What Is this guide for?
This guide is to help people learn more about the stats spirits can have, what you get when you increase your stats, how much stats can increase by, as well as clarification on certain requirements for art and calculations.
What do all the stats Impact?
Each stat is important in its own way, and depending on what you're aiming for depends on which stats you might want to raise more. Your spirit's stats can be found in their description.
The following bits of information are about each stat:
⇓ Health ⇓
Health's only impact is for PvP and battles. For battle events, for example, the amount of damage vs how much health your spirit has determines your cooldown. There is no cooldowns for PvP events. You don't have to worry though, a spirit reaching 0 health WILL NOT make them deceased. The higher health you have, the longer you will last in PvP events and the less cooldown you will have. Health can only be raised by leveling and rebirthing, as well as some familiars.
⇓ Speed ⇓
Speed is an important factor in many events. Races, for example, use speed as the main factor in determining winners. Speed can also impact a spirit's turn time in battles, the higher the speed stat, the sooner your spirit will attack.
⇓ Stamina ⇓
Stamina is an important factor in recovery time. Discovery Cove, for example, allows a spirit two images per day if the stamina is over 50. Rebirthing and Summoning are also affected by a spirit's Stamina, as the higher the stamina is, the shorter time you have to wait to use the spirit for more activities and events. Lastly, Stamina also impacts equipment slots, as the higher the stamina, the more equipment slots you have.
⇓ Strength ⇓
Strength is a large factor in how many equipment item slots you can have. The higher the strength, the more items you can shove on your spirit. Strength also impacts PvP and PvE results, where strength impacts your damage output on high defense enemies.
⇓ Attack ⇓
Attack impacts mostly just Battle and VS events, but the higher the attack stat, the more damage you do to enemies. CRIT damage is also based off of this stat.
⇓ Luck ⇓
Luck is one of the most important stats in the game. It not only impacts the rarity and amount of drops and items you get, it also impacts the type of enchantment from enchanting and the likelihood of getting corrupted items, the chance you get a CRIT hit in battle events, the likelihood of a summon coming out healthy, and more!
⇓ Defense ⇓
Defense is your armor rating, and is, once again, important mainly only for battle events and VS. The higher your defense, the less damage you take from enemies.
⇓ Charisma ⇓
Charisma is the last stat in the list, and influences the slots you get for familiars. The higher your Charisma stat is, the more familiars you can attach to your spirit.
Stat Milestones
The following is a list of milestones for each stat, and what happens when you reach that stat level. Keep in mind that the stats, as stated above, impact other things too, the following is simply a guide for people to see milestones for drastic impacts of the stats.
⇓ Speed ⇓
20 - Race Events will give a starting bonus.
33 - If character's speed stat is the same as the enemy's, a coin flip determines who goes first instead of enemy taking priority in PvE
50 - Race Events give a halfway distance bonus.
66 - Distance in Race Events increases by 1.5x
75 - Race Events give a final stretch bonus.
101 - Distance in Race Events increases by 2x
201 - If character's speed stat is the same as the enemy's, they take priority to attack first.
⇓ Stamina ⇓
10 - Equipment Slots raised to +1 Tool and Head
20 - Equipment Slots raised to +1 Accessory and Top
30 - Summoning Cooldown is shortened to 5 days.
35 - Rebirthing Cooldown is shortened to 5 days.
40 - Equipment Slots raised to +1 Body and Bottom
50 - Discovery Cove is allowed two rolls per day and Equipment Slots raised to +1 Accessory and Tail
60 - Equipment Slots raised to +1 Bottom and Head
65 - Summoning Cooldown is shortened to 2 days.
70 - Rebirthing Cooldown is shortened to 2 days.
