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.
⇓ Health ⇓
Stat Total: |
Milestone Effect/Benefit |
---|
26 |
15% chance to take 10% less damage.
|
45 |
5% chance to avoid flinching.
|
50 |
Training results increased by .5 points.
|
60 |
All other stats are increased by +1 to their perma (if possible)
|
75 |
Status effect durations reduced by 1 turn if more than 1. |
90 |
10% chance to avoid flinching. |
100 |
Beneficial Status Effects increased by +1 turn. |
125 |
Waning only affects you for 1 turn not 2. |
150 |
12% chance to avoid flinching. |
200 |
All other stats are increased by +1 more to their perma (if possible) |
222 |
Training results increased by 1 points. |
250 |
15% chance to avoid flinching. 10% reduction to status effect damage. |
300 |
Status effect durations reduced by 2 turns if more than 2, else 1 if more than 1. |
500 |
Beneficial Status Effects increased by +1 extra turn. |
505 |
All other stats are increased by +2 more to their perma (if possible) |
⇓ Speed ⇓
Stat Total: |
Milestone Effect/Benefit |
---|
11 |
1% chance to attack first in battle.
|
15 |
1% chance to dodge attacks.
|
20 |
Race Events will give a starting bonus.
|
25 |
5% chance to act again immediately after your turn
|
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 |
40 |
3% chance to dodge attacks and 3% chance to attack first. |
45 |
Surprise Attacks always hit. |
50 |
Race Events give a halfway distance bonus. |
55 |
8% chance to act again immediately after your turn and 5% chance to dodge attacks. |
60 |
8% chance to dodge attacks and 5% chance to hit first. |
66 |
Distance in Race Events increases by 1.5x |
75 |
Race Events give a final stretch bonus. |
80 |
10% chance to attack first. |
90 |
10% chance to dodge attacks. |
95 |
12% chance to act again immediately after your turn |
101 |
Distance in Race Events increases by 2x |
200 |
15% chance to dodge attacks. |
201 |
If character's speed stat is the same as the enemy's, they take priority to attack first. |
300 |
15% chance to act again immediately after your turn |
345 |
The character has a 25% chance of attacking twice per turn anf 15% chance to attack first. |
⇓ Stamina ⇓
Stat Total: |
Milestone Effect/Benefit |
---|
11 |
Equipment Slots raised to +1 Tool and Head |
20 |
Equipment Slots raised to +1 Accessory and Top |
25 |
Minimum Damage on an enemy is increased from 0 to 0.5 |
30 |
Summoning Cooldown is shortened to 5 days. |
33 |
When landing critical hits, 5% chance to intimidate enemy |
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 |
55 |
When landing critical hits, 10% chance to intimidate enemy |
60 |
Equipment Slots raised to +1 Bottom and Head |
65 |
Summoning Cooldown is shortened to 2 days. |
66 |
When landing critical hits, 15% chance to intimidate enemy |
70 |
Rebirthing Cooldown is shortened to 2 days. |
75 |
Minimum Damage on an enemy is increased to 1. |
80 |
Equipment Slots raised to +1 Accessory |
90 |
Equipment Slots raised to +1 Head |
100 |
Equipment Slots raised to +1 Tail, Body, and Feet |
101 |
When landing critical hits, 20% chance to intimidate enemy |
200 |
Guarantees your character finishes Race Events |
220 |
Removes a day off battle cooldowns |
345 |
Removes a day off all cooldowns. |
⇓ Strength ⇓
Stat Total: |
Milestone Effect/Benefit |
---|
11 |
Equipment Slots raised to allow body, top, and bottom and +1 Accessory |
15 |
10% chance critical hits stun enemy |
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 |
45 |
15% chance critical hits stun enemy |
50 |
Equipment Slots raised to +1 Feet and Enemies defense lowered 15% |
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 25% |
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 40% |
150 |
20% chance critical hits stun enemy |
200 |
Critical hits increase strength by double |
300 |
Critical hits each reduce enemy's defense by 5% |
345 |
Critical hits ignore enemy defense |
⇓ Attack ⇓
Stat Total: |
Milestone Effect/Benefit |
---|
11 |
+1% chance to attack first if speed total is 11 or higher |
20 |
If character has a traditional weapon-like tool equipment attached, +5 attack (+10 with crit) |
33 |
Surprise attacks deal 1.5x damage |
50 |
