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; Dodge Chance (in %):
; Dodge Chance (in %):
;<math>[\sqrt {Character Avoidability} - \sqrt {Monster Accuracy} - 5 \times (Monster Level - Character Level)] \times (1+Evasion Rate %)</math>
;<math>[\sqrt {Character Avoidability} - \sqrt {Monster Accuracy} - 2 \times (Monster Level - Character Level)] \times (1+Evasion Rate %)</math>


; Note:
; Note:

Revision as of 04:05, 6 February 2016

The sections of this article detail various formulas and tables within the game.

Please keep the following in mind when calculating:

  • Any decimal that appears within the formula's output is truncated, not rounded (i.e. 96.12 and 96.736 Damage will both be effectively 96). This is important when weighing WA versus Stats. This does not apply to defense damage percentage reduction rate, dodge chance and hit rate.
  • Mastery is a decimal. If you do not have any mastery skill, use your initial mastery. If you have a mastery skill, input it as a decimal and add it up with your initial mastery (such as "0.3").

Damage

  • Attack (ATT):
  • Total STR:
  • Total DEX:
  • Total INT:
  • Total LUK:
  • Stat Value (Except Xenon and Demon Avenger) :
  • Stat Value (Xenon) :
  • Stat Value (Demon Avenger) :
    • If Current HP is 50% or more, ,
    • If Current HP is less than 50% but more than 35%, ,
    • If Current HP is less than 35%,
  • Shown Damage Range (Maximum):
  • Shown Damage Range (Minimum):
  • Actual Damage Range :
  • Maximum displayed damage range: 2,000,000 ~ 2,000,000
  • Maximum damage per line: Skill Damage Limit + Bonus Potential Stats. By default, skill damage limit is set as 50,000,000, which can be increased with the Level 200 Hyper Buff Skill.
  • Actual Skill Damage (on normal monsters):
  • Actual Skill Damage (on boss monsters):

Legend

Level Difference Damage Multiplier
  • If you are more than 10 levels below the monster's level, you will deal the regular damage.
  • Otherwise, your damage is increased by 20%. (Multiplied after formulating your regular damage)
Ignore DEF Formula
  • Displayed Ignore DEF on Stats Window (in %): [100- RoundDown[100 \times (1-ID 1) \times (1-ID n)]]

ID n is non-exhaustive and takes every single Ignore DEF source as a separate ID n.

  • Actual Ignore DEF Applied:

It has been tested where a person with 59% multiplicative Ignore DEF but has 81% additive DEF (25%+15%+15%+10%+10%+6%) still managed to deal about 20% of the original damage to Lotus (300% DEF). Funded people who have more than 100% additive Ignore DEF also noted no damage change when they removed some of their Ignore DEF and tried Chaos Vellum (300% DEF) again and compare the damage loss.

Notes:

  • Skills that increases damage additively (denoted as +%p), are added to the Skill %.
  • Skills that increases damage multiplicatively are treated as Total Damage % and will add to TD%.
  • Skills that increases damage multiplicatively and are multiplied last are treated as Final Damage Boost and will add towards FDB. It will increase the regular damage before FDB by the stated percentage.
  • Bonus Stat excludes Inner Ability and Character cards, MW% stands for All Stats boost % in Maple Warrior Skill and Ability Stats stands for stat boost from Inner Abilities.
  • For magicians, change Attack into Magic Attack for spell skill damages.
  • ATT is rounded down before being formulated into the damage range.
  • All % in the above formulas are written in terms of decimals and are formulated into a numerical boost before rounded down. Multiple sources that provides the same boost are additive to each other.
  • If or Damage dealt will be 1 if it successfully lands a hit on the monster.
  • Final Damage Boost means effects that add a small amount to the actual damage dealt (Example: 3 Warrior/Magician cards Deck effect, Inner Abilities, Paladin and Ice/Lightning Mage and Thunder Breaker and Blaze Wizard and Buccaneer card effect). Some skills will also add Final Damage Boost as a percentage.


