Wiki › Stats
Stats
What each stat does in the alpha, with the numbers. You’ll find yours in the Character window (C key), Stats tab: hover over a line for its details.
Your points
Each stat starts at 20. Every level gives you 5 points to spend as you like: 170 points at level 35, the alpha’s maximum.
You can take them all back: the tab’s Reset button returns all your points for 100 Zeni per level (1,000 Zeni at level 10).
The five stats
Strength
Melee strikes
- Strike damage: +1 per point, then +0.5 per point beyond 100. Equipment counts towards this total.
- Woodcutter and Miner: each point adds 0.5 to the progress of a harvesting action (base 10).
For the Striker and the Tank.
Ki
Energy techniques
- Ki technique damage: +1 per point for a technique that scales at 100%, less for the others, then half as much beyond 100. The percentage is written on each technique.
- Max ki: +2 per point you spend. Ki from equipment doesn’t raise this maximum.
For the Ki Blaster.
Toughness
Taking hits
- Damage taken: reduces strikes. Ki partly pierces through it: your Toughness only counts for half against it.
- Max health: +5 per point you spend.
- Guard: a held guard stops 60% of the damage, +0.25% per point, up to 85%. Its gauge is 100, +2 per point.
| Points | 20 | 50 | 100 | 200 |
|---|---|---|---|---|
| Strikes taken | −17% | −33% | −50% | −67% |
| Ki taken | −9% | −20% | −33% | −50% |
For the Tank.
Mastery
Critical hits
- Critical chance: +0.1% per point, on top of a strike’s 10% (techniques have their own base).
- Critical damage: +0.3% per point; a basic critical does ×1.5.
- Harvesting: 5% precise actions (they count double), +0.5% per point, up to 40%. Item chances also gain +1% per point.
For the Ki Blaster.
Speed
Dodge and attack speed
- Dodge: 0.2% per point ahead of your attacker, up to 25%, against strikes, techniques and projectiles. At equal or lower speed, no dodge.
- Attack speed and movement: your strikes come out faster and you move faster (see the table). The movement gain slows down as Speed rises.
- Gatherer and Fisher: each point adds 0.5 to the progress of a harvesting action.
| Points | 20 | 50 | 100 | 200 |
|---|---|---|---|---|
| Tiles per second | 4 | 4.9 | 5.6 | 6.3 |
| Strike duration (s) | 0.43 | 0.4 | 0.34 | 0.24 |
For the Striker.
Max health and ki
Your max health starts at 20, +5 per level and +5 per Toughness point spent; your max ki at 20, +5 per level and +2 per Ki point spent. Some gear adds more directly. Out of combat, both come back on their own, faster with regeneration gear.
Power
The number a scouter reads sums up your whole character: the total of your five stats × 5, plus your max health and max ki, all raised by 10% per level above the first. It really matters in combat:
- Clash: the more your Power exceeds your opponent’s, the wider your hit window (from ×0.6 to ×1.6).
- Guarding against a beam: with 150% or more of the shooter’s Power you deflect it; below 80%, your guard breaks. A fully charged beam counts ×1.5.
Equipment bonuses
Some pieces and some set tiers give a percentage bonus. Those of everything you wear add up, and you can see the total in the Stats tab.
Instinct
Raises the loot chances of the monsters you finish off: with 15% Instinct, an item at 10% goes to 11.5%. Dropped equipment also comes in a higher rarity more often. It also works for hunting game, but not for harvesting, where Mastery is what counts.
Tenacity
Shortens the stuns and other effects you suffer: at 20%, 1 s becomes 0.8 s. It changes nothing for a broken guard, a lost clash or a knockback.
Lifesteal
Gives you back part of the damage you deal as health, with strikes and techniques alike: at 5%, a 200 hit restores 10 health.
Cooldown reduction
Shortens the cooldown of your techniques and items: at 6%, 10 s becomes 9.4 s.
Experience bonus
Adds its percentage to the character experience you earn. Profession experience isn’t affected.
Focus
Charging your ki restores 4% of your max ki every 0.25 s, so 16% per second. Focus adds its percentage to that: at 10%, you reach 17.6% per second.
Endurance
Reduces the ki drain during a transformation, by up to 90%. Transformations come after the alpha: for now, this bonus does nothing.
These numbers are the alpha’s and may change with balancing. Teachings (U key) add their own bonuses on top.
