protection.
 +
|-
 +
| [[File:Flame of Resurrection Status.png]]<br/>[[Flame of Resurrection]] || The player is buffed by [[Phoenix (Pet)|Phoenix's]] [[Flame of Resurrection]], immediately reviving them after being [[Knocked Unconscious|knocked unconscious]]. If the Phoenix is in possession of a [[Fire Erg Crystal]] when using the Flame of Resurrection, the player's resurrection grants them an aura that pushes back nearby enemies, [[Holy Water of Lymilark|blesses]] all of their equipped items, completely restores their health and stamina, and reverts the buff to normal.
 +
|-
 +
| [[File:Raid Crystal Bonus.png]]<br/>[[Raid Crystal]] Used || Increases [[Iria Raid]]'s EXP and Gold reward.
 +
|-
 +
| [[File:Transformation Collection Effect.png]]<br/>[[Black Dragon]] [[Roar (Monster)|Roar Debuff]] || The player is hit by [[Black Dragon]]'s [[Roar (Monster)|Roar]] or [[Korsek Raptor]]'s Stomp, reducing their attack power by half.
 +
|-
 +
| [[File:Combat 2x EXP.png]]<br/>Increase Quest EXP || {{Abbr|Increases EXP rewards by 10%|EXP is added after completion<br><code><nowiki>Total Mission EXP = [(Mission EXP x Daily Mission Bonus) * (1 + Crystal Bonus + Event Bonus)]</nowiki>'''<nowiki> * (1 + 0.1)</nowiki>'''</code>}} for Quests, Event Quests, [[Shadow Mission|Shadow]] and [[Theatre Mission]]s {{abbr|shown|The EXP value in Quest Windows}}. Does not affect Exploration EXP from quests. Stacks with [[Shadow Crystal|Shadow]] and [[Avon Drama Crystal]]s.
 +
|-
 +
| [[File:Combat 2x EXP.png]]<br/>Increase Shadow Mission EXP || {{Abbr|Increases EXP rewards by 10%|EXP is added after completion<br><code><nowiki>Total Mission EXP = [(Mission EXP x Daily Mission Bonus) x (1 + Crystal Bonus + Event Bonus)]</nowiki>'''<nowiki> + [Mission EXP x (1 + 0.1)]</nowiki>'''</code>}} for [[Shadow Mission]]s {{abbr|shown|The EXP value in Quest Windows}}.  Stacks with [[Shadow Crystal]]s.
 +
|-
 +
| [[Frost Blade]] || The player is hit by [[Snowfield Slayer]]'s [[Frost Blade]], reducing their defense and protection by half.
 +
|-
 +
| [[File:Dragon Knight Effect.png]]<br/>Increases Attack Power against [[Dragon]]s || By drinking a [[Dragon Knight's Potion (10 min)]], the player's damage against [[Dragon]]s is increased by 20% for 10 minutes.
 +
|-
 +
| [[File:Silent Voice Effect.png]]<br/>[[Ghost Voice|Silent Voice]] || The player is hit by [[Belisha (Monster)|Belisha]]'s [[Ghost Voice]], or makes contact with [[Form of Silence]] in [[Sidhe Finnachaid]], preventing them from using skills.
 +
|-
 +
| [[File:Halloween Channel Buff.png]]<br/>[[Revenge of The Trickster|Halloween Channel Buff]] || The [[Returned Trickster]] has been defeated, granting all players on the channel where the Returned Trickster was defeated the following effects for one hour:
 +
*Health/Mana/Stamina +200
 +
*Strength +70
 +
*Intelligence/Dexterity +60
 +
*Will +80
 +
*Luck +50
 +
*Max Damage +30
 +
*Critical +5%
 +
*Defense/Protection/Magic Defense/Magic Protection +5
 +
*MP Recovery Speed +410%
 +
*Stamina Recovery Speed +410%
 +
|-
 +
| [[File:Halloween_Event_World_Quest_Check.png]]<br/>[[Revenge of The Trickster|Halloween Event World Quest Check]] || The player will receive this status when entering the spawn area of the [[Returned Trickster]] during the [[Revenge of The Trickster]] Event.
 +
|-
 +
| [[File:Numb.png]]<br/>Numb || The player has received this status while participating in the [http://mabinogi.nexon.net/News/Events/1/00IlA Fang-tastic GM Events: GM Haunted Dunbarton]
 +
|-
 +
| [[File:Outraged.png]]<br/>[[Duke's Mist|Bloody Duke]] || The player is hit by [[Duke (Monster)|Duke]]'s [[Normal Attack]]s or [[Duke's Mist]], decreasing their Defense momentarily. May instantly [[Knocked Unconscious|incapacitate]] the player if the ailment is still in effect when nearing another Duke's Mist. Can be cured by [[Holy Shower]].
 +
|-
 +
| [[File:Duke's Temptation.png]]<br/>[[Duke's Temptation]] || The player is hit by [[Duke (Monster)|Duke]]'s [[Duke's Temptation]], briefly stopping the player while preventing them from using skills or items.
 +
|-
 +
| [[File:Lovey Dovey.png]]<br/>[[Doki Doki Island|Lovey Dovey Buff]] || The player obtains this effect from the [[Doki Doki Island]] event by creating a [[Campfire]] near the [[Harmony Torch]] and then using [[Rest]] next to it for 10 minutes. This effect grants:
 +
*Health/Mana/Stamina +100
 +
*Strength/Intelligence/Dexterity/Will/Luck +20
 +
*Max Damage +30
 +
*Critical +5%
 +
*Defense/Protection/Magic Defense +5
 +
*Combat EXP +50%
 +
|-
 +
| [[File:Dark Knight Disarm.png]]<br/>[[Dragon Ruairi Swing|Possessed Ruairi Swing Skill DOT Damage]] || The player's [[HP]] is reduced by 2% of his/her max HP every second for 5 seconds.
 +
|-
 +
| [[File:Soul_Link_Effect.png]]<br/>[[Divine Link|Soul Link Effect]] || The player has used [[Divine Link]] with a nearby [[Pet]].
 +
|-
 +
| [[File:Great Mood.png]]<br/>Great Mood || The player has rested near Landmark in [[Festia]] for 10 minutes. Effects last for 30 minutes.
 +
*All stats +10
 +
*Max HP +100
 +
*Max MP +100
 +
*Max Stamina +100
 +
*Max Damage +15
 +
*Critical +5
 +
*Defense +5
 +
*Protection +5
 +
*Magic Defense +5
 +
*Magic Protection +5
 +
|-
 +
| [[File:Floral Fairy Effect.png]]<br/>Floral Fairy Buff || Summon [[Floral Fairy]] , [[Lemongrass Flora]] or [[Tia (Pet)]]. Movement and Gathering speed increased by 10% while pet is summoned and alive.
 +
|-
 +
| [[File:FallenFairyMovementSpeedBuffIcon.png]]<br/>Fallen Fairy Movement Speed Buff || Summon a [[Fallen Fairy]]. Increases movement speed by 50% for 15 seconds.
 +
|-
 +
| [[File:FallenFairyAttackSpeedBuffIcon.png]]<br/>Fallen Fairy Attack Speed Buff || Summon a [[Fallen Fairy]]. Increases attack speed by 30% for 15 seconds.
 +
|-
 +
| [[File:Melody Step.png]]<br/>Melody Step || Participate in a Freestyle Jam with at least 1 other player and successfully achieve 5 Combos in a row. Buff grants -25%(?) durability consumption and lasts 1 hour.
 +
|-
 +
| [[File:Blessed Melody Step.png]]<br/>Blessed Melody Step || Grants -25%(?) durability consumption, Music Buff Effect +3, and lasts 3 hours.
 +
|-
 +
| [[File:Breath of Ladeca Effect.png]]<br/>[[Breath of Ladeca]] || Increases player's movement speed.
 +
|-
 +
| [[File:Double Alchemy Skill EXP status.png]]<br/>[[Alchemy 2x EXP Potion]]|| Doubles skill training for [[:Category:Alchemy Skills|Alchemy Skills]].
 +
|-
 +
| [[File:Double Combat Skill EXP status.png]]<br/>[[Close Combat 2x EXP Potion]]|| Doubles skill training for [[:Category:Combat Skills|Combat Skills]].
 +
|-
 +
| [[File:Double Dual Gun Skill EXP status.png]]<br/>[[Dual Gun 2x EXP Potion]]|| Doubles skill training for [[:Category:Dual Gun Skills|Dual Gun Skills]].
 +
|-
 +
| [[File:Double Fighter Skill EXP status.png]]<br/>[[Martial Arts 2x EXP Potion]]|| Doubles skill training for [[:Category:Fighter Skills|Fighter Skills]].
 +
|-
 +
| [[File:Double Life Skill EXP.png]]<br/>[[Life 2x EXP Potion]]|| Doubles skill training for [[Life Skills]].
 +
|-
 +
| [[File:Double Magic Skill EXP status.png]]<br/>[[Magic 2x EXP Potion]]|| Doubles skill training for [[:Category:Magic Skills|Magic Skills]].
 +
|-
 +
| [[File:Double Music Skill EXP status.png]]<br/>[[Music 2x EXP Potion]]|| Doubles skill training for [[:Category:Music Skills|Music Skills]].
 +
|-
 +
| [[File:Double Ninja Skill EXP status.png]]<br/>[[Ninja 2x EXP Potion]]|| Doubles skill training for [[:Category:Ninja Skills|Ninja Skills]].
 +
|-
 +
| [[File:Double Puppetry Skill EXP status.png]]<br/>[[Puppetry 2x EXP Potion]]|| Doubles skill training for [[:Category:Puppetry Skills|Puppetry Skills]].
 +
|-
 +
| [[File:Complete Skill EXP Potion status.png]]<br/>[[Complete Skill EXP Potion]] || Doubles skill training for all skills (excluding [[Transformation]], [[Demigod]], and [[:Category:Crusader_Skills|Crusader subskills]]).
 +
|-
 +
| [[File:Shadowlike status.png]]<br/>Shadowlike|| Use [[Powder of Harmony]] inside [[Sidhe Finnachaid]] to drop monster aggro.
 +
|-
 +
| [[File:Interrupted_Connection_Status.png]]<br/>Interrupted Connection|| Received from [[Lament of Agony]], [[Form of Gloom]] and [[Form of Silence]] inside [[Sidhe Finnachaid]], preventing the player from summoning pets.
 +
|-
 +
| [[File:Move_Slow_Status.png]]<br/>Move Slow|| Received from [[Form of Gloom]] inside [[Sidhe Finnachaid]], decreasing the player's movement speed by approximately 70%.
 +
|-
 +
| [[File:Outraged.png]]<br/>Bleeding|| Received from [[Form of Agony]] inside [[Sidhe Finnachaid]], causing the players health to drain very slowly.
 +
|-
 +
| [[File:Devils_Cry_Debuff.png]]<br/>Devil's Cry|| Recieved from the [[Shape of Horror]] Mini-Boss inside [[Sidhe Finnachaid]], similar to the [[Bone Dragon]]'s pet's [[Devil's Cry]].
 +
|-
 +
| [[File:Dance of Death Debuff.png]]<br/>Dance of Death Debuff|| Applies to monsters who have been effected by the [[Dance of Death]] skill.
 +
|-
 +
| [[File:Detective Squirrel Doll Bag status.png]]<br/>Let's go nuts and have an adventure!|| Received after giving an [[Acorn Bento Box]] to a summoned [[Detective Squirrel Doll Bag|Detective Squirrel Doll]]. After 10 minutes, player receives an [[Empty Bento Box]].
 +
|-
 +
| <br/>Increase Critical Damage || Increases [[Critical Hit]] damage by +30%. Received from dual wielding [[Celtic Royal Knight Sword]]s for Humans, or [[Frosted Borealis Hammer]]s for Giants.
 +
|-
 +
| <br/>Enhanced [[Bash]] || Increases the damage of [[Bash]] by +100% per level. Received from dual wielding [[Celtic Royal Knight Sword]]s for Humans, or [[Frosted Borealis Hammer]]s for Giants.
 +
|-
 +
| <br/>Decrease [[Durability]] Loss || Decreases [[Durability]] loss by 50%. Received from dual wielding [[Celtic Royal Knight Sword]]s for Humans, or [[Frosted Borealis Hammer]]s for Giants.
 +
|-
 +
| <br/>[[Final Strike]] Enhancement || Increases [[Final Strike]] damage by 10%.
 
