Stats

Game screen stat locations

Stats can be grouped into vital stats, primary stats and secondary stats.

  • Vital stats are the most important to watch and may fluctuate frequently.
  • Primary stats shape your overall development.
  • Secondary stats affect your potency in battle.

Vital Stats

You gain XP from defeating enemies. You gain more XP when the enemies you defeat are closer to your level or above it.

Each time you level up, your HP and EP are fully restored and their maximums increase by 20.

Stat Effect
XP Allows you to level up when you accumulate enough of it.
HP Keeps you alive.
EP Allows you to use skills.
How much XP do I need to level up?
Level XP Required
1 0
2 100
3 340
4 800
5 1,600
6 2,900
7 4,900
8 7,840
9 12,000
10 17,700
11 25,300
12 35,200
13 47,840
14 63,700
15 83,300
16 107,200
17 136,000
18 170,340
19 210,900
20 258,400
21 313,600
22 377,300
23 450,340
24 533,600
25 628,000
26 734,500
27 854,100
28 987,840
29 1,136,800
30 1,302,100
31 1,484,900
32 1,686,400
33 1,907,840
34 2,150,500
35 2,415,700
36 2,704,800
37 3,019,200
38 3,360,340
39 3,729,700
40 4,128,800
41 4,559,200
42 5,022,500
43 5,520,340
44 6,054,400
45 6,626,400
46 7,238,100
47 7,891,300
48 8,587,840
49 9,329,600
50 10,118,500
… …
100 163,812,000

Primary Stats

Each time you level up, you gain 5 stat points to distribute among strength, dexterity and wisdom.

Each of the three primary stats increases your damage dealt with one or more weapon types, and increases one or more secondary stats.

A stat needs to be high enough in order to wield a particular piece of equipment.

Stat Weapons Empowered Secondary Bonuses Additional Benefits
Strength Mace, sword, axe, spear Critical damage Can equip a wider variety of armour and shields.
Dexterity Bow Accuracy, critical chance, block chance Gain access to more nymph-nodes.
Wisdom Wand Elemental reduction Restore more EP when you defend.

Secondary Stats

These stats are derived from your primary stats and the equipment you wield (and passive items you hold).

Stat Effect
Accuracy Determines chance to hit.
What's the formula?

Accuracy = weapon's accuracy + dexterity - 10

Base Damage Determines how much damage will be done with a regular attack.
What's the formula?

Base damage = power Γ— primary stat / 10

Average Damage Determines how much damage will be done with a regular attack, accounting for accuracy, critical chance and critical damage.
Critical Chance Determines chance to land a critical hit.
What's the formula?

Critical chance = weapon's critical chance Γ— (1 + (dexterity - 10) / 100)

Critical Damage Determines critical hit damage compared to a regular attack.
What's the formula?

Critical damage = weapon's critical damage Γ— (1 + (strength - 10) / 100)

Defence Decreases damage taken by a flat value. Calculated before reductions.
Flat value?

Every point of defence will reduce damage taken by one point.

Reduction Decreases damage taken by a percentage. Calculated after defence.
What's the formula?

Reduction = equipment's reduction + 3 Γ— √(wisdom - 10)

Block Chance Determines chance to nullify an enemy attack against you.
What's the formula?

Block chance = shield's block chance Γ— (1 + (dexterity - 10) / 20)


Items

Game screen stat locations

Items serve a variety of purposes from boosting stats to providing access to new locations. Items can be grouped into equipment and miscellaneous items.

You may carry up to 9 items, unless you have the Chasmic Rucksack, which allows you to carry up to 16.

Equipment

In general, you can wield 1 weapon, 1 piece of armour and 1 shield at a time. However, if you wield a bow, you may not wield a shield under most circumstances.

You must meet the stat requirement of a piece of equipment in order to wield it.

Power

In general, equipment stats directly affect your secondary stats.

There is a special case for power. It is a stat found only on weapons and it affects your damage.

What's the damage formula?

Wands

Regular attacks with wands are peculiar for three reasons:

  • An enemy’s physical reduction is not applied.
  • Only Β½ of an enemy’s defence is applied.
  • The average of an enemy’s 3 elemental reductions is applied.
    • If an enemy is immune to an element, that component is treated as 100% reduction in this average.

Modified Equipment

Sometimes an enemy will drop a piece of equipment with a modifier (prefix). This is a regular piece of equipment with an additional enhancement.

What are the different modifiers?
Modifier Name Stat Enhanced Enhancement Amount
Exotic Sell price +100% to +300%
Big Power +2 to +4
Keen Critical chance +1% to +2%
Stony Earth reduction +2% to +4%
Icy Water reduction +2% to +4%
Fiery Fire reduction +2% to +4%
Sturdy Defence +2 to +4
Heavy Block chance +1% to +2%
Giant Power +4 to +8
Deadly Critical chance +2% to +4%
Gaian Earth reduction +4% to +8%
Glacial Water reduction +4% to +8%
Molten Fire reduction +4% to +8%
Robust Defence +4 to +8
Massive Block chance +2% to +4%

Miscellaneous Items

Miscellaneous items cannot be equipped (except for the Scintillous Ring), but they are useful in other ways.

  • Quest items help you make progress by aiding you in getting past obstacles.
  • Consumable items help you in battle. Some are consumed and activated with a regular attack.
  • Materials like gems and ore can be combined to craft equipment when given to the right NPC.

There are a few other miscellaneous items that you will find throughout the game that serve various purposes.

Passive Bonuses

Some miscellaneous items present passive bonuses that benefit you as long as that item is in your inventory. They do not need to be equipped.


Skills

Game screen stat locations

Most skills require a certain weapon type to be equipped in order to use them in battle. Skills consume EP when used.