Weapon Multipliers
One-handed Sword 1.20
Two-handed Sword 1.34
One-handed Axe 1.20
Two-handed Axe 1.34
One-handed Blunt Weapon 1.20
Two-handed Blunt Weapon 1.34
Spear 1.49
Polearm 1.49
Wand (except explorers) 1.00
Staff (except explorers) 1.00
Wand (Explorers) 1.20
Staff (Explorers) 1.20
Bow 1.30
Crossbow 1.35
Claw 1.75
Dagger 1.30
Gun 1.50
Knuckle 1.70
Katara 1.30
Cane 1.30
Whip blade/Energy sword 1.50
Desperado 1.30
Shining rod 1.20
Cannon 1.80
Soul Shooter 1.70
Katana 1.25
Fan 1.35
Long Sword (Lazuli) 1.34
Great sword (Lapis) 1.49
Dual Bowguns 1.32
Class Primary Stat Secondary Stat
Warrior (Except Demon Avenger) STR DEX
Magician INT LUK
Bowman DEX STR
Thief (Except Xenon) LUK DEX+STR
Pirate (Gunslinger, Angelic Buster, Except Xenon) DEX STR
Pirate (Brawler, Cannoner, Except Xenon) STR DEX
Demon Avenger HP STR
Xenon STR+DEX+LUK N/A
Monster Elemental Resistance Damage Impact (MR Value in the above formulas)
Weak +0.5
Neutral 0
Strong -0.5
Immune -1
Damage done to monsters in star force maps
Star force requirement met (in %, rounded down) Damage dealt to starstruck monsters (in % as comapred to actual damage)
0% to 9% 0% (Minimum damage: 1)
10% to 29% 10%
30% to 49% 30%
50% to 69% 50%
70% to 99% 70%
100% or higher 100%

Reveal Potential Cost

where constant equals to

  • 0 when
  • 0.25 when
  • 2.5 when
  • 20 when

Mastery

  • Physical melee:
  • Physical ranged:
  • Magic:

The following skills provide mastery for the following jobs:

  • Zero
    • Broad Sword Mastery (70% at Skill Level 29/30)
    • Long Sword Mastery (70% at Skill Level 29/30)
  • Hayato
    • Beginner Skill (+60%)
  • Kanna
    • Beginner Skill (+25%)
    • 4th job Fan Expert (+15% at Skill Level 29/30)
  • Evan
    • 4th Growth (50% at Skill Level 10)
    • 9th Growth (20% at Skill Level 29/30)
  • Blaze Wizard
    • 2nd Job Spell Mastery (50% at Skill Level 10)
    • 4th Job Pure Magic (20% at Skill Level 15)

The following skills provide mastery for other jobs:

  • All 2nd job Weapon Mastery (50% at Skill Level 10)
  • All 4th job Weapon Expert (20% at Skill Level 29/30)


Critical Rate

Defense

  • Weapon Defense (Weapon DEF):
  • Magic Defense (Magic DEF):
Note
  • and affects only Weapon DEF and Magic DEF respectively but both are additive and are expressed in decimal.
  • and only affects Weapon DEF while and only affects Magic DEF.

Monster's Damage

Note
  • All Damage reduction effect from skills and equipments are calculated after the regular defense formula.
  • This does not work on attacks that deals fixed damage (damage based on % of your HP, reducing HP value to 1, poison damage overtime, fall damage)

Maximum monster damage:

OR

Whichever's lower.

Minimum monster damage
Note
  • If monster ATT is a weapon ATT, Character DEF will be weapon DEF; if the monster ATT is a magic ATT, Character DEF will be magic DEF.
  • is additive and is expressed in decimals, which works for all attacks except Damage based on % of your HP.
  • If ,
  • If ,
  • If ,

Accuracy

  • Weapon Accuracy:
  • Magic Accuracy:
  • Maximum Accuracy Cap:
Note
  • affects both weapon and magic accuracy, is additive and expressed in decimals.
    • Only affects the Accuracy Cap.
  • and affects both weapon and magic accuracy.

Hit Rate

Hit Rate (in %)

Note
  • If it is a weapon attack, Weapon accuracy is used for Character Accuracy; if a magic attack is used, magic accuracy will be used.
  • If , , before level difference accuracy penalty is applied.
  • If ,
In general . Special cases are Zakum where , and Pink Bean where .

Avoidability

  • Weapon Avoidability:
  • Magic Avoidability:
Note
  • applies to both Weapon and Magic Avoidability, is additive and is expressed in decimal.
  • and applies to both Weapon and Magic Avoidability.

Dodge rate

Note: Skills that have its own dodge mechanism will work before the regular avoidability formula. Evasion rate boost works differently and only adds to the avoidability dodge rate.