|}
 
|}
 +
 +
==Gallery==
 +
===Status Effects===
 +
<gallery widths=200 heights=180>
 +
File:Chibi Character Status.png|When [[Mini Potion]] or [[Magical Music]] is in effect.
 +
File:Sulfur Poisoning Status.png|A player that has been Sulfur Poisoned.
 +
File:Poison Status.png|A player that has been [[Poison Attack|Poisoned]].
 +
File:Outraged Status.png|A player under the influence of successful Berserker music.
 +
File:Weakness Status.png|A player under the effect of Weakness. This only happens when Berserker music fails to activate.
 +
File:Mirage Poisoning Status.png|A player poisoned by the effects of [[Mirage Missile]].
 +
File:Melody Step Status.png|A player running while under the effect of Melody Step.
 +
File:Blessed Melody Step Status.png|A player running while under the effect of Blessed Melody Step.
 +
</gallery>
 +
 +
===[[Equipment Combination Effects]]===
 +
''See [[Equipment Combination Effects]] for more information on triggering these status effects.<br/>
 +
{{:Equipment Combination Effects/Gallery}}
  
 
==Notes==
 
==Notes==
 
<references />
 
<references />
 
[[Category:Game System]]
 
[[Category:Game System]]

Latest revision as of 09:52, 23 June 2020

For charts to compare stats contributed by skills, see Stats and Skills.

Stats affect all aspects of your character, including (but not limited to) appearance and general competence in skills.

General Overview

An example of a player's stats.

Base Stats

  • Base stats are the stats obtained from ranking skills, taking classes, reading books, Age, Level, and Uncooked Food effects.
    • Stats from skills, classes, and books are permanent and will be carried through rebirth.
      • However, deranking skills will remove any stat gained.
    • Stats age, level, and uncooked food are semi-permanent, remaining with the character until rebirth.
      • These stats are calculated to one decimal place, despite only whole numbers being shown.
      • For example, a player with 102 strength levels up and gains 0.5 more strength. Although their strength still shows as 102, the player would have 1 more max melee weapon damage than before.
  • These stats are displayed in white in the character window. If these stats are modified in any method other than the ones described above, they will be shown in parenthesis beside the new modified stats.
  • Base stats directly affect Combat Power.

Stat Modifiers

  • Stat modifiers are modifiers that increase or decrease base stats. They include equipment, skill effects, Enchants, Cooked Food, Potion Poisoning, Red Dungeon Fountains, Titles, Talents, Reforges, and Totems.
  • The outcome from stat modifiers is displayed in a color in the character window. The color is yellow if the stat is higher than the base, but turns red if the stat is lower than base.
    • This only applies to health, mana, stamina, strength, intelligence, dexterity, will, luck, and defense.
  • Stat modifiers do not affect the player's Combat Power.
  • Modifiers may not lower any stat below 0.
    • Potion Poisoning is an exception, which can lower any stat to -100% of its base value. However, the character stat window still displays it as 0.