There are three special skills that may be used outside of battle in very specific scenarios.

You may keep up to 4 skills. To get another skill after four, you must relinquish one that you already have.

Elemental Skills

Elemental skills are skills which deal elemental damage.

They have the following properties when used:

Stat-Altering Skills

Some skills alter user stats and/or opponent stats.

Stats will return to their original values after

  • Battle, or
  • Changing equipment in battle.

Elements

Reductions

Reductions can be grouped into physical reduction and elemental reductions.

Physical Reduction

Physical reduction applies to all non-elemental attacks except regular attacks with wands.

Non-elemental attacks are attacks that are performed without an elementally-imbued weapon, using

  • A regular attack, or
  • A non-elemental skill.

Elemental Reductions

There are 3 different elemental reductions: earth, water and fire.

Elemental reductions apply to all elemental attacks as well as regular attacks with wands.

Elemental attacks are attacks that are performed using

  • An elemental skill, or
  • An elementally-imbued weapon.

The specific elemental reduction that is applied depends on the element of the attack.

Attack Element Reduction Element
Earth Earth
Water Water
Fire Fire
Lightning Earth
Poison Earth
Ice Water
Frostfire Β½ Water, Β½ Fire

Unlike other secondary bonuses, elemental reductions do not increase linearly with their corresponding primary stat.

Wisdom–elemental reduction table
Wisdom Elemental Reduction
10 +0%
11 +3%
12 +4%
13 +5%
14 +6%
15 +6%
16 +7%
17 +7%
18 +8%
19 +9%
20 +9%
21 +9%
22 +10%
23 +10%
24 +11%
25 +11%
26 +12%
… …
51 +19%
… …
104 +29%

Elemental Ailments

Elemental skills have a chance to inflict an ailment upon the target. Ailments are removed after battle.

Elementally-imbued weapons generally do not inflict ailments. However, lightning weapons are special: while wielding one, non-elemental attacks have a chance of inflicting paralysis.

Skill Element Ailment Effect
Earth 30% chance to be grounded Lose one turn.
Lightning 20% chance to be paralyzed Lose turns until recovery. 50% chance of recovery each turn.
Poison 100% chance to be poisoned Take damage equal to approximately 2% of your max HP each turn.
Special case for rare enemies

Poisoned rare enemies have a 20% chance to be cured each turn and cannot take poison damage if their HP is below 10% of their max HP

Water 50% chance to drown when you lose 50% max HP from the attack Die immediately.
Ice 15% chance to freeze Lose turns until recovery. 25% chance of recovery each turn.
Fire 25% chance to ignite Take damage equal to approximately 25% of damage dealt by the last igniting attack each turn until recovery. 25% chance of recovery each turn.
Ignition, Transmission, Backfire, Afterburn

If you ignite the enemy while you are on fire, your attack is considered the last igniting attack and you will take 25% of its damage instead of the attack that ignited you. The inverse also applies.

Petrification 100% chance to be petrified Lose turns until recovery. 25% chance of recovery each turn.

Additional Notes

  • If you ignite while frozen, you will no longer be frozen, and vice versa.
  • If you are petrified while paralyzed and/or frozen, you will no longer be paralyzed and/or frozen.

Battle

Game screen stat locations

Battles may occur randomly while travelling, or as a result of events that happen.

In battle, combatants take turns using moves.

Turn Order

In general, you or the enemy are randomly selected to take the first turn. However, if you are wielding a bow, you will always go first.

Turn order is maintained throughout the battle.

Moves

There are 3 basic combat moves always available to you.

  • Attacking Sword strikes the enemy with your equipped weapon. Also referred to as a regular attack.
  • Defending Shield increases your chance to block the next attack by a flat 25% and restores EP. If the next attack is successfully blocked, you get an adrenaline rush and an EP boost.
    How much EP?
    • EP restored = 5 + ∜wisdom3
    • EP boost = 1 + 9 Γ— √blocked damage
  • Running away Running Man attempts to flee from battle. If your level is not higher than the enemy’s, there is a chance that the enemy will catch up.
    What's the chance to flee?
    • Chance to flee = 100% / (2 + enemy level - your level)
    Level Difference Chance to Flee
    0 50%
    1 33%
    2 25%
    3 20%
    4 16%
    5 14%
    … …
    10 8%

There are 2 special moves available in battle. These actions can also be performed outside of battle.

  • Changing equipment Body Armour allows you to use a turn to equip a different item from your inventory.
  • Drinking a potion Potion restores HP. It requires you to have at least one vial of life fluid.
    How much HP?
    • HP restored = 50 + 10 Γ— √your level - 10

In addition to the five moves mentioned, you may use any of your skills for which you meet the requirements.

Enemy Peculiarities

  • Certain enemies cannot be fled from. If you attempt to flee from an unfleeable enemy, you will see text β€œThere’s nowhere to run.”
  • Enemies that are β€œliving” can be poisoned. These are enemies that bear blood and drop potions. Bloodless enemies are immune to poison.
  • An enemy with a border that is not brown is considered β€œrare.” Poison has a weaker effect on rare enemies.

Allies

You will encounter fighters who want to accompany you on your quest.

Allies will join you in battle, taking their turn immediately after you. They have a set of skills and equipment that remains with them throughout your journey.

An enemy may attack an ally. If an ally loses all their HP, they will be unable to fight until they rest at their house or an inn.

Allies gain the same amount of XP as you after each battle. When they level up, they will gain 20 max HP and allocate 5 stat points to one of their primary stats.

Ally Chosen Primary Stat
Dragan Dexterity
Qendresa Strength
Barrie Wisdom