Dodge Chance (in %)
Note
  • If Monster ATT is Weapon ATT, Character Avoidability will be weapon avoidability; if Monster ATT is magic ATT, Character avoidability will be magic avoidability.
  • is expressed in decimal and is additive.
  • If ,
  • If ,

Experience

Monster level and character level difference EXP penalty:

  • If , EXP penalty =
    • Maximum EXP penalty =
  • Base EXP received by you when in party (when you are eligible for leech):
  • Party Bonus EXP:
    • Excess damage dealt when the monster's HP is depleted to 0 is disregarded.
    • Received Monster EXP means the amount of EXP received by you after a monster is killed by your party.
    • Round means round off to the nearest integer.
    • Attacking Members means the number of people in your party fighting that exact same monster. That monster when killed will then give slightly more party bonus.
    • Leechable member means that the party member is eligible for a share of the monster's EXP after being killed by the party. (Does not apply if the level difference between the highest level member and the lowest level member is 41 or more.)
Party Size Party Bonus Multiplier
Number of leechable members Number of bishops in party excluding yourself 1 attacking member 2 attacking members 3 attacking members
1 leechable member 0 Bishops 0% N/A N/A
2 leechable members 0 Bishops 25% 35% N/A
1 Bishop 45% 55% N/A
3 leechable members 0 Bishops 55% 65% 75%
1 Bishop 75% 85% 95%
2 Bishops 95% 105% 115%
4 leechable members 0 Bishops 90% 100% 110%
1 Bishop 110% 120% 130%
2 Bishops 130% 140% 150%
3 Bishops 150% 160% 170%
5 leechable members 0 Bishops 130% 140% 150%
1 Bishop 150% 160% 170%
2 Bishops 170% 180% 190%
3 to 4 Bishops 190% 200% 210%
6 leechable members 0 Bishops 175% 185% 195%
1 Bishop 195% 205% 215%
2 Bishops 215% 225% 235%
3 to 5 Bishops 235% 245% 255%

Leech condition

Party Level is calculated as the sum of the levels of all eligible members of the party. Ineligible members are excluded from all calculations, and receive no EXP. Eligible party members must meet one of the following requirements:

  • Do damage to the monster.
  • Within 5 levels of the monster
  • Within 5 levels of a character in the party who meets both requirements.
  • Level gap between the highest levelled character and the lowest levelled character must be 40 or less. If it exceeds this gap limit, the killer gets all the EXP while the other members will not receive any leech EXP including high levelled characters who exceeded monster level. If this happens EXP is distributed solely on damage, without giving any party bonus EXP.

Party Bonus is increased based on the number of members attacking the same monsters. However if you are lazy do not bother trying to trigger this bonus as it caps at 3 members and only gives 10% EXP which adds with normal party bonus. However this will encourage people to fight the same monster for more bonus.

EXP stacking

  • Additive multipliers such as elven blessing is added after the multiplicative multipliers. Example: I have Holy Symbol and Level 1 Elven blessing. My EXP Multiplier will be 100% × 1.5 + 10% = 160% and not 165%
  • Multipliers of the same group cannot stack, so the higher multiplier will be taken (only for Group 1 and 2).
  • For the Additive EXP Buffs, Skill Additive EXP Bonuses are calculated together before it is truncated. Example: I have S rank Zero Card (+8%) and Level 2 Elven Blessing (+15%). The Additive line will multiply the base EXP by a total of 23% before rounding off it.
  • However, for Potion EXP, Buff EXP and Equip Item Bonus, the EXP is rounded off after calculating all the bonus EXP in the individual Bonus EXP lines. This means that the EXP is rounded off once for Additive line, once for Potion EXP, once for Buff Bonus EXP and once for Equip Item Bonus, which may cause you to gain about 3 EXP since under each Bonus EXP line, rounding off happens as compared to adding all the EXP additive multipliers as one and round off only after adding all the EXP up.
  • If the monster is meant to give EXP but the Bonus EXP is calculated to give less than 1 EXP due to the low amount of monster EXP given, each line will give 1 EXP minimum.
  • Multi Kill EXP and Burning field Bonus EXP uses a truncaion system rather than a rounding off system.