80 - Equipment Slots raised to +1 Accessory
90 - Equipment Slots raised to +1 Head
100 - Equipment Slots raised to +1 Tail, Body, and Feet
200 - Guarantees your character finishes Race Events
220 - Removes a day off battle cooldowns
⇓ Strength ⇓
10 - Equipment Slots raised to allow body, top, and bottom and +1 Accessory
20 - Equipment Slots raised to +1 Feet and Top
25 - Equipment slots raised to +1 Tool
30 - Equipment Slots raised to +1 Bottom and Enemies defense lowered 10%
40 - Equipment Slots raised to +1 Head
50 - Equipment Slots raised to +1 Feet and Enemies defense lowered 20%
60 - Equipment Slots raised to +1 Top and Accessory
65 - Equipment Slots raised to +1 Body, Tool, and Bottom
75 - Equipment Slots raised to +1 Feet and Tail and Enemies defense lowered 35%
80 - Equipment Slots raised to +1 Head and Accessory
90 - Equipment Slots raised to +1 Top and Tail
100 - Equipment Slots raised to +1 Body and Tool, and Enemies defense lowered 50%.
200 - Critical hits increase strength by double
300 - Critical hits negate enemy defense
⇓ Attack ⇓
20 - If character has a traditional weapon-like tool equipment attached, +5 attack (+10 with crit)
50 - If character has any kind of weapon-like tool equipment attached, +5 attack (+10 with crit)
100 - If character has any tool equipment attached, +10 attack (+20 with crit)
200 - 10% chance of dungeon enemies fleeing.
250 - 20% chance of dungeon enemies fleeing and 10% chance of boss trash mobs getting a blanket damage without putting up a fight.
450 - 50% chance of dungeon enemies fleeing and 20% chance of boss trash mobs getting a blanket damage without putting up a fight.
⇓ Luck ⇓
15 - Rarity of items and enchants raised and Corruption chance decreased to 40%
25 - CRIT raised to 20%
30 - Rarity of items and enchants raised, an extra drop per roll, and Corruption chance decreased to 30%
40 - Summoning being healthy raised 50%
50 - CRIT raised to 30% and an extra drop per roll
60 - Rarity of items and enchants raised and Corruption chance decreased to 25%
70 - Rarity of items and enchants raised and Corruption chance decreased to 20%
75 - CRIT raised to 40%
80 - Summoning being healthy raised 75% and double the drops per roll
90 - Rarity of items and enchants raised and Corruption chance decreased to 15%
100 - Rarity of items and enchants raised and Corruption chance decreased to 10%
200 - CRIT raised to 50% and Corruption chance decreased to 5%
201 - Summons from this spirit are guaranteed to have at least one marking and chance of passing traits raised
345 - Chance of passing traits raised and Corruption chance decreased to 1%
⇓ Defense ⇓
20 - 1% chance of 'Perfect Block' that mitigates 75% of damage
50 - 5% chance of 'Perfect Block' that mitigates 75% of damage
100 - 10% chance of 'Perfect Block' that mitigates 75% of damage
200 - 15% chance of 'Perfect Block' that mitigates 75% of damage
220 - 20% chance of 'Perfect Block' that mitigates 75% of damage
450 - 25% chance of 'Perfect Block' that mitigates 75% of damage
⇓ Charisma ⇓
25 - Familiar Slots raised to 2
35 - Familiar Slots raised to 3
50 - Familiar Slots raised to 4
65 - Familiar Slots raised to 5
75 - Familiar Slots raised to 6
100 - Familiar Slots raised to 8
200 - Familiar Slots raised to 10
300 - Familiars also give their den effect to spirit they're attached to (If possible)
Reading and Understanding the Stat Formula
The stats are fairly simple, even tho they may look a little confusing. There are four sets of numbers in each stat section as follows:
(6) +3 *2 +5 T:23
The first number in the parenthesis is the base stat that was given to the spirit when it was summoned.
The second number is the perma stats which have been added to your spirit from consumable items, training, or leveling up. This number will stop when the total has reached the cap.
The third number with the multiplier is for when the character is rebirthed. The number will be 1 if it is not rebirthed.
The fourth number is added stats from non-consumable items, equipment, boosts, and familiars. If the total has reached the cap this number will not stop.
The last number, the T stands for Total, and the number is the total stat for the spirit currently, from adding together the base stat, formula and the additional stats. This is not traditional PEMDAS formula and is calculated left to right. If the number is a decimal or over/under the minimum or cap, or impacted by certain boosts, there will be another number in parenthesis after to show what the stat is actually rolled as in prompts.
It's that simple! This formula goes beside all stats and is updated whenever the spirit levels up or when stats increase.
