50 STR → ×1, 100 STR → ×2 (twice as strong, not +4%)
AGI
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)
CON
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
DEX
Affects
Effect
Note
Ranged ATK
+2% ATK per 1 DEX
ACC
+0.5 ACC per 1 DEX
non-magic stances only
INT
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
CHA
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.
2. AR & DR
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.
3. Accuracy (ACC)
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.
Where ACC comes from
Stance = stance base + stance growth × stance level
Each 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 100
DEX and the penalty next to it apply to non-magic stances only — a magic stance skips both.
Resistance = target's elemental RES − effective penetration of that element
4. Extra elemental damage
If 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)) / 100
5. What it does not do
Immunity 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.
5. Debuffs
There are two independent systems: debuffs from normal attacks and debuffs from skills.
Notation
AR penalty = max(0, target DR − your AR)Debuff RES = target's [Debuff RES] − your [Ignore Debuff RES]
1. Normal attacks
A normal hit can apply a debuff from three different sources. They are counted separately — each rolls on its own.
1.1 Weapon's built-in debuff
Regular monster: chance = (Weapon chance − AR penalty ×5) × (100 − Debuff RES) / 100 Boss: the same, then × 0.1
1.2 Chance from a weapon chip
Regular monster: chance = (Chip chance − AR penalty ×1) × (100 − Debuff RES) / 100 Boss: the same, then × 0.1
1.3 Buff-granted debuff chances
In 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)
2. Skills
Chance % = base chance of the type × target multiplier
Every debuff skill belongs to one of five types, and the type decides how the base chance is calculated:
Blood Curse, Deep Sleep, Gloomy Present, Improve Disease
By skill level, no reduction
Whole Cancellation
Standard
all the rest
3. Stats
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.
Debuff defence
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.
4. Debuff duration
Most debuffs use a fixed base (sometimes scaled by skill level). Two special cases change that base:
AR below the target's DR
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.
Bosses
On bosses, these debuffs last about one third as long as on a player or a regular monster:
Stun, Fear
6. Elemental damage
Short version: a skill hits with its own element (fire skill → fire, lightning skill → lightning). Bracelets do not rewrite that by themselves. If both bracelets match the skill’s element, you get +20% to the main hit.
Skill element
Each 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
Matching bracelets (+20%)
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)
Buffs that change the element
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.
Auto-attack
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.
Example: Magic of Occultism vs Einschwer
Same elite bracelets (chip and enhance) vs Einschwer: