Characteristics, often referred to as statistics or stats, are what defines your character's potential. Characteristics are normally boosted by level, equipment or Characteristic Scrolls. Some Characteristics can be altered by resetting them.
See also: Equipment, Equipment by effects
Basic characteristics
The six basic characteristics are Vitality, Wisdom, Strength, Intelligence, Chance and Agility. These can be increased permanently by distributing the characteristic points you gain at each new Level (see Soft Caps), by using Characteristic Scrolls or Characteristic Food. They can also be increased (and decreased) with equipment and, during battle, buffs.
Strength, Intelligence, Chance and Agility also have an elemental nature to them. For each point that these characteristics are increased, the character can do 1% more damage in the corresponding element.
Vitality (Vit)
For the Iop Spell of the same name, see Vitality (spell).
- Increases HP by 1 per point.
Vitality increases your character's Health Points.
Equipment boosts in vitality are different from boosts in HP. With Vitality, your maximum health will increase and remain at 100%. However, a boost in HP increases maximum health, but does not conserve the total amount.
For equipment see Vitality equipment, there is also Vitality penalty equipment.
Wisdom (Wis)
- Increases Experience gains by 1% per point.
- Increases AP Parry by 1 per 10 points.
- Increases MP Parry by 1 per 10 points.
- Increases AP Reduction by 1 per 10 points.
- Increases MP Reduction by 1 per 10 points.
- See AP and MP loss for more information.
Wisdom increases the amount of experience received from fights. It also helps avoid AP and MP losses and makes you better at removing AP and MP from enemies.
For equipment see Wisdom equipment, there is also Wisdom penalty equipment.
Strength (Str)
For equipment see Strength equipment, there is also Strength penalty equipment.
Intelligence (Int)
For equipment see Intelligence equipment, there is also Intelligence penalty equipment.
Chance (Cha)
- Increases Water element damage.
- Increases Prospecting by 1 per 10 points.
For equipment see Chance equipment, there is also Chance penalty equipment.
Agility (Agi)
- Increases Air element damage.
- Increases Dodge by 1 per 10 points.
- Increases Lock by 1 per 10 points.
For equipment see Agility equipment, there is also Agility penalty equipment.
Primary characteristics
The primary characteristics are listed below. These are not considered basic only because the characteristic points that a player gains at each level cannot be used to increase these characteristics.
Energy
Energy can be thought of as your character's life force. You lose energy when you are defeated by a monster or by another player in a non-challenge fight. If your energy reaches zero, you will become a ghost.
The base value for everyone is 10,000. When defeated by a monster, you lose 10 energy per character level. When defeated by another player, you lose 10 energy per alignment level and 100 per alignment rank. When defeated in a fight against a Perceptor, you lose 3,000 additional energy.
The quickest way to restore energy is by eating certain food items. Another way is by either logging off or switching to merchant mode while your character is in a tavern/inn or in a house. Characters regain 1 energy point per minute of disconnection anywhere, and 2 energy points per minute if they are disconnected in taverns/inns, class temples, or houses. Your character will recover energy even if you log back in and play an alternate character. When you log back in as the resting character, a notice in the chat window will tell you how much energy was gained.
For Usable Items which replenish Energy see Energy Items.
Health Point (HP)
Health points keep your character alive in combat. If you reach 0 HP, your character is removed from the battle. If everyone on your side is defeated, your character may die, see death for details. If not, you will be restored to 1 HP when the battle ends (unless you received a level as a result of the battle, in that case all HP will be restored).
Each player character starts with 55 HP and gets 5 extra HP per level. Total HP is affected by Vitality.
When not in combat you recover 2 HP per second. It may also be restored by using certain foods and spells, leveling up your character will restore your HP to its maximum.
History: Before version 2.34, characters recovered 1 HP per second normally, and 2 HP per second while using the sit or rest Emotes.
For Usable Items which replenish HP see HP Items.
Action Point (AP)
Action Points (AP) allow you to cast spells or attack with a weapon during combat. AP used will be removed from the AP gauge, which will then fill up again at the beginning of each turn.
The base value for every class is 6 AP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to perform more actions during their turn, and will accept a decrease in their base value if they are getting a desired gain in other stats.
Reaching level 100 permanently increases the base value to 7 AP.
You can only have a maximum of 12 AP (so +5 AP from equipment if above level 100 and +6AP if below it). Although you are able to equip extra equipment with more AP, the AP bonus will not be included.
For equipment see AP equipment, there is also AP penalty equipment.
Movement Point (MP)
Movement Points (MP) allow you to move your character during combat. Moving your character one space on the grid requires one MP, whenever you move, the MP used will be removed from the MP gauge, which will then fill up again at the beginning of each turn.
The base value for every class is 3 MP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to be able to move further during their turn, and will accept a decrease in their base value if they are getting a desired gain in other stats.
