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 CON | Bonus 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 CON | Base HP roll |
|---|---|
| 12 or lower | 12–13 |
| 13–25 | CON to HP + 1 |
| 26 | 25–26 |
| 27–28 | 26–27 |
| 29–30 | 27–28 |
| ... | ... |
| 63–64 | 44–45 |
| 65+ | 45–46 |
| Class | Adjustment |
|---|---|
| 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 CON | Random bonus range |
|---|---|
| 13 or lower | 1 |
| 14–25 | 1 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
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.