EXP Boost List

Group 1 (Cash shop coupons)
  • 20% coupon = 1.2x
  • 50% coupon = 1.5x
  • 2x 1 hour/4 hour/1-Day/3-Day special coupon = 2x
  • Periodic 2x EXP coupon = 2x EXP during the specified timing on the coupon.
Group 2 (Free coupons)
  • Happy winter = 1.2x for 1 hour
  • Part time job: Effective rest (20/30/40/50/60 minutes) = 1.3x EXP for 20/30/40/50/60 minutes respectively.
  • 30% monster park coupon = 1.3x for 30 minutes
  • Enjoyable winter = 1.5x for 30 minutes
  • 1.5x EXP coupon from event quest = 1.5x
  • 2x EXP coupon from event quest = 2x
  • Server 1.5x event = 1.5x
  • Server 2x event = 2x
  • Server 3x event = 3x
  • Star Planet 2x EXP Coupon: 2x EXP for 15/30/45/60 minutes
  • Star Planet 2x Time 2x EXP Coupon: 2x EXP for 30/60/90/120 minutes
Group 3 (Skill effects)

All skill special EXP effects are separate groups, so they can be stacked over one another as long as it is not the same skill. Skill list (may not be exhaustive)

  • Holy Symbol: 1.21x ~ 1.50x depending on skill level
  • Showdown: 1.01x ~ 1.10x depending on skill level
  • Demon Cry: 1.05x ~ 1.20x depending on skill level
  • Kanna's Spirit Monkey: 1.11x ~ 1.30x depending on skill level
Additive

EXP Buff names will be displayed here. Note that all EXP Bonuses listed after this group are also additive but they are separated from this line.

  • Elven Blessing = +10/15/20% (Level 1/2/3)
  • Zero character card = +4/6/8/10% (Card rank B/A/S/SS)
  • Monster farm Petite Orchid: +3%
Potion EXP

Potion effects that are currently in use that provides bonus EXP are listed here. It is separated from the Additive line.

  • EXP acquisition potion = +10% for 2 hours
Equip Item Bonus

Equipments that give bonus EXP rate are listed here. They are separated from the Additive line.

  • Unique/Legendary Additional Potential on Hats = +1/2/3/4/5% depending on Equipment Level and Additional Potential Rank.
  • Spirit pendant = +10/20/30% (<1 hour/ 1~2 hour/> 2 hours)
Buff Bonus EXP

These EXP boosts are listed under Buff Bonus EXP (separated from the Additive EXP line which shows the names of the buff)

  • Kritias EXP Entropy = +50% for 1 hour, only works within Kritias area including invasion.
  • Runes = +100% for 2 minutes, cooldown 15 minutes upon activation.
  • 1.5x Hekaton EXP Coupon = +50% for 30 minutes
  • Falling Shining Star! (Shining Star Atmospheric Effect): +20% for 30 minutes
  • Stackable Event 1.5x EXP Coupon (Example: Freud Ring): +50% for the specified duration.
Blood alliance Bonus

Bonus EXP obtained from the Ring of Clan/Kin Ring.

  • +10% Passively for yourself if you wear the ring.
  • +5% per party member equipped with the ring (including yourself) for the whole party, including yourself. Max 20%.
Party bonus EXP (Separated from the Additive line which shows the names of the buffs)
  • No Bishops in the party excluding yourself:
    • +25/55/90/130/175% with 2/3/4/5/6 leechable members, and 1 attacking member
    • +35/65/100/140/185% with 2/3/4/5/6 leechable members and 2 attacking members, and
    • +75/110/150/195% with 3/4/5/6 leechable members and 3 or more attacking members or more
  • 1 Bishop in the party excluding yourself:
    • +45/75/110/150/195% with 2/3/4/5/6 leechable members and 1 attacking member,
    • +55/85/120/160/205% with 2/3/4/5/6 leechable members and 2 attacking members, and
    • +95/130/170/215% with 3/4/5/6 leechable members with 3 attacking members or more
  • 2 Bishops in the party excluding yourself:
    • +95/130/170/215% with 3/4/5/6 leechable members with 1 attacking member,
    • +105/140/180/225% with 3/4/5/6 leechable members with 2 attacking members and
    • +115/150/190/235% with 3/4/5/6 leechable members with 3 attacking members or more
  • 3 or more Bishops in the party excluding yourself:
    • +150/190/235% with 4/5/6 leechable members with 1 attacking member,
    • +160/200/245% with 4/5/6 leechable members with 2 attacking members and
    • +170/210/255% with 4/5/6 leechable members with 3 attacking members or more.