Age

  • Age determines how old the player character is. This directly affects the character's height; the younger the character the smaller they appear and the older the character the taller they appear.
  • When creating a character, the player is allowed to choose an age between 10 and 17.
    • Players may not rebirth to an age that exceeds their current age.
  • Character's age will increase by 1 every Samhain (Saturday) at
    12:00pm PST
    100
    .
    • The player must log-in, change channels, or re-log in order for the age up to occur.
    • After an age up, the player gains stats. See here for the stats given on age up.
      • Players will stop gaining stats after age 25.
        • In the case of pets, they will stop receiving stats after age 11.
    • The player's height will stop increasing after reaching age 17.
      • In the case of pets, their maximum size is age 5. After age 5, their paws/hind legs will gradually decrease in size.
    • Pet's Companion Bonus will decrease per age up until age 11.
    • Partners will never age.
  • After reaching 25 years of age, the character's age will be shown as "# past 25".
  • After reaching age +25, the player will no longer receive any stats or AP for increasing age, nor will the game indicate that their age has increased.
  • Reaching age 18 rewards "the Adult" title. Reaching age 30 rewards "the All-Knowing". Reaching age 40 rewards "the Old".
  • Characters can age indefinitely.

Ability Points

Ability Points.png Ability Points, or AP, are used to improve your Skills. You can gain AP when you level up, age, or complete some quests.

Life

For the Rank A Enchant, see Rank A Enchants#Life.
For the Rank 8 Enchant, see Rank 8 Enchants#Life.
Life.png Life is measured in Health Points (HP). When your HP reaches 0, you will fall unconscious. HP naturally regenerates or can be restored with items and magic.
  • Life Points
    100
    , commonly referred to as Health Points or Hit Points (HP), determine the character's ability to absorb damage. Life is lost when receiving Damage, standing in Zardine's Sulfur Pits, or when the player has been transformed into a Dark Knight for too long.
  • Maximum Life cannot be reduced below 1 by any means.
  • A character's Life being reduced to zero may potentially render the player Knocked Unconscious.
    • However, it is possible to survive with
      negative HP
      100
      , putting the player into Deadly status.
      • The chances of going into Deadly when receiving any non-damage over time attack are dependent upon Will as well as how close to maximum Life the player was when receiving the blow.
        • Players will always go into deadly if they receive a lethal blow while at 50% or more Life.
        • There is a high probability receiving an attack while in deadly will knock the player unconscious.
        • The damage over time attacks from Meteor Strike, Celestial Spike, Smash, Mirage Missile, and Hydra Transmutation are exceptions.
        • Deadly status "caps" at -100% of maximum HP, including enchants and other bonuses.
  • Life is restored by the following means:
  • Summoned Golems cannot be healed.
  • Pierrot Marionettes or Colossus Marionettes can only be healed by Marionette Potions or Restful Wind.
  • High remaining Life increases the damage of Flame Burst and the damage reflect of Barrier Spikes.
    • High lost Life, on the other hand, increases the draining damage of Life Drain.
      • For example, the player will deal more damage if their Life is 1/1000 (999 Life lost) as opposed to 1/100 (99 Life lost).
  • For skills and quests that increase Life, see here.
  • Soft capped at 2,500.

Wounds

Mana

For the Rank 7 Enchant, see Mana (Enchant).
Mana.png Mana is measured in Mana Points (MP). Most magical skills require MP to cast. MP naturally regenerates or can be restored with items and magic.

Stamina

Stamina.png Stamina is measured in Stamina Points (SP). Most physical skills require SP to use. SP naturally regenerates or can be restored with items and magic.

Hunger

  • Hunger reduces the effectiveness of stamina regeneration and recovery by 20% and causes the player to use more stamina above the listed threshold. They are displayed in the stamina bar as
    dark orange when above hunger or black when below hunger
    100
    .
  • When using Meditation, Hunger gradually increases at the rate of 1 point per 100 seconds.
    • Hunger is represented by Food %, which is equal to (Max Stamina - Hunger) / Max Stamina.
    • The Food percentage will not drop past 50%.
      • For summoned pets and partners, their lowest is 10%.
      • Players with higher maximum stamina will take longer to reach 50% hunger.
  • Hunger can be replenished by eating Food, Transforming, consuming Full Recovery Potion, or changing channels/logging on and off.

Strength

Strength.png Your physical strength. The more Strength you have, the stronger your attacks are and the more bonuses you gain from Strength-dependent skills.
Strength (STR) affects most melee combat skills and defense.
  • Strength (Str) adds a Damage Bonus to Melee Combat, Control Bars, Atlatl, Dual Guns, and Shuriken. It also increases Defense.
  • When equipped with any Melee Weapon except for Control Bars, Every 2.5 Str will add +1 to Maximum Damage; 3 Str adds +1 to Minimum Damage.
  • When equipped with a Control Bar, every 3.5 Str adds +1 to Maximum Damage; 5 Str adds +1 to Minimum Damage.
  • When equipped with an Atlatl, every 3 Str adds +1 to Maximum Damage and 5 Str adds +1 to Minimum Damage.
  • When equipped with Dual Guns, every 5 Str adds +1 to Maximum Damage; 6 Str adds +1 to Minimum Damage.
  • When equipped with a Shuriken every 4 Str adds +1 to Maximum Damage; 5 Str adds +1 to Minimum Damage.
  • Every 10 Str adds +1 to Defense.
  • The first ten Strength received from character creation are nonexistent and does not contribute to anything.
  • Hard capped at 1500.
  • For skills that increase Strength, see here.

Intelligence

Intelligence.png Your rational capability. The more Intelligence you have, the more bonuses you gain from Intelligence-dependent skills.
Intelligence (INT) affects all magical abilities, enchant effectiveness, and EXP gained for pets.
  • Intelligence (Int) increases Magic Attack, Magic Protection, Magic Balance, the success rate of Enchant, and the Experience gained for Pets. It also reduces the cast time and mana cost of Thunder, Fireball, Ice Spear, and Hail Storm, increases the damage of Mirage Missile's Mirage status effect and adds a Damage Bonus to Dual Guns.
  • Every 5 Int increases Magic Attack by 1.
  • Every 20 Int increases Magic Protection by 1.
  • Every 4 Int increases Magic Balance by 1.
  • Every 5 Int increases Mirage Missile's effect damage by 1.
  • Mana Consumption and Casting times of Thunder, Fireball, Ice Spear, and Hail Storm are decreased by 2% per 100 Int.
    • This effect compounds with similar effects from other sources. For example, having 20% cast time reduction from Int and 40% from a wand would result in a 52% casting time decrease.
  • When equipped with Dual Guns, every 5 Int adds +1 to Maximum Damage; 6 Int adds +1 to Minimum Damage.
  • The first ten Intelligence received from character creation are nonexistent and does not contribute to anything.
  • Hard capped at 1500.
  • For skills that increase Intelligence, see here.

Dexterity

For the Dexterity enchant, see Dexterity (Enchant).
Dexterity.png Your ability to work. The more Dexterity you have, the faster and better you can create items and the more bonuses you gain from Dexterity-dependent skills.
Dexterity (DEX) affects most ranged combat skills and many Life skills.
  • Dexterity (Dex) affects the Damage of Bows, Crossbows, Control Bars, and Chain Blades. It also increases Balance and Injury Rates, Armor Pierce, the Success Rates of certain Life Skills and the damage of Mirage Missile's Mirage status effect.
  • Every 2.5 Dex adds +1 to Maximum Archery Damage; 3.5 Dex adds +1 to Minimum Archery Damage.
  • Every 3.5 Dex adds +1 to Maximum Control Bar Damage; +5 Dex adds +1 to Minimum Control Bar Damage.
  • Every 2.5 Dex adds +1 to Maximum Chain Slash Damage; 3.5 Dex adds +1 to Minimum Chain Slash Damage.
  • The approximate formula for required Dexterity to hit a certain balance is (20.34565 / (2^(BALANCE/-8.728944))) - 9.814582
    • Balance received from Dex caps out at 50%.
    • The player has +30% balance when wielding nothing.
  • Every 10 Dex adds +1.0% to Maximum Injury rate and +0.5% to Minimum Injury rate.
  • Every 15 Dex adds +1 to Armor Pierce.
  • Every 3 Dex increases Mirage Missile's effect damage by 1.
  • Higher Dexterity can improve the imbalance in the meter while Cooking.
  • Every 10 Dex adds +1% Success Rate to all Life Skills except for Potion Making, Blacksmithing, Tailoring, and Carpentry.
    • This bonus caps at 180 Dex for a total of +18% Success Rate.
  • Ranking Heavy Armor Mastery to E will cause heavy armor to decrease the wearer's dexterity. The amount is dependent on race and rank of Heavy Armor Mastery.
  • The first ten Dexterity received from character creation are nonexistent and does not contribute to anything.
  • Hard capped at 1500.
  • For skills that increase Dexterity, see here.

