Characters grouped by grade — open a character for stats, job skill, stances and weapons























The buff applies to the whole squad when it contains different (non-repeating) characters of one set
| Affects | Effect | Note |
|---|---|---|
| Melee ATK | +2% ATK per 1 STR | multiplier on weapon ATK |
| Knockdown power | +2% knockdown power per 1 STR | 50 STR → ×1, 100 STR → ×2 (twice as strong, not +4%) |
| Affects | Effect | Note |
|---|---|---|
| ATK SPD | +1% ATK SPD per 1 AGI above 50 | below 50 AGI the contribution is negative |
| Cast SPD | +1% Cast SPD per 1 AGI above 50 | |
| Evasion | +1% of stance evasion per 1 AGI | stance value × (0.5 + AGI / 100) |
| Block | +1% of stance block per 1 AGI | stance value × (0.5 + AGI / 100) |
| Melee ATK | +1% ATK per 1 AGI | counts from 50 (below 50 cuts ATK) |
| Ranged ATK | +1% ATK per 1 AGI | counts from 50 (below 50 cuts ATK) |
| Affects | Effect | Note |
|---|---|---|
| Max HP | +10 HP and + HP × level per 1 CON | the only stat scaled by level |
| HP regeneration | +(level / 50) regen per 1 CON | |
| Knockdown resistance | grows with CON and level | CON above 100 is not counted here at all |
| Affects | Effect | Note |
|---|---|---|
| Ranged ATK | +2% ATK per 1 DEX | |
| ACC | +0.5 ACC per 1 DEX | non-magic stances only |
| Affects | Effect | Note |
|---|---|---|
| Magic ATK | +2% magic ATK per 1 INT | |
| ALL RES | +0.2 to each resist per 1 INT | 5 INT give +1 to each |
| Affects | Effect | Note |
|---|---|---|
| Cast SPD | higher CHA → shorter cast time | this is time; returns diminish as CHA grows |
CHA gives less and less the higher it goes: from 25 to 50 you gain almost twice as much as from 50 to 100, and past 100 the change is barely visible.
| What | Counts | Per point |
|---|---|---|
| Chance to hit at all | AR below DR | −4% |
| Damage | difference both ways | ×0.1 … ×1.5 |
| Target's defence | AR only | −0.5% |
| Target's Block and Evasion | AR above DR | −2% |
| Debuff chance | AR below DR | −5 / −1 |
| AR − DR | hit | damage | block and evasion |
|---|---|---|---|
| +10 | 100% | ×1.5 | −20% |
| +8 | 100% | ×1.5 | −16% |
| +6 | 100% | ×1.5 | −12% |
| +5 | 100% | ×1.5 | −10% |
| +4 | 100% | ×1.4 | −8% |
| +3 | 100% | ×1.3 | −6% |
| +2 | 100% | ×1.2 | −4% |
| +1 | 100% | ×1.1 | −2% |
| 0 | 100% | ×1 | 0 |
| −1 | 96% | ×0.9 | 0 |
| −2 | 92% | ×0.8 | 0 |
| −3 | 88% | ×0.7 | 0 |
| −4 | 84% | ×0.6 | 0 |
| −5 | 80% | ×0.5 | 0 |
| −6 | 76% | ×0.4 | 0 |
| −7 | 72% | ×0.3 | 0 |
| −8 | 68% | ×0.2 | 0 |
| −9 | 64% | ×0.1 | 0 |
| −10 | 60% | ×0.1 | 0 |
| −15 | 40% | ×0.1 | 0 |
| −20 | 20% | ×0.1 | 0 |
| −25 and below | 0% | — | 0 |
Damage stops growing at +5, but Block and Evasion keep falling with every further point of excess AR — there is no cap there.
So excess AR above the target's DR is never wasted: it keeps lowering defence, Block and Parry even after the hit chance and the damage multiplier have hit their caps.