Reaching level 100 has no effect on the base value of MP.
You can only have a maximum of 6 MP (so +3 MP from equipment). Although you are able to equip extra equipment with more MP, the MP bonus will not be included.
For equipment see MP equipment, there is also MP penalty equipment.
Initiative (Init)
Initiative determines turn order in combat. The higher your Initiative, the greater chance your character has of playing before the others. Taking damage lowers your character's Initiative, so it is best to start a fight with full HP.
The combatant with highest initiative goes first, then the highest initiative on the other team, then second highest on the first team, second highest on the second team, etc.
Each Strength, Intelligence, Chance or Agility point gives 1 Initiative point.
For equipment see Initiative equipment, there is also Initiative penalty equipment.
- How to calculate initiative
Initiative = (Strength + Intelligence + Agility + Chance + Initiative Bonus) * (HP remaining/Total HP)
Prospecting (PP)
See Drops for more information.
Prospecting increases your chances of getting drops from monsters at the end of a fight.
The base value for every class is 100 Prospecting.
Every 10 Chance points yields 1 Prospecting point.
For equipment see Prospecting equipment, there is also Prospecting penalty equipment.
Range (Ra)
Range increases the maximum distance at which you can cast your spells (provided their range is modifiable and not fixed).
You can only have a maximum of 6 Range. Although you are able to equip extra equipment with more Range, the Range bonus will not be included.
For equipment see Range equipment, there is also Range penalty equipment.
Summons (Sum)
See Summon for more information.
Summons determines the maximum number of summons you can control at once in a fight.
A Summon (or Invocation) is a creature you create by certain Spells. It will fight for you (or otherwise aid you in some manner), but you cannot directly control its actions.
All characters have the possibility to summon one creature, regardless if the character has any summoning spells or not.
Certain Spells, along with Equipment may increase this amount. The creatures over the limit won't be killed, but you won't be able to summon other creatures until the summoned creatures in the fight is again lower than your summons stat.
For equipment see Summons equipment.
Pods (Carrying Capacity)
In French, "poids" means weight.
Characters start with a base of 1,000 Pods and gain 5 pods per level.
Pods can also be gained from professions, for more information see Profession#Pod Bonus.
A character with items weighing more than its carrying capacity is typically called "overloaded". While overloaded, the character cannot exchange with NPCs or Perceptors and cannot run, it can, however, walk, use potions, Zaaps and exchange with other players. While gathering, any resources that would make the character overweight are lost, and no experience is gained from gathering. You cannot become overweight by withdrawing items from the bank, or by making an exchange with another player. Exchanging is not permitted by the game if the items you receive will make you overweight, however you may give enough items in return so that you would not be overloaded. If you are overloaded already, the other player in the exchange cannot offer items in the exchange bar at all. When overloaded, f2p players cannot initiate an exchange, but p2p players can. All overloaded players can accept an exchange. All other ways of gaining inventory items have the possibility of making you overloaded, such as defeating a monster or purchasing a subscription pet that includes resources (such as Croum).
Each Strength points yields 5 Pods.
For equipment see Pods equipment, there is also Pods penalty equipment.
Secondary characteristics
AP Reduction
See AP and MP loss for more information.
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Every 10 Wisdom points yields 1 AP Reduction point.
For equipment see AP Reduction equipment.
For weapons that can remove AP see AP Reduction weapons.
AP Parry
See AP and MP loss for more information.
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Every 10 Wisdom points yields 1 AP Parry point.
For equipment see AP Parry equipment, there is also AP Parry penalty equipment.
MP Reduction
See AP and MP loss for more information.
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Every 10 Wisdom points yields 1 MP Reduction point.
For equipment see MP Reduction equipment, there is also MP Reduction penalty equipment.
MP Parry
See AP and MP loss for more information.
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Every 10 Wisdom points yields 1 MP Parry point.
For equipment see MP Parry equipment, there is also MP Parry penalty equipment.
Critical Hit (CH)
See Critical Hit for more information.
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For equipment see Critical Hit equipment, there is also Critical Hit penalty equipment.
Heals
See Healing for more information.
Heals works like Damage (characteristic), just for Healing.
For equipment see Heals equipment, there is also Heals penalty equipment.
For weapons that can heal see Healing weapons.
Lock
See Dodging for more information.
If your character's lock is higher than the dodge of another, your character has the ability to disable the opponent from escaping. Useful for "tanks" as it will allow the tank to dodge-lock an opponent while his/her allies attack the dodge-locked victim.
Every 10 Agility points yields 1 Lock point.
For equipment see Lock equipment, there is also Lock penalty equipment.
Dodge
See Dodging for more information.
Dodge determines your character's ability to escape a "tackle" or "dodge-lock". A higher amount of dodge means that your character is more likely to succeed in moving away from an enemy when directly next to each other.
Every 10 Agility points yields 1 Dodge point.
