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= Introduction =
 
= Introduction =
  
Stats, short for statistics, are fundamental attributes which define a character's strengths and weaknesses. In Tree of Savior, these stats can be fully customized by the player. Each level up awards one stat point which can be allocated in one of the five main stats but players may gain additional stat points by pray at the [[Goddess_Statues#Goddess_Statue_of_Zemyna|Goddess Statue of Zemyna]] which can be found throughout the world. The stats window can be accessed in-game by pressing '''F1'''.
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Stats, short for statistics, are fundamental attributes which define a character's strengths and weaknesses. In Tree of Savior, these stats can be fully customized by the player. Each level up awards one stat point which can be allocated in one of the five main stats. The stats window can be accessed in-game by pressing F1.
  
 
= Main Stats =
 
= Main Stats =
 
Main stats can be directly customized by the player, and can be further increased by equipment and buffs. Main stats possess a hidden bonus where you are rewarded with more stat points when investing into a specific stat. The bonus stat given will raise exponentially as you further invest into the stat. For example, 100 points invested will actually give you a total of 123 points. 200 points invested will give you a total of 253 points, and so on.
 
Main stats can be directly customized by the player, and can be further increased by equipment and buffs. Main stats possess a hidden bonus where you are rewarded with more stat points when investing into a specific stat. The bonus stat given will raise exponentially as you further invest into the stat. For example, 100 points invested will actually give you a total of 123 points. 200 points invested will give you a total of 253 points, and so on.
 
== Base Stat Values ==
 
 
{|class="wikitable sortable" style="width: 800px; background:transparent; "
 
!style="border: 1px solid #2b4c6a; background-color:#5799d4; height: 17px; color: white;" | Class
 
!style="border: 1px solid #2b4c6a; background-color:#5799d4; height: 17px; color: white;" | Base STR
 
!style="border: 1px solid #2b4c6a; background-color:#5799d4; height: 17px; color: white;" | Base CON
 
!style="border: 1px solid #2b4c6a; background-color:#5799d4; height: 17px; color: white;" | Base INT
 
!style="border: 1px solid #2b4c6a; background-color:#5799d4; height: 17px; color: white;" | Base SPR
 
!style="border: 1px solid #2b4c6a; background-color:#5799d4; height: 17px; color: white;" | Base DEX
 
!style="border: 1px solid #2b4c6a; background-color:#5799d4; height: 17px; color: white;" | HP Modifier
 
!style="border: 1px solid #2b4c6a; background-color:#5799d4; height: 17px; color: white;" | SP Modifier
 
|-
 
|style="text-align:center; | '''Swordsman'''
 
|style="text-align:center;"| '''7'''
 
|style="text-align:center;"| '''8'''
 
|style="text-align:center;"| '''2'''
 
|style="text-align:center;"| '''3'''
 
|style="text-align:center;"| '''5'''
 
|style="text-align:center;"| '''3.3'''
 
|style="text-align:center;"| '''0.8'''
 
|-
 
|style="text-align:center; | '''Wizard'''
 
|style="text-align:center;"| '''3'''
 
|style="text-align:center;"| '''3'''
 
|style="text-align:center;"| '''9'''
 
|style="text-align:center;"| '''7'''
 
|style="text-align:center;"| '''4'''
 
|style="text-align:center;"| '''1.1'''
 
|style="text-align:center;"| '''1.2'''
 
|-
 
|style="text-align:center; | '''Archer'''
 
|style="text-align:center;"| '''6'''
 
|style="text-align:center;"| '''4'''
 
|style="text-align:center;"| '''3'''
 
|style="text-align:center;"| '''4'''
 
|style="text-align:center;"| '''8'''
 
|style="text-align:center;"| '''1.4'''
 
|style="text-align:center;"| '''0.9'''
 
|-
 
|style="text-align:center; | '''Cleric'''
 
|style="text-align:center;"| '''5'''
 
|style="text-align:center;"| '''6'''
 
|style="text-align:center;"| '''4'''
 
|style="text-align:center;"| '''7'''
 
|style="text-align:center;"| '''3'''
 
|style="text-align:center;"| '''1.5'''
 
|style="text-align:center;"| '''1.2'''
 
|-
 
|}
 
 
== Bonus Stat Points ==
 
{|class="wikitable" style="width: 400px; background:transparent; "
 
!style="border: 1px solid #2b4c6a; background-color:#5799d4; height: 17px; color: white;" | Total Stat Points
 
