GuidesStats & builds
Stats & builds
Five stats, five points to spend every level, and a set of rules that are not the ones most players guess — Agility never makes you run faster, and Vitality, not Agility, is what makes you dodge. Here is what each point actually buys, class by class, and how to take it all back when you change your mind.
5
points every level
1,500
ceiling on any one stat
5
free resets per character
200
attack speed cap
The basics
The five stats, and what each one is for
The Character window shows them as STR, AGI, VIT, INT and SPI. Every formula below reads the total — the points you spent plus everything your gear and buffs add — so a +200 Intellect weapon counts exactly like 200 points.
Strength
STRAttack power
Raises the minimum and maximum damage of your normal attacks. How much depends heavily on class — a Berserker gets three times the maximum damage a Mystic does from the same point.
Agility
AGIAttack speed, hit rate, critical chance
The one stat with three jobs. It does not make you run faster, and it does not help you dodge — both are common assumptions, and both are wrong here.
Vitality
VITHP, defence, dodge rate
Maximum HP first and foremost, plus physical defence. It is also the stat that raises your dodge rate — not Agility.
Intellect
INTSkill attack power, casting speed
Adds the same skill attack power per point for every class, and shortens every skill with a cast time. The only stat that makes a caster cast faster.
Spirit
SPIMP, debuff duration
Mostly a mana pool. It also lengthens the debuffs you land on enemies, but only slightly. It gives no magic defence and no magic critical.
The ceiling: 1,500
No stat counts past 1,500 — points, gear and buffs added together. Anything above that is simply thrown away, so once a stat is capped, the next point belongs somewhere else.
Supply
Where your points come from
Every level pays five stat points, to spend however you like. A character at the level cap of 177 has earned 880 of them from levelling alone.
Stat Point Up
+5 pointsA scroll that adds five stat points on top of what levelling gives you. The Forest of Beasts Area Conquest bar pays one at 80%.
Your class sets the starting line
Every class begins with the stats below, and those are also what a reset returns you to. The points you earn go on top.
| Class | STR | AGI | VIT | INT | SPI |
|---|---|---|---|---|---|
| Berserker | 26 | 13 | 27 | 4 | 10 |
| Dragon Knight | 22 | 20 | 20 | 6 | 12 |
| Shadow | 19 | 17 | 16 | 18 | 10 |
| Valkyrie | 16 | 23 | 15 | 7 | 19 |
| Elementalist | 8 | 12 | 13 | 25 | 22 |
| Mystic | 15 | 21 | 15 | 19 | 10 |
| Helroid | 15 | 12 | 27 | 6 | 20 |
| Witchblade | 18 | 20 | 24 | 8 | 10 |
Per point
What a point buys, class by class
This is where classes genuinely differ. The same point of Vitality is worth 12 HP to a Helroid and 7 to an Elementalist, and the same point of Spirit is worth three times as much MP to a Shadow as to a Berserker.
Vitality and Spirit
| Class | HP per Vitality | HP per level | MP per Spirit | MP per level | Vitality per +1 defence |
|---|---|---|---|---|---|
| Berserker | 11 | 39 | 2 | 5 | 5 |
| Dragon Knight | 9 | 26 | 4 | 7 | 5 |
| Shadow | 9 | 25 | 6 | 8.5 | 7 |
| Valkyrie | 9 | 25 | 5 | 8 | 6 |
| Elementalist | 7 | 23 | 6 | 25 | 10 |
| Mystic | 9 | 25 | 6 | 8.5 | 7 |
| Helroid | 12 | 39 | 6 | 20 | 5 |
| Witchblade | 9 | 25 | 4 | 7 | 7 |
Strength
| Class | Strength per +1 minimum | Strength per +1 maximum | 100 Strength adds |
|---|---|---|---|
| Berserker | 6 | 2 | +16 min · +50 max |
| Dragon Knight | 5 | 3 | +20 min · +33 max |
| Shadow | 8 | 4 | +12 min · +25 max |
| Valkyrie | 8 | 4 | +12 min · +25 max |
| Elementalist | 9 | 4 | +11 min · +25 max |
| Mystic | 9 | 6 | +11 min · +16 max |
| Helroid | 8 | 3 | +12 min · +33 max |
| Witchblade | 8 | 4 | +12 min · +25 max |
The same for every class
Intellect
+2.25 skill attack per point
Every class converts Intellect into skill attack power at the same rate: 100 Intellect is 225 skill attack. It is also what shortens casting — see below.
Agility
+6 hit rate per 100
Every 100 Agility adds six to your hit rate, which is a percentage. Weapons add their own on top. Hit rate never counts above 99.
Vitality
+5 dodge rate per 100
Every 100 Vitality adds five to your dodge rate. Armour adds more. Dodge rate never counts above 80, however much you stack.
