Character Stats
Primary Attributes
Primary Attributes are purchased with Experience Points. There are six primary attributes:
Strength (STR)
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Endurance (END)
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Dexterity (DEX)
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Intelligence (INT)
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Agility (AGI)
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Wisdom (WIS)
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Every point invested in any attribute:
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Notes:
- † Mitigation gains from Strength and Wisdom are capped at 50%; gains from Endurance are capped at 90%
- ‡ Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added multiplicatively. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through primary attributes alone, but it can be done with the use of certain items.
Cost
The EXP needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to level up will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:
(current_stat + 1)^(1.8932743^(1 + current_stat / 400))
Alternative Sources
There are additional ways to acquire points in primary attributes:
- Offering an Artifact at the Shrine can provide a permanent +1 increase to one primary attribute. This is capped at +20 per attribute.
- Various pieces of equipment provide bonuses to certain attributes while worn.
- Wearing full sets of the same armor type grant stats based on a player's proficiency with them.
- Various Auras give bonuses to certain attributes while active.
Adjustments
Players can readjust their primary attributes on their character screen up to a maximum of 10 per day. These "do-over" points recover at a rate of 1 every 8640 seconds.
Derived Attributes
Derived attributes are stats calculated from the player's primary attributes. These stats are displayed on the player's Character page of the HentaiVerse. These stats can also be calculated using Sonic's EH Calculator. Note that these formulas may be partially inaccurate.
Bases
Base physical damage = (STR * 2) + (DEX * 1) + (weapon_prof * TYPE) + (equip_Attack_Damage_Bonus)
- Where TYPE = 1 for Staff, 3 for 1-Handed and 2-Handed, and 5 for Dual Wielding.
Base magic damage = (INT * 2) + (WIS * 1) + (staff_prof * 0.5) + (equip_Magic_Damage_Bonus)
Base Accuracy = 80% Base Crit Chance = 5%
Accuracy & Crit
Note that the equip bonus from different equipments are still added multiplicatively.
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monters.
Phys. Accuracy = 80% + equip_bonus + aura_bonus + prof_bonus + DEX * 0.04% Magic Accuracy = 80% + equip_bonus + aura_bonus + WIS * 0.04% Phys. Crit Chance = 1 - (1 - base) * (1 - equip_bonus) * (1 - aura_bonus) * (1 - prof_bonus) * (1 - DEX * 0.04%) * (1 - AGI * 0.02%) * (1 - Max((Max(Burden - 75, 0) * 2%), 1)) Magic Crit Chance = 1 - (1 - base) * (1 - equip_bonus) * (1 - aura_bonus) * (1 - prof_bonus) * (1 - WIS / 35) * (1 - INT / 70) * (1 - Max((Interference * 2%), 1))
Evade
Evade = (1 - (1 - equip_bonus) * (1 - aura_bonus) * (1 - title_bonus) * (1 - AGI * 0.04%)) * (1 - Min((Burden * 4/3%),1))
Points
Health Points = (50 + Level * 10 + STR + END * 5) * HP Tank Modifier * white_aura_bonus Magic Points = (10 + Level + INT * 0.25 + WIS * 0.75) * MP Tank Modifier * black_aura_bonus Spirit Points = (1 + (Power / 7) + (STR + DEX + AGI + END + INT + WIS) / 10) * SP Tank Modifier Mana Cost = 100% * (1 + Interference * 0.5%) * (1 - mana_conservation))
- Any potions/gems/spells modifying player's HP/MP/SP refers to player's base HP/MP/SP (i.e. before tank modifier and aura bonus are applied). The base HP/MP/SP value can be seen at 'derived attributes' in the character screen.
- The aura_bonus is 1.1 if the appropriate aura is possessed. Otherwise it is 1.
Regeneration Rates
Health Regen (per minute) = 20 + (END / 5) * aura_bonus Magic Regen (per minute) = 5 + (WIS / 25) * aura_bonus Spirit Regen (per minute) = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * aura_bonus
- The aura_bonus is 1.5 if either Rainbow or Gold auras are obtained, or 2 if both are possessed. Otherwise it is 1.
Battle Regen
During battle, regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.
MP gained per turn = Magic Regen / 15 SP gained per turn = Spirit Regen / 30
These do not occur during any turns in which Skills, Spirit Stance, or any Items are used.
Other
Action Speed = 100 + AGI / 3 Overcharge = 100 + Overcharge Boost
Other Stats
Elemental Resistance
Elemental Resistance is a stat that is provided by various Auras and Abilities.
- Each 1% of Resistance increases the player's mitigation against spells of that element by 1%.
- These resistances are before any effects of equipment. Magic mitigation and elemental resistance multipliers are in addition to these base ratings.
Compromise Stats
Mana Conservation
Reduces the cost of all spells. Only found on weapons.