Stats & AttributesThe four attributes, the three resource pools, and how to spend your points.
Your hero runs on four attributes: STR, STA, DEX, INT, and three resource pools, HP, MP (called aether) and FP. Every character starts at 15 in each attribute and earns +2 attribute points per level to spend as you like. Only points above the base 15 add to most bonuses, so early points feel small and later specialization pays off.
The four attributes
STR: Strength
Governs melee attack (sword, axe, knuckle, stick). Each point above 15 adds +1.4 melee attack. The primary damage stat for the Vanguard, and it also powers the Oracle’s knuckle line and the Skydancer’s yo-yo skills.
STA: Stamina
Governs survivability. Each point above 15 gives +6 HP and +3 FP, and STA is the biggest driver of defense. Every class wants some. Its defense weight scales by job (Vanguard benefits most).
DEX: Dexterity
Governs ranged combat and finesse. Adds +1.4 ranged attack (bow/yo-yo) per point above 15, plus +0.4% crit chance (on top of a 1% base, capped at 50%) and faster attack speed. The Skydancer’s bow stat: the yo-yo line scales on STR instead.
INT: Intelligence
Governs magic. Each point above 15 gives +5 MP and +1.4 magic attack (wand/staff), adds roughly +3.2 damage to every Channeler spell, and raises healing power; an Oracle heal grows by +5.5 HP for every point of INT. The core stat for the Channeler and Oracle.
What each governs, at a glance
| Stat | Per point above 15 | Also affects | Governs weapons |
|---|---|---|---|
| STR | +1.4 melee attack | - | Sword, Axe, Knuckle, Stick |
| STA | +6 HP · +3 FP | Defense (job-weighted) | - |
| DEX | +1.4 ranged attack · +0.4% crit | Attack speed | Bow, Yo-Yo |
| INT | +5 MP · +1.4 magic attack | Spell damage (≈+3.2), +5.5 heal | Wand, Staff |
Resource pools
| Pool | Base | Grows with | Used for |
|---|---|---|---|
| HP; Health | 100 | +15 per level, +6 per STA, + gear | Staying alive |
| MP; “Aether” | 100 | +5 per INT, + gear | Magic & buff skills (Channeler, Oracle heals) |
| FP; Focus | 100 | +3 per STA, + gear | Physical skills (Vanguard, knuckle, yo-yo) |
MP powers spellcasting and buffs; FP powers physical special moves. Which one a skill drains depends on the skill (a Vanguard’s shouts cost FP; a Channeler’s spells cost MP).
All three pools trickle back on their own, and each rate is a fraction of your own maximum rather than a flat number, so the climb from empty takes the same few minutes whether you’re Level 1 or Level 60:
| Pool | Comes back at | Only while… |
|---|---|---|
| HP | 0.4% of Max HP / sec | you’ve been out of combat for 6 seconds (in the air is fine) |
| MP | 0.5% of Max MP / sec | your feet are on the ground: mid-fight counts |
| FP | 0.5% of Max FP / sec | always, but only 0.2%/sec while flying |
It is deliberately slow: a fresh Level 1 hero has a 100 HP pool, so that 0.4% is 0.4 HP a second; about four minutes from nothing to full. Taking a hit restarts the 6-second HP timer. This is a rest between fights, not a heal during one; inside a fight a potion or an Oracle is still the answer.
Defense & the job factor
Your physical defense is built mostly from STA, your level, and your armor, then weighted by a per-job factor. Vanguards get the most defense out of the same STA; Channelers the least. This is one reason the same stat build feels tankier on some classes than others.
| Class | Defense factor | Feel |
|---|---|---|
| Vanguard | 1.25 | Sturdiest: built to hold the line |
| Skydancer | 1.20 | Sturdy, but plays at range anyway |
| Oracle | 1.20 | Sturdy support |
| Channeler | 1.15 | Glassiest: keep your distance |
| Wayfarer | 0.90 | Starter: squishy by design |
How to spend your points
You get +2 attribute points every level. A few guiding principles:
- Pick your attack stat and pour into it. DEX for a bow Skydancer but STR for a yo-yo one, INT for Channeler, STR for Vanguard, INT (heals) or STR (knuckle) for Oracle. More attack = faster kills = faster leveling.
- Keep enough STA to survive your zone. If aggressive monsters are dropping you, add STA. If you never dip low, keep pushing your attack stat.
- Don’t split three ways. A focused two-stat build (attack + STA) beats a jack-of-all-trades every time.
- Gear does a lot of the work. Armor, jewelry and set bonuses add flat stats and % boosts on top of your points; see Items & Gear.