Every fight in the Arena and on the Hunt is resolved through fighter attributes. They come in two layers: six core attributes set by race and grown by level, and the combat stats derived from them. All of it sits on the character's Attributes screen, where every line carries a short tooltip.
The six core attributes
| Attribute | What it affects |
|---|---|
| STR — Strength | ARMOR and the CRITICAL DMG multiplier of a physical fighter |
| DEX — Dexterity | SPEED and EVASION |
| CON — Constitution | HP pool |
| INT — Intelligence | MDEF and the CRITICAL DMG multiplier of a magical fighter |
| WIT — Wit | CRITICAL and COMBO chances |
| MEN — Mentality | ACCURACY and BLOCK chances |
Starting values come from race together with damage type — a level 1 choice that is permanent, covered in the fighter guide. Every combination has two main attributes that rise every level, while the other four grow four times slower. The gap between a fighter's strong and weak side therefore widens as levels add up.
On top of that, the Body skill path raises core attributes directly for SP.
What each race favors
| Race and path | Main attributes | What they raise |
|---|---|---|
| Human, physical | STR + MEN | CRITICAL DMG, ARMOR, ACCURACY, BLOCK |
| Human, magical | INT + MEN | CRITICAL DMG, MDEF, ACCURACY, BLOCK |
| Elf, physical | WIT + DEX | CRITICAL, COMBO, SPEED, EVASION |
| Elf, magical | INT + DEX | CRITICAL DMG, MDEF, SPEED, EVASION |
| Dark Elf, physical | DEX + WIT | SPEED, EVASION, CRITICAL, COMBO |
| Dark Elf, magical | INT + WIT | CRITICAL DMG, MDEF, CRITICAL, COMBO |
| Orc, physical | STR + CON | CRITICAL DMG, ARMOR, HP |
| Orc, magical | INT + CON | CRITICAL DMG, MDEF, HP |
| Dwarf | CON + MEN | HP, ACCURACY, BLOCK |
Weak sides are worth knowing in advance: Orcs and Dwarves hold a lot of health but catch fewer favorable events in combat, while the quick Elves and Dark Elves dodge and crit more often yet take hits worse.
Combat stats
Core attributes, equipment, and skills turn into the numbers that actually resolve a duel:
| Stat | What it does |
|---|---|
| HP | Health pool. A fighter loses once HP reaches zero |
| DMG | Damage of a single regular hit |
| SPEED | Decides who moves first; a tie is broken at random |
| TEMPO | Attack speed: how many hits fit into one turn. It accumulates — the fractional remainder carries over to later turns |
| ARMOR | Reduces incoming physical damage |
| MDEF | Reduces incoming magical damage |
| CRITICAL | Chance of a critical hit |
| CRITICAL DMG | How much harder a critical hit lands than a regular one |
| ACCURACY | Chance of a precise hit: it pierces the opponent's EVASION and BLOCK and deals 125% damage |
| EVASION | Chance to fully dodge a regular attack. It does not stop a precise hit |
| BLOCK | Chance to fully block a regular attack. It does not stop a precise hit |
| COMBO | Chance to take another turn immediately |
TEMPO is the one stat that does not come from core attributes: the weapon provides it, and weapon proficiency in the Mastery path plus the passives of some classes raise it.
Where the final number comes from
Every combat stat adds up from four sources:
- base from core attributes — what race and level provide;
- equipment — weapon, armor, and the gems in their slots;
- skills — passives from the Spirit, Body, and Mastery paths;
- class bias — see below.
The sources are added together, never multiplied. The attribute-based part also has diminishing returns: the first points give more than the last. Leveling alone will not carry a fighter — most of the growth comes from equipment grade and enchanting, gems, and invested SP. HP is the exception: it scales evenly with CON and level, with no falloff.
Class bias
The class chosen at level 20 biases the five chance-based stats: one of them sits higher than on other classes, and the remaining four sit slightly lower.
| Class | Favored stat |
|---|---|
| Warrior | COMBO |
| DD | CRITICAL |
| Archer | EVASION |
| Mage-DD | ACCURACY |
| Healer | BLOCK |
The bias touches only those five. HP, DMG, ARMOR, MDEF, and CRITICAL DMG stay untouched, and overall class strength does not shift — only the style of the fight does.
What does not change attributes
Cosmetics — auras, frames, backgrounds, and avatars — never affect the numbers. Neither do ranks past level 80: they grant a title and artwork, not power. And Might is a result rather than a source: it is calculated from level, attributes, skills, and gear so that fighters can be compared through a single number.
Exactly three things raise attributes: level, invested SP, and equipment — its type, grade, enchant level, and gems.