Will

Will.png Your mental prowess and determination. The more Will you have, the better you can survive dangerous situations and the more bonuses you gain from Will-dependent skills and Will-affected circumstances.
Will affects critical damage, hand-to-hand combat skills, magic defense, and your ability to survive fatal blows.
  • Will, also known as Willpower, increases the player's chance of going into Deadly status, the chance of scoring a Critical hit, the damage of Knuckles and Shuriken, Injury, and Magic Defense.
  • Every 3 Will adds +1 to Maximum Knuckle Damage; 3.5 Will adds +1 to Minimum Knuckle Damage.
  • Every 4 Will adds +1 to Maximum Shuriken Damage; 5 Will adds +1 to Minimum Shuriken Damage.
  • Every 10 Will adds +1.0% to Critical.
    • The amount of Critical that is contributed by the Will stat is calculated as (Will-10)/10.
      • Will below 10 will instead decrease the player's critical rate by up to 1%.
  • Every 10 Will adds +2.0% to Maximum Wound Rate and +0.5% to Minimum Wound Rate.
  • Every 10 Will adds +1 to Magic Defense.
  • The formula for entering Deadly status is currently unknown.
  • The first ten Will received from character creation are nonexistent and does not contribute to anything.
  • Hard capped at 1500.
  • For skills that increase Will, see here.

Luck

Luck.png A mysterious and inexplicable phenomena that helps you. The more Luck you have, the more often good things happen to you and the more bonuses you gain from Luck-related skills.
Luck affects critical chance, evasiveness, and the success rate of many other skills.
  • Luck increases the Damage of Chain Blades. It also increases the player's Critical rate, the chances to score a Lucky Gather, and the rate of Archery Skills, Throwing Attack, and Dual Gun Mastery to passively miss the player.
    • Elven Magic Missile, Spirit Weapon Awakening, Spider Shot, and Urgent Shot cannot be avoided with the passive evasion, however.
    • Luck passive evasion is ignored if the aiming meter is at 100%.
  • Every 4 Luck adds +1 to Maximum Chain Slash Damage; 5 Luck adds +1 to Minimum Chain Slash Damage.
  • Every 5 Luck adds +1.0% to Critical.
    • The amount of Critical that is contributed by the Luck stat is calculated as (Luck - 10)/5.
      • Having Luck below 10 will decrease the player's critical rate by up to 2%.
  • The formula for Lucky Gather is Luck / 2000 for Normal Lucky Gathers and Luck / 50000 for Huge Lucky Gathers.[1]
  • Luck passively increases the user's evasiveness against all Archery Skills, Throwing Attack, and Dual Gun Mastery.
  • Contrary to popular belief, luck does not increase the success rate of Lucky Finish, Production, Repairing, or item drop rate.
  • The first ten Luck received from character creation are nonexistent and do not contribute to anything.
  • Hard capped at 1500.
  • For skills that increase Luck, see here.
    • See also: Luck Modifiers.
    • Luck can also be achieved through leveling or aging up while age 14 or younger.

Damage

A measure of the damage you deal to enemies with physical attacks.

  • Damage is the amount of HP an enemy will lose when physically attacked.
    • The HP loss inflicted on an enemy is not permanent and may regenerate over time if no further attack is made (assuming the enemy has not been killed).
    • A portion of the player's damage will also cause Wounds to the enemy based on Injury rate.
  • A player's damage stat is displayed as a range between a minimum and maximum value. Any given attack on an enemy will inflict an amount of damage whose value is somewhere within that range.
    • The average damage value inflicted is determined by their Balance stat
    • When a weapon is equipped, the attack of that weapon is added to a player's Damage stat.
  • A player's minimum damage cannot exceed their maximum damage. If the minimum damage would be higher than the maximum, the minimum damage will be lowered to the player's maximum damage.
  • See also: Damage Modifiers and Stats/Protection.

Damage Calculations

The final damage dealt on a monster is calculated in the following steps:
1. Base damage plus all additional damages (from enchants, stats except Int, skills)
2. Skill Multipliers (if applicable)
3. Enemy Defense Deduction
4. Enemy Effective Protection Deduction
5. Shield Melee Damage Reduction (if applicable)
6. Elemental Multiplier (if applicable)
7. Passive Defense (if applicable)

Magic Attack

A measure of the bonus damage you deal to enemies with magical attacks. The higher the INT, the higher the M. ATT

  • Magic Attack is the boost a player will receive to all magic damage.
    • The damage increase depends on the skill's Spell Constant.
  • The formula for determining Magic Attack is:
    • ((Intelligence - 10) / 5) + Upgrade Bonus + Reforge Bonus + Enchant Bonus
  • Healing heals 1 additional health per 10 Magic Attack.
  • Party Healing heals 1 additional health per 5 Magic Attack.
  • Mana Shield's efficiency is influenced by Magic Attack.
  • See also: Magic Attack Modifiers

Magic Damage

  • Magic Damage is the actual damage dealt to a target by a spell.
  • The formula for Magic Damage is as follows: {Base Damage + [Wand Bonus * (Charge Multiplier)] + (Spell Constant * Magic Attack) + (Damage Enchants * Damage Constant)}
    * [1 + (Bolt Mastery Bonus + Elemental Mastery Bonus + Magic Weapon Mastery Bonus + Staff Elemental Level Bonus + Hebona Set Bonus + Rosemary Glove Bonus)]
    * Charge Multiplier * Full Charge Multiplier * Thunder Multiplier * Distance Multiplier
    • This formula does not apply to Blaze.
    • Fusion Bolt uses this formula twice, one for each separate bolt, when calculating damage.
    • Base Damage is the spell's base damage as shown in the skill window.
      • Reforge effects that add maximum or minimum damage to the spell add directly to this value.
    • Wand Bonus is a constant for bolt spells while using a wand of the same element.
      • The value for Spirit Weapon wands depends on the Social level of the spirit, up to a value of 30.0.
      • For non-spirit wands, the values are as follows:
      • All other cases, including with Bare Hands or Staff: 0
    • Charge Multiplier is the number of charges. This only applies to Firebolt, Ice Spear, Hail Storm, and Lightning Rod; all other magic spells will always be calculated as if they have 1 charge.
    • Spell Constant is a constant that varies by spell. The values are as follows:
    • Magic Attack is the player's Magic Attack stat as shown in the character window.
    • Damage Enchants is the sum of all bonuses from enchants to minimum and/or maximum damage, depending on what is being calculated.
    • Damage Constant is a constant that lowers the effects of damage enchants and varies by spell. The values are as follows:
      • Icebolt: 0.04 (min), 0.08 (max)
      • Firebolt: 0.2 (min), 0.4 (max)
      • Lightning Bolt: 0.22 (min), 0.44 (max)
      • Ice Spear: 0.05 (min), 0.1 (max)
      • Fireball: 0.25 (min), 0.5 (max)
      • Thunder: 0.25 (min), 0.5 (max)
      • Hail Storm: 0
      • Meteor Strike: 0
      • Lightning Rod: 0
      • Shockwave: 0
    • Elemental Mastery, Bolt Mastery, and Magic Weapon Mastery Bonuses are the percent bonus applied by the respective mastery skill, used as a decimal (e.g. 15% is 0.15).
      • Reforge effects for the mastery's damage and title bonuses (if applicable) for the mastery's efficiency/damage add directly to this value.
    • Staff Elemental Level Bonus is a bonus applied when using a bolt spell with a staff that has been elementally charged with the same element. The bonus values are as follows:
      • Level 0: 0
      • Level 1: 0.05
      • Level 2: 0.1
      • Level 3: 0.15
    • Hebona Set Bonus is a bonus applied to Icebolt and Firebolt when affected by the Icebolt Enhancement and Firebolt Enhancement status effect from the Hebona Set.
      • See Equipment Combination Effects for details on how set bonuses work.
      • The bonus is 0.15 when the enhancement is active, otherwise the bonus is 0 if there is no enhancement.
    • Rosemary Glove Bonus is the percent bonus applied to Icebolt, Ice Spear, and Hail Storm if equipped with a Rosemary Glove.
      • The bonus is 0.15 when equipped, otherwise the bonus is 0 when not equipped.
    • Full Charge Multiplier is a multiplier for being fully charged that varies by spell. The values are as follows:
      • Firebolt: 1.3
      • Ice Spear: 1.3
      • Hail Storm: 1.25
      • Lightning Rod: 1.5~3.3 (varies by rank)
      • Everything else: 1.0
    • Thunder Multiplier is a multiplier for Thunder that varies by number of charges and whether it is the final hit. The multiples are:
      • 1.0 for all hits of Thunder before the final hit.
      • 1.5 for the final hit of Thunder if charged with less than 5 charges (including a single charge).
      • 2.0 for the final hit of Thunder if charged with all 5 full charges.
    • Distance Multiplier is a multiplier for Shockwave and Meteor Strike that decreases as the target's distance increases from the center of the spell.
      • For Shockwave, the multiplier starts at 1.0 when near the center and scales linearly down to 0.1 when at the edge of the area of effect.
      • For Meteor Strike, the multiplier is 1.0 near the center of impact, 0.75 when halfway between the center and the edge, and 0.5 when near the edge.