If character has any kind of weapon-like tool equipment attached, +5 attack (+10 with crit) |
66 |
Surprise attacks deal 2x more damage |
90 |
Attacks that miss still deal 10% of their regular damage |
100 |
If character has any tool equipment attached, +10 attack (+20 with crit) |
120 |
5% chance of dungeon enemies fleeing. |
150 |
Critical hit damage multiplier increased (2.5x instead of 2x) |
200 |
10% chance of dungeon enemies fleeing and 5% chance of boss event trash mobs getting a blanket damage without putting up a fight. |
250 |
15% chance of dungeon enemies fleeing and 10% chance of boss event trash mobs getting a blanket damage without putting up a fight. |
300 |
Minimum Damage on an enemy is increased by +.5 |
345 |
25% chance of dungeon enemies fleeing and 15% chance of boss event trash mobs getting a blanket damage without putting up a fight. |
450 |
33% chance of dungeon enemies fleeing and 20% chance of boss event trash mobs getting a blanket damage without putting up a fight. |
600 |
Attacks that miss still deal 25% of their regular damage |
⇓ Luck ⇓
Stat Total: |
Milestone Effect/Benefit |
---|
15 |
Rarity of items and enchants raised and Corruption chance decreased from 22% to 20% |
25 |
CRIT raised to 10% from 5% |
30 |
Rarity of items and enchants raised, an extra drop per roll, and Corruption chance decreased to 16% |
33 |
20% chance Status Effects duration on opponants increased by +1 turn. |
40 |
Summoning being healthy raised 50% |
50 |
CRIT raised to 15% and an extra drop per roll |
60 |
Rarity of items and enchants raised and Corruption chance decreased to 15% |
70 |
Rarity of items and enchants raised and Corruption chance decreased to 12% |
75 |
CRIT raised to 20% |
80 |
Summoning being healthy raised 75% and double the drops per roll |
88 |
25% chance Status Effects duration on opponants increased by an extra +1 turn. |
90 |
Rarity of items and enchants raised and Corruption chance decreased to 8% |
100 |
Rarity of items and enchants raised and Corruption chance decreased to 5% |
120 |
50% chance to avoid Surprise Attacks. |
200 |
CRIT raised to 25% and Corruption chance decreased to 2%
|
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 .5% |
⇓ Defense ⇓
Stat Total: |
Milestone Effect/Benefit |
---|
15 |
Reduce all incoming damage by flat 2 points |
18 |
1% chance of 'Perfect Block' that mitigates 75% of damage |
20 |
2% chance for enemy critical hits to become normal hits. |
22 |
2% chance of 'Perfect Block' that mitigates 75% of damage |
25 |
5% chance for enemy critical hits to become normal hits. |
50 |
5% chance of 'Perfect Block' that mitigates 75% of damage |
66 |
8% chance for enemy critical hits to become normal hits. |
75 |
8% chance of 'Perfect Block' that mitigates 75% of damage |
100 |
10% chance of 'Perfect Block' that mitigates 75% of damage |
120 |
10% chance for enemy critical hits to become normal hits. |
200 |
12% chance of 'Perfect Block' that mitigates 75% of damage |
220 |
15% chance of 'Perfect Block' that mitigates 75% of damage |
300 |
12% chance for enemy critical hits to become normal hits. |
345 |
20% chance of 'Perfect Block' that mitigates 75% of damage |
400 |
15% chance for enemy critical hits to become normal hits. |
450 |
22% chance of 'Perfect Block' that mitigates 75% of damage |
600 |
20% chance for enemy critical hits to become normal hits. |
⇓ Charisma ⇓
Stat Total: |
Milestone Effect/Benefit |
---|
20 |
Guarantees your character passes contests with more than 1 stage. |
25 |
Familiar Slots raised to 2 |
30 |
Stats increased by +2 when active familiars are included in submissions. |
35 |
Familiar Slots raised to 3 |
45 |
Stats increased by +3 when all familiars are included in submissions. |
50 |
Familiar Slots raised to 4 |
65 |
Familiar Slots raised to 5 |
75 |
Familiar Slots raised to 6 |
80 |
Stats increased by +1 at random per familiar included in submissions. |
90 |
Stats increased by +2 at random per familiar affecting the submission. |
100 |
Familiar Slots raised to 8 |
200 |
Familiar Slots raised to 10 |
201 |
Familiars drawn in images will deal an extra 1-5 damage to enemies each. |
310 |
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.