Special effects that increases Party Bonus EXP:

  • 2x Party Bonus EXP Server Event
  • Welcome Back Ring: +80% additively
  • Frozen Heroes during the MIB/Firepower patch: +5% per Frozen Hero, up till +20% additive bonus.
Combat Bonus (Each effect is a separate line)

Each line uses a truncation system rather than a rounding off system.

  • Multi kill = +1/2/3/3.3/3.6/3.9/4.2/4.5% EXP per monster for 3/4/5/6/7/8/9/10+ Multi kill count (In other words, killing 3/4/5/6/7/8/9/10+ monster within an attack skill.) Truncation happens only after adding up all the Monster EXP obtained within that skill and multiplying by its respective percentages.
  • Burning Field Bonus: +10%/20%/30%/40%/50%/60%/70%/80%/90%/100% for a Burning Field Level 1/2/3/4/5/6/7/8/9/10 respectively. Level increases as the amount of time it is vacant increases (every 2 hours) and decreases when it is occupied (every 10 minutes).

Combo Kill, Multi Kill

Combo Kill

Combo kill happens when you kill multiple monsters quickly. It activates when you kill the second monster within 10 seconds after the first monster is killed by you and it activates subsequently with more monsters getting killed. A combo orb is made on the map at the area which the monsters die during the attack per 50 combo kills made based on combo kill count. Maximum combo kill count is 999 but combo orbs will continue to appear after 999 combo kills every 50 combo kills. The bonus EXP received is based on the combo orb and the lower levelled regular monster, which means that if you are training on a map that contains 2 different levelled monsters, your combo kill bonuses are based on the exp of the lower levelled regular monsters. Note that the Bonus EXP is the same regardless of the EXP and difficulty of the monster. In addition, you will receive a max speed and max jump boost for 5 seconds after absorbing a combo orb.

Combo kill count Bonus EXP relative to lower levelled regular monster Combo orb colour
50/100/150/200/250/300 200% (4% per combo kill) Blue
350/400/450/500/550/600/650/700 350% (7% per combo kill) Purple
750 and every 50 combo kill beyond 750 500% (10% per combo kill) Red

What this means is that if you were to kill multiple monsters at once, you will still receive the same amount of combo kill bonus EXP as if you were to kill a monster at a time, making multi kills unfavourable.

50 to 300 combo kill
Number of monsters killed at once Average Combo Kill Bonus (per monster) Multi Kill Bonus Total Bonus EXP (Based on average combo EXP bonus)
1 4% 0% 4%
2 2% 0% 2%
3 1.3333% 1% 2.3333%
4 1% 2% 3%
5 0.8% 3% 3.8%
6 0.6666% 3.3% 3.9666%
7 0.5714% 3.6% 4.1714%
8 0.5% 3.9% 4.4%
9 0.4444% 4.2% 4.6444%
10 0.4% 4.5% 4.9%
11+ 4.5% 4.5% to 4.9%
350 to 700 combo kill
Number of monsters killed at once Average Combo Kill EXP (per monster) Multi Kill Bonus Total Bonus EXP (Based on average combo kill EXP bonus)
1 7% 0% 7%
2 3.5% 0% 3.5%
3 2.3333% 1% 3.3333%
4 1.875% 2% 3.875%
5 1.4% 3% 4.4%
6 1.1666% 3.3% 4.4666%
7 1% 3.6% 4.6%
8 0.875% 3.9% 4.775%
9 0.7777% 4.2% 4.9777%
10 0.7% 4.5% 5.2%
11+ 4.5% 4.5% to 5.2%
750 combo kills and beyond (every 50 combo kills)
Number of monsters killed at once Average Combo Kill Bonus (per monster) Multi Kill Bonus Total Bonus EXP (Based on average combo EXP bonus)
1 10% 0% 10%
2 5% 0% 5%
3 3.3333% 1% 4.3333%
4 2.5% 2% 4.5%
5 2% 3% 5%
6 1.6666% 3.3% 4.9666%
7 1.4285% 3.6% 5.0285%
8 1.25% 3.9% 5.15%
9 1.1111% 4.2% 5.3111%
10 1% 4.5% 5.5%
11+ 4.5% 4.5% to 5.5%

As you can see, combo kill EXP bonus gets worse as you kill more monsters within a combo kill while the multi kill EXP bonus does not cover up the lost EXP after 350 combo kills. Therefore it is best to use projectile-based attacks (such as magic arrows of bowmasters, Bat Swarm of Demon Avengers) to accumulate combo kill quickly than to kill many monsters at once since the bonus EXP rate simply decreases heavily.