Injury

The chance that an attack you deal to an enemy will injure them. Injuries cannot be treated with potions or healing magic.

  • Injury rate is the percentage of damage that is inflicted as Wounds on the enemy.
    • For example, if a player has an Injury Rate of 10~20% and hits 100 damage on an enemy, the enemy will receive 10~20 points of wound.
  • Injury rates are most useful on enemies that naturally recover HP very quickly. This includes Dungeon Recovery Rooms.
  • Every 10 Dex adds +1.0% to Maximum Wound Rate and +0.5% to Minimum Wound Rate.
  • Every 10 Will adds +2.0% to Maximum Wound Rate and +0.5% to Minimum Wound Rate.
  • Maximum and Minimum Injury Rate is reduced by 1.0% for every Effective Protection point on the target.
  • Magic, Alchemy, Puppetry Skills, Counterattack, Lance Counter, Combo: Counter Punch, Windmill, and Doppelganger are not affected by the injury stat as they cannot cause wounds.
  • See also: Injury Modifiers.

Critical

The chance that an attack you deal will inflict deadly damage to your enemies. Your Critical rate is affected by your Luck and Will.

  • Critical determines the chance to score a Critical Hit, which increases the damage of the attack dealt.
  • Critical is based on the player's Will and Luck stats, the equipped Weapon and Title, the equipped weapon's Enchants and/or Reforges, and skills.
    • Every 10 Will adds +1.0% to Critical.
    • Every 5 Luck adds +1.0% to Critical.
    • Axe Mastery, Crossbow Mastery, Lance Mastery, and Dual Wield Mastery as well as their skill's Master Titles adds Critical when equipped with an Axe, Crossbow, Lance, or Dual Wield Swords respectively.
    • The formula is calculated as: [(Will - 10) / 10] + [(Luck - 10) / 5] + Weapon Critical + Enchant Bonus + Reforge Bonus + Skill Bonuses + Title Bonuses
      • Skill bonuses may not show up on the player's character stat window depending on the skill.
      • The chance to score a critical hit for magic instead uses the above formula but without factoring in the weapon's critical.
        • This includes Bare Hands, which adds 10% to critical.
  • Critical is reduced by 2.0% for every Effective Protection point (actual damage reduction) on the target. In the case of magic criticals, it is reduced by 2.0% for every Effective Magic Protection point on the target.
  • Critical is capped at 999.9%.
    • However, regardless of the player's critical and the target's protection, the chance to score a critical hit is capped at 30%.
      • For example, the player has 100% critical and attacks a monster with 0 protection; contrary to what appears the player to be having all their attacks score a critical hit, the player actually only has a 30% rate to land a critical hit.
      • This cap can be increased further by increasing Nele's Renown and with Spirit Weapon's Spirit Unleashing Enhancement.
      • Certain skills may exceed this 30% critical during calculation. For example, Way of the Gun causes all Dual Gun Normal Attacks to be a critical hit, regardless of the player's critical and the enemy's protection stats.
      • Players conducted a trial in which a person with 90% critical attacked a Black-tailed Mongoose (which has 16 Protection). Using the above formula, the chance for critical should have been 58%. However, out of 3308 attacks, only 989 criticals were observed; a cap of ~30%.
  • When using an attack that hits multiple targets, the chance of landing a critical hit is only calculated against the selected target or the closest target to the player/skill being used if a target was not selected.
    • If a player happens to land a critical hit against the target, all other targets within range of the attack will receive a critical hit as well.
  • Most Two-Handed Weapons increases the critical rate of Smash by 5%.
  • Counterattack, Lance Counter, and Combo: Counter Punch uses the enemy's critical rather than the player's.
  • The following attacks cannot score criticals: Poison Attack, Mirage Missile's shock damage, reflective damage from Rank 9+ Barrier Spikes, Life Drain, Dischord's sustained damage, Puppet's Snare's damage over time, Devil's Cry's damage effect, Wings of Rage after effects, Hydra Transmutation, Meteor Strike's leftover flames, and Reflective Damage.
  • Critical hits increases the stun time, knocks down targets rather than pushing them back, and may reset the enemy's AI and change its Aggro.
  • See also: Critical Modifiers.

Balance

The likelihood that your attacks will deal damage close to the max damage you are capable of. The more Balance you have, the higher the chance. Balance is affected by Dexterity and skill ranks.

  • Balance affects the distribution of Damage output from the player.
  • The formula for calculating Balance from current Dexterity has diminishing returns.
    • The dexterity required to hit a certain balance can be calculated as (20.34565 / (2^(BALANCE/-8.728944))) - 9.814582.dex2baleh:round(-9.814582 + (20.34565 / (pow(2,(B/-8.728944)))))
    • Desired Balance: name=B;default=1;min=1;max=50
    • Dexterity Required: formula=dex2baleh;A=9
    • Balance received from Dex caps out at 50%.
  • For Combat Mastery and Ranged Attack, each rank gives an additional 1% Balance when using Melee or Archery attacks, respectively.
  • Enchants that affect Balance influence both Melee and Archery by the amount shown; and magic by a fraction of that amount.
  • Sword Mastery increases Balance by 1% every rank when using a Sword. This value is doubled when Dual Wielding.
  • Intelligence influences Magical Balance.
  • Balance is capped at 80%.
  • Balance can be roughly represented as a bell shaped distribution. The equation for approximating median damage is: ([Max Damage - Min Damage] * Balance) + Min Damage.
    • The Median Damage represents where the peak would be in a regular bell shaped distribution but is not necessarily the mean or mode.
    • As Balance can be approximately represented by a bell shaped distribution, then the following pattern tends to occur: 50% of the time, the player will land a damage that is greater than the median damage (before applying Defense, Protection, Elements, and Skill Multipliers) calculated by the above formula. Conversely, the other 50% of the time, the player will hit less than the mean damage.
    • For the purposes of randomizing damage the distribution goes beyond maximum or minimum damage depending on whether the balance is greater than or less than 50% respectively. From whichever value would give a greater range to the balance/median point, the distribution extends out approximately equally beyond the maximum or minimum damage value. All values that would occur beyond maximum/minimum are instead rounded to the maximum/minimum. This means that the probability that a given damage figure would be greater or less than maximum or minimum damage respectively is added to the probability of rolling maximum or minimum damage respectively. This generally means that with extremely low or high balance values the minimum or maximum damage respectively ends up being the mode(most common) damage value.
      • Thus even with 100% magic balance balance a player will roll maximum damage half the time and the other half roll damage values down to their minimum at a decreasing probability.
        • Therefore in that situation the mean(average) damage is actually less than the median damage. Theoretically the only time the mode, median and mean would be the same is at 50% balance. When balance is less than 50% average damage is higher than median damage and when balance is greater than 50% average damage is lower than median damage.

