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Guide 07

Player Stats

Character Stat 01

STR — Strength

Add your Strength guide here: explain which builds benefit from STR, what it affects, and when players should prioritize it.

Character Stat 02

DEX — Dexterity

Add your Dexterity guide here: explain which builds benefit from DEX, what it affects, and when players should prioritize it.

Character Stat 03

INT — Intelligence

Add your Intelligence guide here: explain which builds benefit from INT, what it affects, and when players should prioritize it.

Character Stat 04

CON — Constitution

CON is the foundation of survivability and carrying capacity. It improves maximum HP, HP gained on level-up, and HP regeneration. Maximum HP and regeneration use total CON, including equipment and temporary effects; level-up HP uses permanent CON only.

Maximum HP

Total CON grants cumulative maximum HP bonuses at these thresholds:

Total CONBonus at threshold
25++50 max HP
35++100 max HP
45++150 max HP

At 45 CON or higher, the total bonus is +300 max HP. This is added separately from maximum HP gained through equipment, and buffs.

HP gained per level

Each level grants a random HP roll based on permanent CON, followed by a class adjustment:

Permanent CONBase HP roll
12 or lower12–13
13–25CON to HP + 1
2625–26
27–2826–27
29–3027–28
......
63–6444–45
65+45–46
ClassAdjustment
Royal+0
Knight+5
Elf−2
Wizard−5
Dark Elf−1
Dragon Knight+1
Illusionist−3
Warrior+5

Starting HP is set separated by class, so a character's initial value is not calculated from CON. Stat resets and level-down changes recalculate the roll rather than restoring a previous per-level value. Down-leveling for HP gains from CON is now considered bad practice. Instead buy a Candle of Rememberance from the Bunny Shop.

Live HP regeneration

The CON portion of HP recovery is a base bonus plus a random bonus based on total CON:

Total CONRandom bonus range
13 or lower1
14–251 through total CON − 12
26+1–14

Other recovery sources can add to this result, including equipment, cooking, locations, items, and skills. Recovery is capped at maximum HP. Regeneration ticks occur at different intervals depending on your state: idle, moving, or combat.

Food below 24%, being overweight, and the Berserkers effect can suppress or reduce HP regen. Some skills, items, and inn effects provide exceptions to the overweight penalty.

Character Stat 06

CHA — Charisma

Add your Charisma guide here: explain which builds benefit from CHA, what it affects, and when players should prioritize it.

Combat Stat 01

AC — Armor Class

Add your Armor Class guide here: explain how AC works, what improves it, and how players should build around it.

Combat Stat 02

MR — Magic Resistance

Add your Magic Resistance guide here: explain how MR works, what improves it, and when players should prioritize it.

Combat Stat 03

DG — Dodge

Add your Dodge guide here: explain how DG works, what improves it, and which builds benefit most from it.

Combat Stat 04

ER — Evasion Rate

Add your Evasion Rate guide here: explain how ER works, what improves it, and which builds benefit most from it.

Resistance Stat 01

Elemental Resist

Add your Elemental Resistance guide here: explain how elemental resistance works, what improves it, and when players should prioritize it.

Resistance Stat 02

Language Resist

Technology, Spirit, Dragon, and Fear are special-effect accuracy stats. They mainly affect whether control or debuff skills land; they are not general damage reduction and they do not replace MR.

Resistance belongs to the defender and lowers the matching skill's chance.
Pierce belongs to the attacker and raises the matching skill's chance.
All Resistance and All Pierce apply in addition to the matching type.
One point changes the chance by one percentage point when used.

Which skills use each type?

These are the current Aegis skill mappings for the four special-effect stats.

Technology

Mechanical and Shock

  • Empire
  • Shock Stun
  • Monster Stun

Spirit

Binding and elemental

  • Armor Break
  • Earth Bind
  • Erase Magic
  • Elemental Fall Down
  • Striker Gale
  • Pollute Water
  • Wind Shackle

Dragon

Dragon and Kirin force

  • Bone Break
  • Thunder Grab
  • Guard Break
  • Fear
  • Phantasm

Fear

Intimidation and control

  • Desperado
  • Power Grip
  • Tomahawk
Chance example A 65% base chance with 20 Spirit Resistance, 5 All Resistance, 8 Spirit Pierce, and 2 All Pierce becomes 65 - 25 + 10 = 50% before the remaining chance rules. Calculation note Only positive totals are applied by the current calculation. A negative Resistance or Pierce total does not reverse the adjustment into a bonus chance.

Skills not in this mapping do not use these four special stats. Each skill still has its own chance formula: most listed level-based skills start from a 45% base with level-difference scaling, while Bone Break uses a separate 30% formula with a 50% maximum.