WikiYour HeroStats & Attributes

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

StatPer point above 15Also affectsGoverns weapons
STR+1.4 melee attack-Sword, Axe, Knuckle, Stick
STA+6 HP · +3 FPDefense (job-weighted)-
DEX+1.4 ranged attack · +0.4% critAttack speedBow, Yo-Yo
INT+5 MP · +1.4 magic attackSpell damage (≈+3.2), +5.5 healWand, Staff
Which stat is my “attack”? For the auto-attack the game picks by weapon: bow/yo-yo use DEX, wand/staff use INT, everything else uses STR. Skills are the exception worth knowing: the Skydancer’s whole yo-yo line scales on STR, not DEX. Build the stat your weapon and your skills use: plus enough STA to survive.

Resource pools

PoolBaseGrows withUsed for
HP; Health100+15 per level, +6 per STA, + gearStaying alive
MP; “Aether”100+5 per INT, + gearMagic & buff skills (Channeler, Oracle heals)
FP; Focus100+3 per STA, + gearPhysical 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:

PoolComes back atOnly while…
HP0.4% of Max HP / secyou’ve been out of combat for 6 seconds (in the air is fine)
MP0.5% of Max MP / secyour feet are on the ground: mid-fight counts
FP0.5% of Max FP / secalways, 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.

ClassDefense factorFeel
Vanguard1.25Sturdiest: built to hold the line
Skydancer1.20Sturdy, but plays at range anyway
Oracle1.20Sturdy support
Channeler1.15Glassiest: keep your distance
Wayfarer0.90Starter: squishy by design

How to spend your points

You get +2 attribute points every level. A few guiding principles:

Points are committed as you spend them; there’s no free respec in v1, so allocate deliberately. When in doubt, bank a few unspent points until you’re sure of your build.