!style="border: 1px solid #2b4c6a; background-color:#5799d4; height: 17px; color: white;" | Bonus Stat Point
 
|-
 
|style="border: 1px solid #2b4c6a; text-align:center;" | '''1 ~ 50 total stats'''
 
|style="border: 1px solid #2b4c6a; text-align:center;" | '''Bonus every 5th stat point'''
 
|-
 
|style="border: 1px solid #2b4c6a; text-align:center;" | '''51 ~ 150 total stats'''
 
|style="border: 1px solid #2b4c6a; text-align:center;" | '''Bonus every 4th stat point'''
 
|-
 
|style="border: 1px solid #2b4c6a; text-align:center;" | '''151 ~ 300 total stats'''
 
|style="border: 1px solid #2b4c6a; text-align:center;" | '''Bonus every 3rd stat point'''
 
|-
 
|style="border: 1px solid #2b4c6a; text-align:center;" | '''301 ~ 500 total stats'''
 
|style="border: 1px solid #2b4c6a; text-align:center;" | '''Bonus every 2nd stat point'''
 
|-
 
|style="border: 1px solid #2b4c6a; text-align:center;" | '''500+ total stats'''
 
|style="border: 1px solid #2b4c6a; text-align:center;" | '''Bonus every stat point'''
 
|}
 
 
  
 
For each point in a main stat, you receive the following bonuses:
 
For each point in a main stat, you receive the following bonuses:
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* Increases max physical attack by 1.
 
* Increases max physical attack by 1.
 
* Increases critical attack by 1.
 
* Increases critical attack by 1.
* Increases block penetration by 1.
 
 
* Increases weight limit by 5.
 
* Increases weight limit by 5.
 
Note: For every additional class rank, you receive a bonus of 10% STR.
 
Note: For every additional class rank, you receive a bonus of 10% STR.
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* Increases critical hit resistance by 1.
 
* Increases critical hit resistance by 1.
 
* Increases weight limit by 5.
 
* Increases weight limit by 5.
* Increases shield block by 1 (Only when equipped with a shield.)
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* Increases shield block.
 
Note: The more max HP a character possesses, the more they'll be healed by Cleric's Heal and Priest's Mass Heal, regardless of the Cleric's or Priest's intrinsic stats.<br>
 
Note: The more max HP a character possesses, the more they'll be healed by Cleric's Heal and Priest's Mass Heal, regardless of the Cleric's or Priest's intrinsic stats.<br>
 
Note: HP recovery is more effective while the character is sitting and located around a bonfire.
 
Note: HP recovery is more effective while the character is sitting and located around a bonfire.
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* Increases min magic attack by 1.
 
* Increases min magic attack by 1.
 
* Increases max magic attack by 1.
 
* Increases max magic attack by 1.
Note: INT affects most offensive spells, every Wizard classes' basic-attack bolts, as well as Sadhu Out-of-Body melee auto-attacks.
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Note: INT affects most offensive spells, every Wizard classes auto-attacks (regardless of the equipped weapon), as well as Sadhu Out-of-Body melee auto-attacks.
 
Note: For every additional class rank, you receive a bonus of 10% INT.
 
Note: For every additional class rank, you receive a bonus of 10% INT.
  
 
=== SPR (Spirit) ===
 
=== SPR (Spirit) ===
* Increases SP recovery.
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* Increases max SP pool by 13.
* Increases MAX SP.
+
* Increases SP recovery rate by 1.
* Increases Block Penetration by 1
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* Increases block penetration by 1.
 
* Increases magic defense by 0.2.
 
* Increases magic defense by 0.2.
Note: SPR increases the potency of several buffs, debuffs and healing skills, making it a useful stat for support oriented Cleric classes.<br>
+
Note: SPR also affects several buffs, debuffs and healing skills, with varying potency, making it a useful stat for support oriented Cleric classes.<br>
Unconfirmed: SPR raises natural resistance to status effects  [https://www.reddit.com/r/treeofsavior/comments/4gs0z9/relationship_between_spr_and_status_ailment/ Source]
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Note: SP recovery is more effective while the character is sitting and located around a bonfire.
  