EXP Calculation chart
Levels themselves are very easy to gain... At first. As you level, you need a bit more experience each time, about 10% more than the last threshold. This means as time goes on, it'll take more and more work to level your spirit... However once you rebirth it, it's level goes back to 1, and it becomes easy to level it again! (Remember that rebirthing drastically increases current stats too, and its level being reset does not hinder anything.) Whenever you level up, you get 10% of your current stats. See the chart below as reference:
⇓ Chart for Health ⇓
If Health is... |
Increased by __ Upon Level Up if NOT Rebirthed |
Increased by __ Upon Level Up if IS Rebirthed |
---|
< 6 |
.5 |
.5 |
6 - 15 |
1 |
1 |
16 - 25 |
2 |
2 |
26 - 35 |
3 |
3 |
36 - 45 |
4 |
4 |
46 - 55 |
5 |
5 |
56 - 65 |
6 |
6 |
66 - 75 |
7 |
7 |
76 - 85 |
8 |
8 |
86 - 95 |
9 |
9 |
96 - 105 |
10 |
10 |
106 - 115 |
11 |
11 |
116 - 125 |
12 |
12 |
126 - 135 |
13 |
13 |
136 - 145 |
14 |
14 |
146 - 155 |
15 |
15 |
156 - 165 |
16 |
16 |
166 - 175 |
17 |
17 |
176 - 185 |
18 |
18 |
186 - 195 |
19 |
19 |
196 - 205 |
20 |
20 |
206 - 215 |
21 |
21 |
216 - 225 |
22 |
22 |
226 - 227 |
23 |
23 |
228 - 235 |
Set to 250 |
23 |
236 - 245 |
Set to 250 |
24 |
246 - 249 |
Set to 250 |
25 |
250 - 255 |
-- |
25 |
256 - 265 |
-- |
26 |
266 - 275 |
-- |
27 |
276 - 285 |
-- |
28 |
286 - 295 |
-- |
29 |
296 - 305 |
-- |
30 |
306 - 315 |
-- |
31 |
316 - 325 |
-- |
32 |
326 - 335 |
-- |
33 |
336 - 345 |
-- |
34 |
346 - 355 |
-- |
35 |
356 - 365 |
-- |
36 |
366 - 375 |
-- |
37 |
376 - 385 |
-- |
38 |
386 - 395 |
-- |
39 |
396 - 405 |
-- |
40 |
406 - 415 |
-- |
41 |
416 - 425 |
-- |
42 |
426 - 435 |
-- |
43 |
436 - 445 |
-- |
44 |
446 - 455 |
-- |
45 |
456 - 499 |
-- |
Set to 500 |
500 |
-- |
-- |
⇓ Chart for Other Stats ⇓
If Stat is... |
Increased by __ Upon Level Up if NOT Rebirthed |
Increased by __ Upon Level Up if IS Rebirthed |
---|
< 6 |
.5 |
.5 |
6 - 15 |
1 |
1 |
16 - 25 |
2 |
2 |
26 - 35 |
3 |
3 |
36 - 45 |
4 |
4 |
46 - 55 |
5 |
5 |
56 - 65 |
6 |
6 |
66 - 75 |
7 |
7 |
76 - 85 |
8 |
8 |
86 - 91 |
9 |
9 |
92 - 95 |
Set to 100 |
9 |
96 - 99 |
Set to 100 |
10 |
100 - 105 |
-- |
10 |
106 - 115 |
-- |
11 |
116 - 125 |
-- |
12 |
126 - 135 |
-- |
13 |
136 - 145 |
-- |
14 |
146 - 155 |
-- |
15 |
156 - 165 |
-- |
16 |
166 - 175 |
-- |
17 |
176 - 182 |
-- |
18 |
183 - 199 |
-- |
Set to 200 |
200 |
-- |
-- |
.5 stats will not impact anything and is simply there for level increase reminders.
If the spirit is rebirthed, the max cap is raised to 200. Every time the spirit is rebirthed a *2 applicator (or more with certain boosts) is added to the stats formula. This number increases with every rebirth, however the number before it will stop if the total stats reaches 200.
How is PT and EXP calculated?
EXP and PT are calculated depending on the detail and effort you put into your artwork. Colored artwork and artwork with clean lines will get more EXP than sketches. Based on the formulas below, your EXP is calculated, and then applied to your spirit.