Multi kill

Multi kill happens when you kill 3 or more monsters within a killing spree (1 skill). It ranges from 3 monsters to 10+ monsters. You also receive bonus EXP from this and the bonus is also calculated only once but the bonus is given based on the number of monsters killed.

Multi kill count Bonus EXP per monster
3 +1%
4 +2%
5 +3%
6 +3.3%
7 +3.6%
8 +3.9%
9 +4.2%
10+ +4.5%

Total SP

The total amount of SP a character will have at any level varies per job.

Regular Skills SP

Adventurers (except Dual Blades)

  • Beginner: up to Level 7 (max 6 SP)
  • First job: up to level 30 (max 65 SP)
  • Second job: up to Level 60 (max 94 SP)
  • Third job: up to Level 100 (max 124 SP)
  • Fourth job: SP Allocation as shown.
Level SP given (Total SP)
100 3 (3)
101 3 (6)
102 3 (9)
103 6 (15)
104 3 (18)
105 3 (21)
106 6 (27)
107 3 (30)
108 3 (33)
109 6 (39)
110 6 (45)
Level SP given (Total SP)
111 4 (49)
112 4 (53)
113 8 (61)
114 4 (65)
115 4 (69)
116 8 (77)
117 4 (81)
118 4 (85)
119 8 (93)
120 8 (101)
Level SP given (Total SP)
121 5 (106)
122 5 (111)
123 10 (121)
124 5 (126)
125 5 (131)
126 10 (141)
127 5 (146)
128 5 (151)
129 10 (161)
130 10 (171)
Level SP given (Total SP)
131 6 (177)
132 6 (183)
133 12 (195)
134 6 (201)
135 6 (207)
136 12 (219)
137 6 (225)
138 6 (231)
139 12 (243)
140 12 (255)

Dual Blades

  • Beginner: up to Level 7 (max 6 SP)
  • 1st job: up to level 20 (Max 35 SP)
  • 1st+ job: up to level 30 (max 35 SP)
  • 2nd job: up to level 45 (max 55 SP)
  • 2nd+ job: up to level 60 (max 55 SP)
  • 3rd job: up to level 100 (max 120 SP)
  • 4th job: SP Allocation as shown.
Level SP given (Total SP)
100 3 (3)
101 3 (6)
102 3 (9)
103 6 (15)
104 3 (18)
105 3 (21)
106 6 (27)
107 3 (30)
108 3 (33)
109 6 (39)
110 6 (45)
Level SP given (Total SP)
111 4 (49)
112 4 (53)
113 8 (61)
114 4 (65)
115 4 (69)
116 8 (77)
117 4 (81)
118 4 (85)
119 8 (93)
120 8 (101)
Level SP given (Total SP)
121 5 (106)
122 5 (111)
123 10 (121)
124 5 (126)
125 5 (131)
126 10 (141)
127 5 (146)
128 5 (151)
129 10 (161)
130 10 (171)
Level SP given (Total SP)
131 6 (177)
132 6 (183)
133 12 (195)
134 6 (201)
135 6 (207)
136 12 (219)
137 6 (225)
138 6 (231)
139 12 (243)
140 12 (255)

Knight of Cygnus

  • Beginner: up to Level 7 (max 6 SP)
  • First job: up to level 30 (max 64 SP)
  • Second job: up to Level 60 (max 94 SP)
  • Third job: up to Level 100 (max 124 SP)
  • Fourth job: SP Allocation as shown.
Level SP given (Total SP)
100 3 (3)
101 3 (6)
102 3 (9)
103 6 (15)
104 3 (18)
105 3 (21)
106 6 (27)
107 3 (30)
108 3 (33)
109 6 (39)
110 6 (45)
Level SP given (Total SP)
111 4 (49)
112 4 (53)
113 8 (61)
114 4 (65)
115 4 (69)
116 8 (77)
117 4 (81)
118 4 (85)
119 8 (93)
120 8 (101)
Level SP given (Total SP)
121 5 (106)
122 5 (111)
123 10 (121)
124 5 (126)
125 5 (131)
126 10 (141)
127 5 (146)
128 5 (151)
129 10 (161)
130 10 (171)
Level SP given (Total SP)
131 6 (177)
132 6 (183)
133 12 (195)
134 6 (201)
135 6 (207)
136 12 (219)
137 6 (225)
138 6 (231)
139 12 (243)
140 12 (255)
Extra SP
  • All cygnus knights except Mihile - Job quest = 3 SP (3rd job)
  • Mihile - 1 extra SP for 1st job.