Magic Balance

  • Magic Balance determines the average damage of magic attacks.
  • It is actually a hidden stat, and not displayed on the character screen.
  • Magic Balance is capped at 100%.
  • The formula for Magic Balance is as follows:
    • [(Int-10) / 4] + 30 + (magic_mastery_correction) + [(enchant_bonuses)(spell_constant)][3]
      • Magic Mastery Correction is a special constant that depends on the player's Magic Mastery rank.
        • Each additional Magic Mastery rank adds +1 to this constant. Rank F Magic Mastery is equal to 1; Rank 6 is equal to 10. Rank Novice is 0.
      • Enchant Bonuses are enchants that affect normal damage balance. The total damage balance effects of a player's enchants are tallied up and multiplied by the Spell Constant.
      • Spell Constant is a special number that varies from spell to spell. The spell constants are as follows:
  • Only Wands affect the balance of spells; other weapons have no effect on spell casting.
  • See also: Balance Modifiers.

Defense/Protection

A measure of your physical damage mitigation. The more Defense you have, the less damage you take. The higher STR, the higher DEF.

Reduces incoming physical damage by #%. The higher the protection, the lower the chances of taking critical physical attacks.

A measure of your magical damage mitigation. The more Defense you have, the less damage you take. The higher the Will, the higher the Magic Defense.

Reduces incoming magical damage by #%. The higher the magic protection, the lower the chances of taking critical magic attacks. Magic protection increases as Intelligence increases.

  • Defense (Def) reduces physical damage received by the specified amount.
    • Every 10 Str contributes to 1 Defense.
    • The Defense skill passively adds to base Defense.
    • Certain skills, Tethra, and Armor Pierce ignores Defense.
    • Not to be confused with the Defense skill.
  • Protection reduces physical damage received by a percentage. It also reduces the enemy's effective Injury and physical Critical rates.
    • The values for protection (Protection in the character screen) to Effective Protection (the actual damage, injury, and critical reduction) can be found here.
    • Physical Critical Chance is reduced by 2.0% for every Effective Protection point on the target.
      • Certain skills ignore this.
    • Maximum and Minimum Injury Rate is reduced by 1.0% for every Protection point on the target.
    • Life Drain, Shadow Spirit, Wings of Rage and Celestial Spike are the only skills that can completely ignore Protection.
    • Protection experiences diminishing returns after 32, meaning more Protection is needed to reduce 1% more damage as values get higher.
  • Magic Defense reduces magical and alchemy damage received by the specified amount.
    • Every 10 Will contributes to 1 Magic Defense.
  • Magic Protection reduces magical and alchemy damage received by a percentage. It also reduces the enemy's effective magic/alchemy Critical rates.
    • Every 20 Int contributes to 1 Magic Protection.
    • The values for protection to Effective Protection can be found here.
    • Magic Protection experiences diminishing returns after 31, meaning more Magic Protection is needed to reduce 1% more damage as values get higher.
    • Magical Critical Chance is reduced by 2.0% for every Magic Protection point on the target.
      • Certain skills ignore this.
  • The following also affect the above stats:
  • Damage received is calculated as: Damage * (100 - Damage Reduction from Protection) / 100 - Defense or Damage * (100% - Damage Reduction from Protection%) - Defense
    • For example, if one had 20 Defense and 6 Protection (10% Damage Reduction) and received 500 damage, the damage would be reduced to be 500 * (100 - 10) / 100 - 20 = 430.
    • Any additional Defense and/or Protection from skills is applied after the first series of Defense/Protection calculations.
      • For example, if one had 20 Defense and 6 Protection (10% Damage Reduction), activated Human Defense Rank 1 (65 Defense and 35 Protection [38% Damage Reduction]), and received 500 damage, the damage would be reduced to {[500 * (1.00 - 0.10) - 20] * (1.00 - 0.38)} - 65 = 202.
    • Contrary to popular belief, it is not possible to have negative Defense and/or Protection.
      • If the defensive stat ignored and/or reduced is greater than the enemy's defensive stat, damage calculations will simply use 0 for the stat.
  • Passive Defenses reduces damage by a certain percentage, however this is not to be confused with Protection.
  • Certain monsters are immune to traditional forms of attack, however this is not to be confused with Protection.
  • See also: Defense Modifiers and Protection Modifiers.

Armor Pierce

A measure of your ability to ignore enemy defenses with physical attacks. The higher the Dexterity, the higher the Defense Penetration.

  • Armor Pierce, also known as Defense Penetration, is the amount of enemy Defense ignored when performing an attack.
  • The amount of Defense ignored is equal to the amount of one's Armor Pierce.
    • If the Defense ignored by Armor Pierce is greater than the enemy's Defense, damage calculations will simply use 0 for the stat.
  • The formula for Armor Pierce is: ((Dexterity - 10) / 15) + Skill Bonus
  • Not to be confused with Piercing Level.

Movement Speed

  • Movement Speed is the speed at which the character moves.
  • It is actually a hidden stat, and not displayed on the character screen.
  • The speed at which a Human moves is defined as "normal" movement speed.
    • Many Monsters can outrun a human.
    • Giants move 1.18x faster than humans.
    • Elves move 1.32x faster than humans.
    • Movement speed boosts always increases in proportion to the character's race.
  • Movement speed can be temporarily increased by Awakening of Light, Wave Sweeper, "Homestead", "the Busy", "Outlaw Hunter", "Is Gone with the Wind", and "Snow Showers and Flowers"Titles, Shylock's Step, Hyper Speed Burst Potions, Movement Speed Increase Potion, and March Song.
    • In Commerce, only the speed of the Backpack and Handcart are increased. The Hyper Speed Burst and Movement Speed Increase Potions affect all transport mounts including the Wagon and Pack Elephant.
    • If the hyper potion is not giving the speed bonus, dismounting and remounting will resolve the problem.
    • Most movement speed buffs do not stack with each other; only the buff that gives the biggest bonus will take effect. The movement speed set bonus from Fleet Feet Shoes, however, will stack.
  • Movement Speed has no effect while transformed into a creature or flight speed.
  • Movement speed affects the running speed of Charge and Lance Charge.
    • Racial bonuses does not affect Charge speed, however.
  • Dischord and Mirage Missile temporarily decreases movement speed of the impacted target.
  • Fantastic Chorus's Sorrow Sonata decreases the movement speed of targets within the skill's area of effect.
  • Spellwalk decreases the user's movement speed except at Rank 1.

Status Effects

Status effects are special conditions that a character is put into or applied onto the enemy via using a certain skill, ability or from an in-game effect.

