Attributes & Derived Stats
How six core attributes feed the current versioned stat framework.
The six attributes
Might is physical force; Finesse is precision and technique; Vitality is endurance; Agility is mobility and reflex; Intellect is mystic understanding; Resolve is willpower and supernatural steadiness.
Each Core Attribute now owns only the Adventure Stats shown beneath it on Profile. The profile reads authoritative character state and calculates derived values from one versioned ruleset, so browser-only edits cannot change them on the server.
Current derived-stat language
The current ruleset defines these derived values:
- Maximum HP and Maximum MP
- Physical Power and Mystic Power
- Physical Defense and Mystic Defense
- Accuracy and Evasion
- Critical Chance
- Initiative
- Movement and Jump
- Status Resistance
How the new split works
Might → Physical Power. Finesse → Accuracy and Critical Chance. Vitality → Maximum HP and Physical Defense. Agility → Initiative, Movement, Jump and Evasion. Intellect → Maximum MP and Mystic Power. Resolve → Mystic Defense and Status Resistance.
Core Stats determine the current baseline Adventure Stats independently of Level. Relative Level separately modifies direct combat damage: opponents within 20 Levels stay close to even, while larger gaps ramp more sharply.
Current non-percentage Technique effects use a bounded authored power scale from 1 to 20. Higher-AP Skills receive more total effect budget, but area coverage, extra effects, long durations and strong utility consume part of that budget so high cost does not mean unlimited output. In new battles, each ordinary direct-damage packet adds 25% of its matching Physical or Mystic Power before defenses, independently of AP cost or packet count. Historical battles keep their recorded scaling.
At Core 40/60, Accuracy is 110%/140%, Evasion 25%/55%, Critical Chance 15%/20%, Initiative 100/120 and Status Resistance 10%/15%. Accuracy starts at 85%; Evasion and Status Resistance start at 0. Movement starts at 2 and reaches its cap 4 at Core 40; Jump starts at 0 and reaches its cap 3 at Core 40. Primary focus Core Stats currently cap at 60; non-focus Core Stats currently cap at 40.
Power and matching Defense each start at 40 and gain 2 per relevant Core. Maximum HP starts at 80, gains 10.5 per Vitality through 40 and 7.5 thereafter. Maximum MP starts at 16, gains 9.6 per Intellect through 40 and 5 thereafter, with final values rounded down. The Core 40/60 HP endpoints are 500/650 and MP 400/500. MP recovery and drain remain deliberate tempo tools with their authored AP, cooldown and targeting limits.
Attribute Management lets you spend earned points or reset your full personal allocation, including creation points. Five resets replenish together 30 days after the first reset in a fresh window. Your Primary’s fixed base remains separate.
Versioned, not frozen balance
Current coefficients are development balance for the deterministic profile and battle framework, not a promise that launch tuning is final. Rules stay centralized and versioned so equipment, Disciplines, statuses, and later progression can extend the same calculation contract.