Accuracy decides how much of your ATK actually lands: every hit rolls a random number between a floor and your full ATK, and ACC sets that floor.
ACC 100: damage = full ATK, always
ACC below 100: damage = random between ATK × ACC / 100 and ATK| ACC | Damage range | On average |
|---|---|---|
| 100 | always full ATK | 100% |
| 90 | 90% … 100% | 95% |
| 70 | 70% … 100% | 85% |
| 50 | 50% … 100% | 75% |
| 30 | 30% … 100% | 65% |
Every point below 100 raises the floor and makes your damage steadier — it never raises the top, which is always your full ATK.
Stance = stance base + stance growth × stance levelEach hand has its own ACC, and a stance that strikes with both counts a third value:
Right hand = stance + right weapon + glove + wings + earring + buffs + DEX / 2 − 25
Left hand = stance + left weapon + glove + wings + buffs + DEX / 2 − 35
Both hands = stance + (right + left weapon) / 2 + glove + wings + earring + buffs + DEX / 2 − 30
maximum 100DEX and the penalty next to it apply to non-magic stances only — a magic stance skips both.
Effective penetration = max(0, attacker's Penetration − target's Immunity)Because of the zero floor, Immunity above the attacker's Penetration gives no bonus — it only cancels it out.
One point of penetration removes this much of the target's defence
Player → monster: 0.5%
Monster → player: 0.5%
Player → player: 0.25% … 0.6%, depends on AR — the higher the AR, the less each point givesOn top of defence, penetration lowers the target's Block and Evasion — one point removes 1% from each:
Block = target's Block − penetration − Ignore DEF
Evasion = target's Evasion − penetration − Ignore DEFResistance = target's elemental RES − effective penetration of that elementIf the weapon carries elemental ATK, every hit adds extra damage on top, counted separately for each element:
Extra damage = elemental ATK × (100 − (elemental RES − effective penetration)) / 100Immunity does not protect against Ignore DEF. These are two different ways of getting through defence: Penetration subtracts from DEF flatly, Ignore DEF cuts it by a percentage, and Immunity only counters the first one.
There are two independent systems: debuffs from normal attacks and debuffs from skills.
AR penalty = max(0, target DR − your AR)Debuff RES = target's [Debuff RES] − your [Ignore Debuff RES]A normal hit can apply a debuff from three different sources. They are counted separately — each rolls on its own.
Regular monster: chance = (Weapon chance − AR penalty ×5) × (100 − Debuff RES) / 100
Boss: the same, then × 0.1Regular monster: chance = (Chip chance − AR penalty ×1) × (100 − Debuff RES) / 100
Boss: the same, then × 0.1In the original this chance is ignored for bosses.
Regular monster: chance = full debuff chance
Boss: chance = boss debuff chance × max(1 − AR penalty × 0.2, 0.25)Chance % = base chance of the type × target multiplierEvery debuff skill belongs to one of five types, and the type decides how the base chance is calculated:
| Type | Base chance |
|---|---|
| Guaranteed | 100% — always lands, ignores any defence |
| Piercing | the skill's own chance |
| Limited | the skill's own chance |
| By skill level | (Skill level × 10 − stance defence − Debuff) / 1.1 × INT% |
| Standard | (Skill chance − AR penalty × 5) × (100 − Debuff RES) / 100 |
| By skill level, no reduction | Skill level × 10 / 1.1 the target multiplier is not applied at all |
| Target | Limited | Standard / By skill level |
|---|---|---|
| Player | ×1 | ×1 |
| Regular monster | ×0.3 | ×1 |
| Boss | ×0.2 | ×0.1 |
Coruscation lowers the target's [Debuff RES] by 15 — for the Standard type only| Type | Skills |
|---|---|
| Guaranteed | Dispel Magic |
| Limited | Moon Decision, Piercing Dimension |
| By skill level | Blood Curse, Deep Sleep, Gloomy Present, Improve Disease |
| By skill level, no reduction | Whole Cancellation |
