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There are six basic stats which will affect a large number of aspects of a character's combat worthiness against given opponents. These stats can be directly altered by the player either at character creation or when gaining a base level.
When a character gains a base level, he or she will gain a number of stat points equal to FLOOR(A / 5) + 2 where A is the base level gained. For example, at base level 10, the player will receive 4 stat points as (10/5)+2 = 4.
To increase a stat, the player must spend a number of stat points equal to FLOOR((A - 1) / 10) + 2 where A is the current value of the stat, not including any bonuses.
At character creation, the player is required to assign a total of 48 stat points according to three set axes:
The maximum value that can be assigned to a given stat at character creation is 9, the minimum value is 1. Increasing Strength will decrease Intelligence and vice-versa. Increasing Vitality will decrease Dexterity and vice-versa. And increasing Agility will decrease Luck and vice-versa. A possible set of stats is 9 Strength, 9 Vitality, 9 Agility, 1 Intelligence, 1 Dexterity, 1 Luck, but 9 Strength, 9 Intelligence, 9 Vitality, 1 Dexterity, 1 Agility, 1 Luck is not permitted by the game.
These axes only exist during character creation and wil have no impact on the player's stat decisions when he or she levels up.
Strength affects the physical melee attack power of a character. The higher your strength, the more damage you do by swinging fists, books, swords, maces, and axes. Strength also increases the limit on the weight of items a character can be carrying.
Strength will often be abbreviated STR.
This is what Strength does in more detail:
Agility affects the attacking speed as well as dodging ability of a character. A character with high agility not only does more damage but also takes less as well.
Agility is often abbreviated AGI.
This is what Agility does in more detail:
Dexterity affects how accurate your attacks are, as well as how much damage ranged weapons such as bows do. The hit rate bonus of Dexterity is point-by-point equivalent with the dodge rate bonus of Agility.
Dexterity is often abbreviated DEX.
This is what Dexterity does in more detail:
Vitality is a measure of surviveability. It provides a variety of benefits: First, it increases the maximum hit points (HP) of a character, and so this character will be able to take more damage. Having a high Vitality also means you take reduced damage from physical attacks. Third, vitality helps a character overcome debilitating effects such as blindness and stun. Finally, vitality increases the effectiveness of healing potions.
Vitality is abbreviated VIT.
This is what Vitality does in more detail:
Intelligence is a measure if ability in the arcane arts. It increases the damage of magic spells much as strength does for physical attacks. High intelligence also gives increased spell points (SP), which allows a character to cast more spells for a longer time. Finally, Intelligence reduces the damage taken from spell effects.
Intelligence is abbreviated INT.
This is what Intelligence does in more detail:
Luck raises the rates at which certain randomly triggered combat events happen. Primarily, luck increases your chance of making a critical strike, a normal attack that always hits the target and is not reduced by armor or by vitality. It also increases, to a lesser degree, the chance of a lucky dodge, which is a chance of completely avoiding a regular attack. It also figures into the calculations for certain class skills such as the hunter's Blitz Beat or the priest's Turn Undead.
Luck is abbreviated LUK.
This is what Luck does in more detail:
While basic stats are directly controlled by the player, derived stats are not directly controlled by the player. These stats are functions of the basic stats (and, in some cases, functions of skills or equipment the character is wearing) and thus altering them requires changing some aspect of the character's equipment, skills, or basic stats.
Derived stats generally have more of an impact on the actual power of a given character and should be strongly taken into consideration when evaluating a particular stat set.
HIT=Base level + DEX
Chance of hitting an enemy = 80 + HIT - Enemy Flee = %
FLEE = Base level + AGI + Skill Effects + Card Effects
Skills can add additional types of attacks or defensive tactical abilities to your character. Each character has a unique set of skills depending on their job. These skills can either be active or passive. Generally when you use a skill, SP decreases. When you level up your Job Level, you can add a point to a skill. As with stats, your Job Level grows as you kill more monsters.