 
=== DEX (Dexterity) ===
 
=== DEX (Dexterity) ===
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=== HP (Hit Points) ===
 
=== HP (Hit Points) ===
 
The character must maintain this stat above 0 to stay alive.<br>
 
The character must maintain this stat above 0 to stay alive.<br>
The max HP formula is as follows: <code>''(Class Multiplier * ((Level - 1) * 17)) + CON * 85''</code>
+
The max HP formula is as follows: ''(Class Multiplier * ((Level - 1) * 17)) + CON * 85''
  
 
=== SP (Spell Points) ===
 
=== SP (Spell Points) ===
 
Spell Points are a resource that slowly regenerates over time. Most skills consume SP. Not to be mistaken with Skill Points (also shortened as SP), which are points invested to level up your class skills.<br>
 
Spell Points are a resource that slowly regenerates over time. Most skills consume SP. Not to be mistaken with Skill Points (also shortened as SP), which are points invested to level up your class skills.<br>
The max SP formula is as follows: <code>''(Class Multiplier * ((Level - 1) * 6.7) + SPR * 13 [ + Level * 1.675 for Cleric]''</code>
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The max SP formula is as follows: ''(Class Multiplier * ((Level - 1) * 6.7) + SPR * 13 [ + Level * 1.675 for Cleric]''
  
 
=== HP Recovery ===
 
=== HP Recovery ===
 
Affects the amount of hit points recovered over time. Sitting and bonfires further improve the recovery of HP.<br/>
 
Affects the amount of hit points recovered over time. Sitting and bonfires further improve the recovery of HP.<br/>
The HP Recovery formula is as follows: <code>''(Level * 0.5 + CON)''</code>
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The HP Recovery formula is as follows: ''(Level * 0.5 + CON)''
  
 
=== SP Recovery ===
 
=== SP Recovery ===
 
Affects the amount of spell points recovered over time. Sitting and bonfires further improve the recovery of SP.<br/>
 
Affects the amount of spell points recovered over time. Sitting and bonfires further improve the recovery of SP.<br/>
The SP Recovery formula is as follows: <code>''(Level * 0.5) + SPR [ + Level * 0.25 for Clerics]''</code>
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The SP Recovery formula is as follows: ''(Level * 0.5) + SPR [ + Level * 0.25 for Clerics]''
  
 
=== Physical Attack ===
 
=== Physical Attack ===
 
Affects the amount of damage dealt by your physical auto-attacks and physical skills.<br/>
 
Affects the amount of damage dealt by your physical auto-attacks and physical skills.<br/>
The Physical Attack formula is as follows: <code>''(Level + STR)''</code><br/>
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The Physical Attack formula is as follows: ''(Level + STR)''<br/>
  
 
=== Secondary Physical Attack ===
 
=== Secondary Physical Attack ===
 
Affects the amount of damage dealt by your off-hand weapon.<br/>
 
Affects the amount of damage dealt by your off-hand weapon.<br/>
The Secondary Physical Attack formula is as follows: <code>''Level + STR''</code>
+
The Secondary Physical Attack formula is as follows: ''Level + STR''
  
 
=== Magic Attack ===
 
=== Magic Attack ===
 
Affects the amount of damage dealt by your magic auto-attacks and spells. Magic auto-attacks are dealt by all Wizard classes, regardless of the weapon equipped. Sadhu's Out-of-Body melee auto-attacks also deal magic damage.<br/>
 
Affects the amount of damage dealt by your magic auto-attacks and spells. Magic auto-attacks are dealt by all Wizard classes, regardless of the weapon equipped. Sadhu's Out-of-Body melee auto-attacks also deal magic damage.<br/>
The Magic Attack formula is as follows: <code>''Level + INT''</code>
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The Magic Attack formula is as follows: ''Level + INT''
  
 
=== AOE Attack Ratio ===
 
=== AOE Attack Ratio ===
Defines your attacks' [http://wiki.tosbase.com/wiki/AoE_Attack_and_Defense_Ratio area of effect]. A higher value will allow your attacks to reach more enemies.
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Defines your attacks' area of effect. A higher value will allow your attacks to reach more enemies.
  
 
=== Accuracy ===
 
=== Accuracy ===
 
Affects the accuracy of your physical attacks. A higher value will make your physical attacks less likely to miss.<br/>
 
Affects the accuracy of your physical attacks. A higher value will make your physical attacks less likely to miss.<br/>
The Accuracy formula is as follows: <code>''Level + DEX [ + (Level + 4) / 4 for Archer]''</code>
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The Accuracy formula is as follows: ''Level + DEX [ + (Level + 4) / 4 for Archer]''
  
 
=== Magic Amplification ===
 
=== Magic Amplification ===
Increases the maximum damage of your magic spells. <br/>
+
Significantly affects the damage dealt by your magic attacks.
<code>(Base Magic Damage) + (0~100% Magic Amp Value)</code> <br/>
 
E.G If you do 100 damage with magic and you have 48 magic amp, you will randomly do between 100~148 damage.
 