Base Stats (Per spirit)
Headshot (Only the head with/out a tiny portion of the neck) - 5 EXP and 40 PT
Bust (All the way to the shoulders, possibly a bit more) - 8 EXP and 64 PT
Halfbody - 12 EXP and 96 PT
Fullbody - 18 EXP and 144 PT
Lineart (Per spirit)
Sketch - 2 EXP and 16 PT
Clean Lines - 8 EXP and 64 PT
Lineless - 12 EXP and 96 PT
3D Model - 18 EXP and 144 PT
Color (Per spirit)
Rough Color - +2 EXP and +16 PT
Clean Color - +5 EXP and +40 PT
Shading/Lighting - +8 EXP and +64 PT
Background (EXP per spirit, PT Per Image)
Abstract Background - +2 EXP and +16 PT
Simple Background - +6 EXP and +48 PT
Complex Background - +10 EXP and +80 PT
3D Background - +12 EXP and +96 PT
Extra EXP (EXP per spirit, PT Per Image)
Regular Event - +5 EXP and +600 PT
Battle Event - +10 EXP and +800 PT
Quests - +3 EXP and +360 PT
Discovery Cove - +4 EXP and +400 PT
Lore Piece - +10 EXP and +800 PT
Den Piece - +5 EXP and +600 PT
Allied Den Piece - +4 EXP and +560 PT
With a Den Mate - +2 EXP and +120 PT
With an Ally Den spirit - +2 EXP and +80 PT
In the Core - +10 EXP and +800 PT
NPC Inclusion - +800 PT
OC Inclusion (Not ARPG) - +80 PT
Other ARPG Character Inclusion - +400 PT
Animations (Multiplied by each spirit per Image)
Simple Animation - +10 EXP and +200 PT
Complex Animation - +50 EXP and +1000 PT
Short Scene - +100 EXP and +2000 PT
Literature (Per spirit, Multiplied 1.5x per spirit)
200 Words - +5 EXP and +80 PT
500 Words - +15 EXP and +240 PT
1k Words - +40 EXP and +640 PT
2k Words - +100 EXP and +1600 PT
5k Words - +300 EXP and +4800 PT
Docked Points (Per Item)
Small - -1 EXP and -16 PT
Medium - -2 EXP and -40 PT
Big - -5 EXP and -80 PT
Clarifying Backgrounds, Animation, and Docks
⇓ Backgrounds ⇓
An Abstract Background is clarified by there being a background consisting of multiple colors or a design, but no real scenery or placement, This can be explained as texture or splashes of color.
Simple Backgrounds consist of some solid design, showing a simple scene to explain location of the subject, but isn't detailed enough to show the environment further.
Complex Backgrounds are like Simple Backgrounds, but must have a foreground, background, and far background. It must show depth and placement, and show more around than just the immediate location, but also what's beyond.
3D Backgrounds are very complex and generally have a ton of detail and layers to replicate real life scenes They can be done by taking pictures or using a 3d program, but reusing backgrounds are not allowed.
⇓ Animations ⇓
Simple Animations usually consist of one or two actions, generally a blinking and/or bouncing animation, a snow or rainfall, smiles or ear flicks, etc. They usually only have a couple frames.
Complex Animations consist of multiple animation bits, many frames, and much more movement. It generally means it has more than two movements happening at once.
Short Scenes will have backgrounds and multiple animation bits intertwined to show a scene of the subject interacting with the world.
⇓ Docked Points ⇓
Docked points are given if you miss a feature on the spirit. The more important the feature, the harsher the score. This is to encourage people to spend that extra bit of time or effort on something simple for events and activities.
Small docks are given for minor things such as forgetting a small marking or not following the markings correctly. Making fur not reflect the type it has can also be here.
Medium docks are given for larger things, such as forgetting features such as coloring claws or the whiskers or any charms. Drawing a spirit floating or flying when it does not have wings or Wingless Flight also counts as a medium dock.
Big docks are given when the artist forgets to do a big part of the spirit, whether that's forgetting the horns, wings, or even energy, to colors being dramatically off or the design being completely inaccurate.
Please keep in mind Docked points ARE NOT given in the case of sketches, where the guidelines and such are still showing, or for most general art, art that is not meant for events or activities, unless blatantly obvious.