Nova and Sengoku

  • Beginner: up to Level 7 (max 6 SP)
  • First job: up to level 30 (max 65 SP)
  • Second job: up to Level 60 (max 94 SP)
  • Third job: up to Level 100 (max 124 SP)
  • Fourth job: SP Allocation as shown.
Level SP given (Total SP)
100 3 (3)
101 3 (6)
102 3 (9)
103 6 (15)
104 3 (18)
105 3 (21)
106 6 (27)
107 3 (30)
108 3 (33)
109 6 (39)
110 6 (45)
Level SP given (Total SP)
111 4 (49)
112 4 (53)
113 8 (61)
114 4 (65)
115 4 (69)
116 8 (77)
117 4 (81)
118 4 (85)
119 8 (93)
120 8 (101)
Level SP given (Total SP)
121 5 (106)
122 5 (111)
123 10 (121)
124 5 (126)
125 5 (131)
126 10 (141)
127 5 (146)
128 5 (151)
129 10 (161)
130 10 (171)
Level SP given (Total SP)
131 6 (177)
132 6 (183)
133 12 (195)
134 6 (201)
135 6 (207)
136 12 (219)
137 6 (225)
138 6 (231)
139 12 (243)
140 12 (255)

Heroes and Resistance

  • Beginner: up to Level 7 (max 6 SP)
  • First job: up to level 30 (max 65 SP)
  • Second job: up to Level 60 (max 94 SP)
  • Third job: up to Level 100 (max 124 SP)
  • Fourth job (Evan): up to Level 200 (max 304 SP)
  • Fourth job (others): SP Allocation as shown.
Level SP given (Total SP)
100 3 (3)
101 3 (6)
102 3 (9)
103 6 (15)
104 3 (18)
105 3 (21)
106 6 (27)
107 3 (30)
108 3 (33)
109 6 (39)
110 6 (45)
Level SP given (Total SP)
111 4 (49)
112 4 (53)
113 8 (61)
114 4 (65)
115 4 (69)
116 8 (77)
117 4 (81)
118 4 (85)
119 8 (93)
120 8 (101)
Level SP given (Total SP)
121 5 (106)
122 5 (111)
123 10 (121)
124 5 (126)
125 5 (131)
126 10 (141)
127 5 (146)
128 5 (151)
129 10 (161)
130 10 (171)
Level SP given (Total SP)
131 6 (177)
132 6 (183)
133 12 (195)
134 6 (201)
135 6 (207)
136 12 (219)
137 6 (225)
138 6 (231)
139 12 (243)
140 12 (255)
Additional SP
  • Battle Mage - Clearing job quest after 2nd job advancement = 6 SP (2nd job)
  • Evan - Every 5 levels from level 10-60, receive 3 bonus SP under the correct growth based on level.

Child Of God, Zero

  • Total SP (on Zero Alpha and Zero Beta each): up till Level 200 (max 308 SP each)
    • Note: The starting 8 SP will be automatically invested into 'Long Sword Mastery' for Zero Alpha and 'Great Sword Mastery' for Zero Beta.

Hyper skill SP

Hyper skils have 3 categories of SP: PP, SP and AP. PP stands for Passive Points. SP stands for Skill-Passive Points and AP stands for Active-skill Points. All jobs will have the same PP skill lists while every job has its unique SP and AP skill list, since their active skills will differ from jobs and their skill upgrades will depend on its job skills.

  • Zero will not receive any Hyper Skill SP as they are the Transcendents of Time, so they will receive Transcedent Skills instead of Hyper Skills, which are automatically mastered when certain levels are met for the specific skills.
  • Level 140: 1 SP, 1 PP.
  • Level 150: 1 SP, 1 AP.
  • Level 160: 1 SP, 1 PP.
  • Level 170: 1 SP, 1 AP.
  • Level 180: 1 PP.
  • Level 190: 1 SP, 1 PP.
  • Level 200: 1 SP, 1 PP, 1 AP.
    • Total: 6 SP, 5 PP, 3 AP.