  
 
=== Block Penetration ===
 
=== Block Penetration ===
 
Affects the chance of your physical attacks to bypass an enemy's passive block. A higher value will make your physical attacks less likely to be blocked.<br/>
 
Affects the chance of your physical attacks to bypass an enemy's passive block. A higher value will make your physical attacks less likely to be blocked.<br/>
The Block Penetration formula is as follows:<code>''Level * 0.5 + STR''</code>
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The Block Penetration formula is as follows: ''Level * 0.5 + SPR''
  
 
=== Critical Attack ===
 
=== Critical Attack ===
Increases the amount of damage dealt by critical hits, added as flat damage after the +50% critical damage modifier. Only physical attacks are affected, as magic attacks can't crit.<br/>
+
Increases the amount of damage dealt by critical hits. Only physical attacks are affected, as magic attacks can't crit.<br/>
The Critical Attack formula is as follows:<code>''STR''</code>
+
The Critical Attack formula is as follows: ''STR''
  
 
=== Critical Rate ===
 
=== Critical Rate ===
 
Affects the chance of your physical attacks to land a critical hit. Magic attacks aren't affected as they can't crit.<br/>
 
Affects the chance of your physical attacks to land a critical hit. Magic attacks aren't affected as they can't crit.<br/>
The Critical Rate stat formula is as follows:<code>''DEX [ + (Level / 5) for Archers]''</code><br/>
+
The Critical Rate formula is as follows: ''DEX [ + (Level / 5) for Archers]''
Your final chance to crit is: <code> (Crit rate - target crit resistance)*(42/your level)</code>
 
  
 
=== Physical Defense ===
 
=== Physical Defense ===
 
Affects the amount of physical damage received. A higher value will reduce that amount.<br/>
 
Affects the amount of physical damage received. A higher value will reduce that amount.<br/>
The Physical Defense formula is as follows:<code>''(Level / 2) [ + (Level / 4) for Swordsmen]''</code>
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The Physical Defense formula is as follows: ''(Level / 2) [ + (Level / 4) for Swordsmen]''
  
 
=== Magic Defense ===
 
=== Magic Defense ===
 
Affects the amount of magic damage received. A higher value will reduce that amount.<br/>
 
Affects the amount of magic damage received. A higher value will reduce that amount.<br/>
The Magic Defense formula is as follows:<code>''(Level / 2) + (SPR / 5) [ + (Level / 4) for Wizards]''</code>
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The Magic Defense formula is as follows: ''(Level / 2) + (MNA / 5) [ + (Level / 4) for Wizards]''
  
 
=== AOE Defense Ratio ===
 
=== AOE Defense Ratio ===
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=== Evasion ===
 
=== Evasion ===
 
Affects your chances to dodge physical attacks. Magic attacks can't be dodged.<br/>
 
Affects your chances to dodge physical attacks. Magic attacks can't be dodged.<br/>
The Evasion formula is as follows:<code>''Level + DEX [ + (Level / 8) for Archers]''</code>
+
The Evasion formula is as follows: ''Level + DEX [ + (Level / 8) for Archers]''
  
 
=== Block ===
 
=== Block ===
 
Affects your chances to block physical attacks. Magic attacks can't be blocked.
 
Affects your chances to block physical attacks. Magic attacks can't be blocked.
The Block formula is as follows (WIP): <code>''(Level / 2) + CON + (.03 x Level) [ x 2 if Swordsman ]''</code>
 
 
It is uncertain after the latest update what effect, if any, Block Rate now has. The way it is displayed in tooltips is strange, and it seems to have no difference in Block in the Stats screen.
 
  
 
=== Critical Resistance ===
 
=== Critical Resistance ===
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=== STA (Stamina) ===
 
=== STA (Stamina) ===
Stamina is a resource consumed while Dashing. Only Swordsman classes can Dash. A few skills also consume Stamina, such as Monk's Double Punch and Rodelero's Shield Charge. The resource is recharged by using certain consumables as well as by breaking Stamina crystals, which are found in most maps.
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Stamina is a resource consumed while Dashing. Only Swordsman classes can Dash. A few skills also consume Stamina, such as Monk's Double Punch and Rodelero's Shield Charge.
  
 
=== Weight Limit ===
 
=== Weight Limit ===
 
Affects the amount of items you can carry.<br>
 
Affects the amount of items you can carry.<br>
The max weight formula is as follows: <code>''5000 + CON * 5 + STR * 5''</code>
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The max weight formula is as follows: ''5000 + CON * 5 + STR * 5''
  
  

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