  • Some status effects that are not evident may not be on this chart; status effects are not limited to what this chart shows.
    • Not all status effects have an icon or any visual indication.
  • All status effects are temporary under normal conditions.
    • Some may disappear during logout or changing channels, some, like Potion Poisoning, will not.
Status Name Effect
Knocked Unconscious Player is defeated and are given several options on resurrection.
Deadly.png
Deadly
Appears when the
player's health is below 0
100
, but not yet unconscious; getting hit by any attack will render the player unconscious.
Potion Poisoning.png
Potion Poisoning
The player has drunk too many potions too quickly, reducing certain stats while increasing the effectiveness of potions. Wears off over time, depending on the stage of potion poisoning.
Poison.png
Poison
The player has been poisoned, slowly cutting their health down for a short while. Can be prevented with Poison Immunity.
Sulfur Poisoning.png
Sulfur Poisoning
The player has been poisoned by the sulfur in the Sulfur Pits in Zardine, slowly cutting down their HP by 2 per 5 seconds. Gaining Deadly status with this status "the Sulfer-poisoned Explorer". Leaving the Sulfur Pits will shortly remove the status ailment. Can be prevented with Poison Immunity.
Mirage Missile Effect.png
Mirage Missile
The player has been poisoned by Mirage Missile, slowly cutting down their health for a short while. The poison can also spread to nearby targets.
Petrification Status.png
Petrification
The player has been encased in stone, and cannot move for 10 seconds.
Dark Knight Disarm.png
Dark Knight Disarm
The player's Dark Knight transformation applies negative pressure to them, decreasing their health by 10 per second.
Outraged.png
Outraged
The player has been enhanced by Berserker Magical Music, granting them 100% Auto Defense against all attacks.
Weakness.png
Weakness
The player has been weakened by a failed Berserker Magical Music, resulting their enemies having 100% Auto Defense against the player's attacks.
Sharp Aiming.png
Sharp Aiming
The player has been enhanced by Sharp Aiming Magical Music, increasing their Archery Skill's aim speed by 20%.
Fast Casting.png
Fast Casting
The player has been enhanced by Fast Casting Magical Music, reducing the casting time of Magic Skills by 10%.
Poison Immune.png
Poison Immune
Grants the player immunity to poison.
Stone Immune.png
Stone Immune
Grants the player immunity to petrification.
Explosion Resistance.png
Explosion Resistance
Grants the player resistance to Self-Destruct, reducing its damage by 80% and causing the player to be stunned rather than knocked back.
Stomp Resistance.png
Stomp Resistance
Grants the player resistance to Stomp, reducing its damage by ? and causing the player to be immune to its long range effects for running and become stunned rather than knocked back.
Mana Reduction.png
Mana Reduction
Reduces mana usage of all skills by 10%.
Stamina Reduction.png
Stamina Reduction
Reduces stamina usage of all skills 20%.
Combat 2x EXP.png
Combat 2x EXP
By drinking a Combat 2x EXP Potion, the player receives 2x EXP for killing monsters.
Meditation Effect.png
Meditation
The player meditates, greatly increasing their mana regeneration rate but also forces them to walk unless they have a wand or staff equipped.
Frozen (Ice Spear) The player is frozen by Ice Spear, and is unable to move or attack, but takes reduced damage, and receives damage from the explosion effect once the freezing effect ends.
Mana Shield Effect.png
Mana Shield
The player barricades themselves with mana, causing all damage to remove their mana instead of health until all mana is lost or the skill is manually canceled. Also slowly drains mana over time.
Elephant Shower Effect.png
Elephant Shower
The Blue Elephant or White Elephant uses Water Spray on the player, increasing their fire elemental resistance, health, mana, and stamina for 15 minutes.
Frozen (Frozen Blast) The player is frozen by Frozen Blast, and is unable to move or attack. Unlike Ice Spear, the afflicted player does not explode once the freezing effect ends.
Wings of Eclipse Effect.png
Demigod Invulnerability
The player invokes Wings of Eclipse, granting them high resistance to damage, level 2 of all Passive Defenses, Advanced Heavy Stander, and 100% Melee Auto Defense.
Attack Speed.png
Attack Speed
Increases the Attack Speed of the player by 20%(?) and the aim speed of Archery Skills except for Magnum Shot, Support Shot(?), or Crash Shot by 1.15x.
Weapon Attack Boost.png
Weapon Attack Boost
Increases the player's damage of melee and archery attacks by 20%.
Magic Power Boost.png
Magic Power Boost
Increases the player's magic attack by 80.
Fishing Boost.png
Fishing Booster
By drinking a Fishing Booster Potion, the player's chance of finding rare items is increased.
Mini Potion Effect.png
Mini Potion Used.
By drinking a Mini Potion, the player cosmetically shrinks, allows them to enter the Mouse Hole in The Other Alchemists, and receives reduced damage. Causes a cosmetic reduction in size and enables you to go through the Mouse Hole in certain Shadow Missions.

Can also be achieved through Magical Music at any time; this effect caused by music, aside from the cosmetic shrinking, increases Critical rate and has no negative reductions.

Shadow Mission Bonus.png
Shadow Crystal Used.
By using a Shadow Crystal, the player's Shadow Mission Experience rewards are increased.
Nuadha Set Item.png
Demigod Enhance
Increases the duration of Demigod by 1 minute, and increases the damage of Demigod Skills by 25%.
Absorption Enhance.png
Absorption Enhance
Grants a 10% chance to reduce incoming damage to 1.
Cressida watercannon.png
Water Cannon Enhance
Increases the damage of Water Cannon by 15%.
Cressida flame burst.png
Flame Burst Enhance
Increases the damage of Flame Burst by 15%.
Cressida lifedrain.png
Life Drain Enhance
Increases the damage of Life Drain by 15%.
Transformation Collection Effect.png
Transformation Enhance
Increases Transformation Mastery's collection rate by 10%.
Hebona icebolt.png
Icebolt Enhance
Increases the damage of Icebolt by 15%.
Hebona firebolt.png
Firebolt Enhance
Increases the damage of Firebolt by 15%.
Adonis fishing.png
Fishing Enhance
Increases the auto-Fishing Success Rate by 10%.
Partron refine.png
Refine Enhance
Increases the Refine Success Rate by 10%.
Partron blacksmith.png
Blacksmith Enhance
Increases the Blacksmith Success Rate by 10%.
Belmont metallurgy.png
Metallurgy Enhance
Increases the Metallurgy Success Rate by ?.
Belmont Gold.png
Gold Strike Enhance
Increases the damage of Gold Strike by ?.
Birnam charge.png
Charge Enhance
Increases the damage of Charge by 10%.
Bohemian magnum.png
Magnum Shot Enhance
Increases the damage of Magnum Shot by 15%.
Bohemian support.png
Support Shot Enhance
Increases the damage of a melee attack following Support Shot by 15%.
Thames smash.png
Smash Enhance
Increases the damage of Smash by 15%
Thames down.png
Assault Slash Enhance
Increases the damage of Assault Slash.
Trinity healing.png
Healing Enhance
Increases Healing's effect by 20%.