Spirit
+0.12 s on your debuffs per 100
Debuffs you land on an enemy last a little longer — 1.2 seconds longer at 1,000 Spirit. Real, but small next to what Spirit does for your MP.
Agility and critical hits
| Agility | Critical chance from Agility |
|---|---|
| 100 | 6 – 8% |
| 400 | 12 – 14% |
| 900 | 18 – 20% |
| 1,500 | 23 – 25% |
Speed
Attack speed, movement and casting
Three different speeds, three different rules. Only one of them has anything to do with Agility.
Attack speed is set by your weapon type
Every weapon of a type swings at the same base speed, whatever its level or rarity. Agility multiplies that base — for a Berserker or Helroid, every 120 Agility adds a tenth of the weapon’s speed; for a Valkyrie it takes 200. Attack speed stops at 200, as the Character window prints it.
| Weapon | Class | Base speed | Elite 4.5 and up | Agility to reach 200 alone |
|---|---|---|---|---|
| Two-Handed Axe | Berserker | 105 | 115 | 1,090 |
| Two-Handed Sword | Berserker | 115 | 115 | 890 |
| One-Handed Sword | Dragon Knight | 135 | 135 | 770 |
| Spear | Dragon Knight | 120 | 135 | 1,070 |
| Dagger | Shadow | 140 | 140 | 770 |
| Whipsword | Shadow | 125 | 140 | 1,080 |
| One-Handed Crossbow | Valkyrie | 150 | 150 | 670 |
| Ether Weapon | Valkyrie | 105 | 150 | out of reach |
| Staff | Elementalist | 95 | 100 | out of reach |
| Orb | Elementalist | 100 | 100 | 1,400 |
| Gauntlet | Mystic | 135 | 135 | 870 |
| Ether Scythe | Mystic | 120 | 135 | 1,200 |
| Ether Blaster | Helroid | 115 | 115 | 890 |
| ArcBlade | Witchblade | 125 | 125 | 1,080 |
Movement
Level, gear and buffs — capped at 300
Everyone starts at 100. Your level adds a little on its own — 8 at level 100, 14 at level 177 — and gear and skills add the rest. No stat is involved. Speed on foot stops at 300. Mounts run at their own speed and are not held to that limit.
Casting
Forty per cent off, then Intellect
Every skill with a cast time now takes 40% less time than it used to, for every character. Intellect then cuts one per cent more for every 20 points, up to 70% at 1,400 Intellect. The two multiply, and casting speed on gear applies on top. No cast gets shorter than a tenth of a second.
| Intellect | A two-second cast now takes | Share of the original |
|---|---|---|
| 0 | 1.2 seconds | 60% |
| 400 | 0.96 seconds | 48% |
| 800 | 0.72 seconds | 36% |
| 1,400 or more | 0.36 seconds | 18% |
Changing your mind
Resetting your stats
Every character gets five free resets, and they work at any level up to the cap. A reset puts all five stats back to your class's starting line and hands every point back to spend again.
- 1
Open the Character window
The reset button sits in the stat panel. Hover over it and it tells you how many free resets you have left. - 2
Press it and confirm
The confirmation box repeats the count. You do not need to take any gear off first, but it will not work while you are transformed. - 3
Spend the points again
Everything above your class's starting stats comes back as unspent points. Place them, then apply — the apply step asks you to confirm, because it is the one you cannot undo without spending another reset.
After the fifth
Once the free ones are gone, a Stat Reset item does the same job: it returns all five stats to your starting line in one go. Five free resets is a lot of room to experiment, so there is no reason to be careful with your first build.
Build advice
What the numbers say
Not a build for every class — those depend on your skills and your gear. These are the conclusions the formulas actually support.
If you cast
Intellect is doing two jobs for you: 2.25 skill attack per point, and a shorter cast for every 20 points. Both keep paying until 1,400, where the cast stops getting shorter; from there to the 1,500 ceiling you are buying skill attack only. Levelling alone pays 880 points, so getting to 1,400 means gear that carries Intellect — and every point of it counts the same as one you spent.
If you swing a weapon
Strength is worth far more to some classes than others. A Berserker gains a point of maximum damage for every 2 Strength; a Mystic needs 6 — the same point is worth a third as much. Check your class in the Strength table before you pour everything into it.
Agility has a stopping point
Look up your weapon in the speed table. Past the Agility that takes you to 200 attack speed — less, once buffs and gear are counted — further Agility still adds hit rate and critical chance, but no speed. And critical chance itself slows down as it climbs.
Vitality is never wasted
Every point is HP (7 to 12, by class), a share of physical defence and a share of dodge rate. Spirit is almost purely MP, which is why it pays most for the Shadow, Elementalist, Mystic and Helroid at 6 MP a point, and least for the Berserker at 2.
For what each class’s two branches actually do, start with the classes page.

