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Character development

Fighter attributes

The six core attributes, combat stats such as CRITICAL and BLOCK, and what every number is built from.

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

AttributeWhat it affects
STR — StrengthARMOR and the CRITICAL DMG multiplier of a physical fighter
DEX — DexteritySPEED and EVASION
CON — ConstitutionHP pool
INT — IntelligenceMDEF and the CRITICAL DMG multiplier of a magical fighter
WIT — WitCRITICAL and COMBO chances
MEN — MentalityACCURACY 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 pathMain attributesWhat they raise
Human, physicalSTR + MENCRITICAL DMG, ARMOR, ACCURACY, BLOCK
Human, magicalINT + MENCRITICAL DMG, MDEF, ACCURACY, BLOCK
Elf, physicalWIT + DEXCRITICAL, COMBO, SPEED, EVASION
Elf, magicalINT + DEXCRITICAL DMG, MDEF, SPEED, EVASION
Dark Elf, physicalDEX + WITSPEED, EVASION, CRITICAL, COMBO
Dark Elf, magicalINT + WITCRITICAL DMG, MDEF, CRITICAL, COMBO
Orc, physicalSTR + CONCRITICAL DMG, ARMOR, HP
Orc, magicalINT + CONCRITICAL DMG, MDEF, HP
DwarfCON + MENHP, 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:

StatWhat it does
HPHealth pool. A fighter loses once HP reaches zero
DMGDamage of a single regular hit
SPEEDDecides who moves first; a tie is broken at random
TEMPOAttack speed: how many hits fit into one turn. It accumulates — the fractional remainder carries over to later turns
ARMORReduces incoming physical damage
MDEFReduces incoming magical damage
CRITICALChance of a critical hit
CRITICAL DMGHow much harder a critical hit lands than a regular one
ACCURACYChance of a precise hit: it pierces the opponent's EVASION and BLOCK and deals 125% damage
EVASIONChance to fully dodge a regular attack. It does not stop a precise hit
BLOCKChance to fully block a regular attack. It does not stop a precise hit
COMBOChance 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:

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.

ClassFavored stat
WarriorCOMBO
DDCRITICAL
ArcherEVASION
Mage-DDACCURACY
HealerBLOCK

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.