| Standard | all the rest |
| Stat | Affects debuffs | Details |
|---|---|---|
| AR | yes | Works only while AR is below the target's DR. Once AR catches up, the penalty hits zero and further AR does nothing for debuffs. The penalty is heaviest for buff procs on bosses (−20% of the chance per point) and for the weapon's own debuff (−5 flat per point). |
| Ignore Debuff RES | partly | The only stat that pierces the target's [Debuff RES] directly, but it only works where that value appears in the formula: the weapon's built-in debuff, the weapon chip, and skills of the Standard type. Does not affect Guaranteed, Piercing, Limited or By skill level. |
| Skill level | yes | +10 to the base per level, for skills of the By skill level type. |
| INT | partly | Only with the Darkness stance, and only for the By skill level type:chance = chance × INT / 100Full INT counts: base + buffs + weapon + promotion. Everywhere else INT does nothing for debuffs. |
| Stat | Applies to | Details |
|---|---|---|
| Debuff RES | anyone | The main resistance stat. Works against every source except buff-granted debuffs. |
| Stance defence | player only | Every stance has its own value. Most protect, but some make you more vulnerable to debuffs than a neutral stance would. Affects the By skill level type. |
| Anti-debuff buffs | player only | Full immunity to everything except the Guaranteed type. |
| Ignore Harm | player only | A flat % chance to fully block an incoming debuff. A separate roll, against Standard skills and buff-granted procs. |
Most debuffs use a fixed base (sometimes scaled by skill level). Two special cases change that base:
Only these skills shorten duration when your AR is below the target's DR (AR − DR is negative). If AR is equal or higher, duration is not cut:
Blood Curse, Gloomy Present, Deep Sleep, Improve Disease, Whole Cancellation| AR − DR | Duration left |
|---|---|
| 0 or higher | 100% |
| −1 | 70% |
| −2 | 55% |
| −3 | 40% |
| −4 | 30% |
| −5 | 20% |
| −6 or lower | 10% |
Same idea as the chance penalty: catching up to the target's DR stops the cut. Extra AR above DR does not make these debuffs last longer.
On bosses, these debuffs last about one third as long as on a player or a regular monster:
Stun, FearEach attack skill has a fixed element. That is what the main part of the hit uses against the target’s resists (or DEF for physical skills).
| What | How it works |
|---|---|
| Magic | Main hit is reduced by the matching elemental resist (Fire / Ice / Lightning / Mental) |
| Physical | Main hit is reduced by DEF, not elemental resist |
| Two bracelets | Most warlock skills use both hands — both bracelets count for the match bonus |
If both equipped bracelets are the same element as the skill, the main part of the skill damage gets +20% (before resist).
| Bracelets | Breath Of Fire | Electric Bluster |
|---|---|---|
| Fire + Fire | +20% | no bonus |
| Lightning + Lightning | no bonus | +20% |
| Special + Special | +10% (special rule) | +10% (special rule) |
A few self-buffs force a set element on skills and auto-attacks.
| Skill | Forced element | Characters |
|---|---|---|
| Appetit | Fire | Battle Cook Panfilo, Panfilo de Narvaez |
| Elemental Whisper | Left-hand bracelet element | Neo |
| Glacier Anguard | Ice | Karjalainen |
Without such a buff, the stance alone does not change the skill’s element.
A normal auto-attack uses the bracelet’s element, not the skill’s. On the same boss, switching fire ↔ lightning bracelets changes auto-attack damage much more than it changes skills.
Same elite bracelets (chip and enhance) vs Einschwer:
| Bracelets | Breath Of Fire | Electric Bluster | Note |
|---|---|---|---|
| Fire | 170k | 33k | Fire skill +20% match |
| Lightning | 141k | 40k | Lightning skill +20%; fire skill unmatched |







































