Level/Stat Guide

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.