Lance Charge Enhance
Increases the damage of Lance Charge by 15%

Judgment Blade Enhance
Increases the damage of Judgment Blade by 15%
Commerce Status.png
Commerce
The player engages in Commerce, reducing their damage by 50%, allows them to trigger Bandits, prevents them from entering the Housing Channel or indoor areas, summoning pets, and the use of Continent Warp, Changing Channels, Moon Gates, and Housing Flyers.
Commerce Boost.png
Commerce
By using a Letter of Guarantee, the player receives a bonus to Ducats, Gold and EXP upon trade completion.
Pursue.png
Outlaw Pursue Mode
The player engages Pursuit, allowing them to trigger Bandits and receive Outlaw's Homestead Passes from them.
Bounty Hunter Status.png
Bounty Hunter Card
The player using a Bounty Hunter Card, and will recieve bonus Ducats and be accompanied by a Bounty Hunter NPC.
Spinning Uppercut Debuff.png
Spinning Uppercut Debuff
The player is debuffed by Spinning Uppercut, reducing their defense and protection.
Dazed The player is dazed by Somersault Kick or Chain Crush, preventing them from using Magic or Alchemy.
Pinned The player is pinned by Pummel, and is unable to move or attack.
Respite Aftereffect.png
Respite Aftereffect
The player has used Respite, and using Healing or attacking with Magic or Alchemy causes their health, mana, and stamina to drop by 25%.
Merrow's Curse.png
Merrow's Curse
The player is hit by Merrow's attacks, steadily draining their mana and stamina for 5 seconds.
Spinning Uppercut Debuff.png
Devil's Dash Debuff
The player is debuffed by Bone Dragon's Devil's Dash, reducing their defense and protection.
Flame of Resurrection Status.png
Flame of Resurrection
The player is buffed by Phoenix's Flame of Resurrection, immediately reviving them after being knocked unconscious. If the Phoenix is in possession of a Fire Erg Crystal when using the Flame of Resurrection, the player's resurrection grants them an aura that pushes back nearby enemies, blesses all of their equipped items, completely restores their health and stamina, and reverts the buff to normal.
Raid Crystal Bonus.png
Raid Crystal Used
Increases Iria Raid's EXP and Gold reward.
Transformation Collection Effect.png
Black Dragon Roar Debuff
The player is hit by Black Dragon's Roar or Korsek Raptor's Stomp, reducing their attack power by half.
Combat 2x EXP.png
Increase Quest EXP
Increases EXP rewards by 10%
100
for Quests, Event Quests, Shadow and Theatre Missions
shown
100
. Does not affect Exploration EXP from quests. Stacks with Shadow and Avon Drama Crystals.
Combat 2x EXP.png
Increase Shadow Mission EXP
Increases EXP rewards by 10%
100
for Shadow Missions
shown
100
. Stacks with Shadow Crystals.
Frost Blade The player is hit by Snowfield Slayer's Frost Blade, reducing their defense and protection by half.
Dragon Knight Effect.png
Increases Attack Power against Dragons
By drinking a Dragon Knight's Potion (10 min), the player's damage against Dragons is increased by 20% for 10 minutes.
Silent Voice Effect.png
Silent Voice
The player is hit by Belisha's Ghost Voice, or makes contact with Form of Silence in Sidhe Finnachaid, preventing them from using skills.
Halloween Channel Buff.png
Halloween Channel Buff
The Returned Trickster has been defeated, granting all players on the channel where the Returned Trickster was defeated the following effects for one hour:
  • Health/Mana/Stamina +200
  • Strength +70
  • Intelligence/Dexterity +60
  • Will +80
  • Luck +50
  • Max Damage +30
  • Critical +5%
  • Defense/Protection/Magic Defense/Magic Protection +5
  • MP Recovery Speed +410%
  • Stamina Recovery Speed +410%
Halloween Event World Quest Check.png
Halloween Event World Quest Check
The player will receive this status when entering the spawn area of the Returned Trickster during the Revenge of The Trickster Event.
Numb.png
Numb
The player has received this status while participating in the Fang-tastic GM Events: GM Haunted Dunbarton
Outraged.png
Bloody Duke
The player is hit by Duke's Normal Attacks or Duke's Mist, decreasing their Defense momentarily. May instantly incapacitate the player if the ailment is still in effect when nearing another Duke's Mist. Can be cured by Holy Shower.
Duke's Temptation.png
Duke's Temptation
The player is hit by Duke's Duke's Temptation, briefly stopping the player while preventing them from using skills or items.
Lovey Dovey.png
Lovey Dovey Buff
The player obtains this effect from the Doki Doki Island event by creating a Campfire near the Harmony Torch and then using Rest next to it for 10 minutes. This effect grants:
  • Health/Mana/Stamina +100
  • Strength/Intelligence/Dexterity/Will/Luck +20
  • Max Damage +30
  • Critical +5%
  • Defense/Protection/Magic Defense +5
  • Combat EXP +50%
Dark Knight Disarm.png
Possessed Ruairi Swing Skill DOT Damage
The player's HP is reduced by 2% of his/her max HP every second for 5 seconds.
Soul Link Effect.png
Soul Link Effect
The player has used Divine Link with a nearby Pet.
Great Mood.png
Great Mood
The player has rested near Landmark in Festia for 10 minutes. Effects last for 30 minutes.
  • All stats +10
  • Max HP +100
  • Max MP +100
  • Max Stamina +100
  • Max Damage +15
  • Critical +5
  • Defense +5
  • Protection +5
  • Magic Defense +5
  • Magic Protection +5
Floral Fairy Effect.png
Floral Fairy Buff
Summon Floral Fairy , Lemongrass Flora or Tia (Pet). Movement and Gathering speed increased by 10% while pet is summoned and alive.
FallenFairyMovementSpeedBuffIcon.png
Fallen Fairy Movement Speed Buff
Summon a Fallen Fairy. Increases movement speed by 50% for 15 seconds.
FallenFairyAttackSpeedBuffIcon.png
Fallen Fairy Attack Speed Buff
Summon a Fallen Fairy. Increases attack speed by 30% for 15 seconds.
Melody Step.png
Melody Step
Participate in a Freestyle Jam with at least 1 other player and successfully achieve 5 Combos in a row. Buff grants -25%(?) durability consumption and lasts 1 hour.
Blessed Melody Step.png
Blessed Melody Step
Grants -25%(?) durability consumption, Music Buff Effect +3, and lasts 3 hours.
Breath of Ladeca Effect.png
Breath of Ladeca
Increases player's movement speed.
Double Alchemy Skill EXP status.png
Alchemy 2x EXP Potion
Doubles skill training for Alchemy Skills.
Double Combat Skill EXP status.png
Close Combat 2x EXP Potion
Doubles skill training for Combat Skills.
Double Dual Gun Skill EXP status.png
Dual Gun 2x EXP Potion
Doubles skill training for Dual Gun Skills.
Double Fighter Skill EXP status.png
Martial Arts 2x EXP Potion
Doubles skill training for Fighter Skills.
Double Life Skill EXP.png
Life 2x EXP Potion
Doubles skill training for Life Skills.
File:Double Magic Skill EXP status.png
Magic 2x EXP Potion
Doubles skill training for Magic Skills.
Double Music Skill EXP status.png
Music 2x EXP Potion
Doubles skill training for Music Skills.
Double Ninja Skill EXP status.png
Ninja 2x EXP Potion
Doubles skill training for Ninja Skills.
File:Double Puppetry Skill EXP status.png
Puppetry 2x EXP Potion
Doubles skill training for Puppetry Skills.
Complete Skill EXP Potion status.png
Complete Skill EXP Potion
Doubles skill training for all skills (excluding Transformation, Demigod, and Crusader subskills).
Shadowlike status.png
Shadowlike
Use Powder of Harmony inside Sidhe Finnachaid to drop monster aggro.
Interrupted Connection Status.png
Interrupted Connection
Received from Lament of Agony, Form of Gloom and Form of Silence inside Sidhe Finnachaid, preventing the player from summoning pets.
Move Slow Status.png
Move Slow
Received from Form of Gloom inside Sidhe Finnachaid, decreasing the player's movement speed by approximately 70%.
Outraged.png
Bleeding
Received from Form of Agony inside Sidhe Finnachaid, causing the players health to drain very slowly.
Devils Cry Debuff.png
Devil's Cry
Recieved from the Shape of Horror Mini-Boss inside Sidhe Finnachaid, similar to the Bone Dragon's pet's Devil's Cry.
Dance of Death Debuff.png
Dance of Death Debuff
Applies to monsters who have been effected by the Dance of Death skill.
Detective Squirrel Doll Bag status.png
Let's go nuts and have an adventure!
Received after giving an Acorn Bento Box to a summoned Detective Squirrel Doll. After 10 minutes, player receives an Empty Bento Box.

Increase Critical Damage
Increases Critical Hit damage by +30%. Received from dual wielding Celtic Royal Knight Swords for Humans, or Frosted Borealis Hammers for Giants.

Enhanced Bash
Increases the damage of Bash by +100% per level. Received from dual wielding Celtic Royal Knight Swords for Humans, or Frosted Borealis Hammers for Giants.

Decrease Durability Loss
Decreases Durability loss by 50%. Received from dual wielding Celtic Royal Knight Swords for Humans, or Frosted Borealis Hammers for Giants.

Final Strike Enhancement
Increases Final Strike damage by 10%.

Gallery

Status Effects

Equipment Combination Effects

See Equipment Combination Effects for more information on triggering these status effects.

  • Some effect bonuses share the same visuals as others (e.g. Poison Immunity visuals are the same as Flame Burst Enhancement).

Notes