For equipment see Dodge equipment, there is also Dodge penalty equipment.
Damage characteristics
Damage (Dmg)
See Damage for more information about the overall damage calculations.
Damage increases the linear Damage done by Spells and Weapons by a fixed amount.
For equipment see Damage equipment.
Power (Pow)
For the Iop Spell of the same name, see Power (spell).
See Damage for more information.
Power increases the percentage Damage (100% meaning damage increases twice, etc.) done by Spells and Weapons, it works the same way as having points in Strength, Intelligence, Chance and Agility, it does not, however, give the respective bonuses that those Characteristics give (i.e. Pods, Lock, Heals, etc.)
For equipment see Power equipment.
Critical Damage
See Damage for more information.
Critical Damage works like Damage (characteristic), just for damage done on Critical Hits.
For equipment see Critical Damage equipment, there is also Critical Damage penalty equipment.
Neutral Damage
See Damage for more information.
Neutral Damage works like Damage (characteristic), just for Neutral attacks.
For equipment see Neutral Damage equipment, there is also Neutral Damage penalty equipment.
Earth Damage
See Damage for more information.
Earth Damage works like Damage (characteristic), just for Earth attacks.
For equipment see Earth Damage equipment, there is also Earth Damage penalty equipment.
Fire Damage
See Damage for more information.
Fire Damage works like Damage (characteristic), just for Fire attacks.
For equipment see Fire Damage equipment, there is also Fire Damage penalty equipment.
Water Damage
See Damage for more information.
Water Damage works like Damage (characteristic), just for Water attacks.
For equipment see Water Damage equipment, there is also Water Damage penalty equipment.
Air Damage
See Damage for more information.
Air Damage works like Damage (characteristic), just for Air attacks.
For equipment see Air Damage equipment, there is also Air Damage penalty equipment.
Weapon Skill
See Weapon Skill for more information.
Weapon Skill increases Damage done with a Weapon.
Currently only the spell Weapon Skill can increase this statistic.
Reflect
See Damage#Defensive for more information.
Reflect will give your character the ability to reflect Weapon or Spell damage received.
For equipment see Reflect equipment.
Trap Damage
See Damage and Trap for more information.
Trap Damage works like Damage (characteristic), just for Traps.
Sram is the only class that benefits from this. It does not affect Trap of Silence and Paralyzing Trap.
For equipment see Trap Damage equipment.
Trap Power
See Power and Trap for more information.
Trap Power works like Power, just for Traps.
Sram is the only class that benefits from this. It does not affect Trap of Silence and Paralyzing Trap.
For equipment see Trap Damage equipment.
Pushback Damage
See Damage#Pushback Damage for more information.
Pushback Damage works like Damage (characteristic), just for damage done on Pushbacks.
Pushback is when a character or monster hits an obstacle before it could be pushed back the entire distance it should have been.
For equipment see Pushback Damage equipment, there is also Pushback Damage penalty equipment.
Spell Damage
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For equipment see Spell Damage equipment, there is also Spell Damage penalty equipment.
Weapon Damage
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For equipment see Weapon Damage equipment, there is also Weapon Damage penalty equipment.
Ranged Damage
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For equipment see Ranged Damage equipment, there is also Ranged Damage penalty equipment.
Melee Damage
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For equipment see Spell Damage equipment, there is also Pushback Damage penalty equipment.
Resistance characteristics
Neutral (fixed)
See Resistance for more information.
Fixed Neutral Resistance works like Linear Resistance, just for damage received from Neutral attacks.
For equipment see Neutral Resistance equipment, there is also Neutral Resistance penalty equipment.
Neutral (%)
See Resistance for more information.
% Neutral Resistance works like Percent Resistance, just for damage received from Neutral attacks.
For equipment see Neutral Resistance equipment, there is also Neutral Resistance penalty equipment.
Earth (fixed)
See Resistance for more information.
Fixed Earth Resistance works like Linear Resistance, just for damage received from Earth attacks.
For equipment see Earth Resistance equipment, there is also Earth Resistance penalty equipment.
Earth (%)
See Resistance for more information.
% Earth Resistance works like Percent Resistance, just for damage received from Earth attacks.
For equipment see Earth Resistance equipment, there is also Earth Resistance penalty equipment.
Fire (fixed)
See Resistance for more information.
Fixed Fire Resistance works like Linear Resistance, just for damage received from Fire attacks.
For equipment see Fire Resistance equipment, there is also Fire Resistance penalty equipment.
Fire (%)
See Resistance for more information.
% Fire Resistance works like Percent Resistance, just for damage received from Fire attacks.
For equipment see Fire Resistance equipment, there is also Fire Resistance penalty equipment.
Water (fixed)
See Resistance for more information.
Fixed Water Resistance works like Linear Resistance, just for damage received from Water attacks.
For equipment see Water Resistance equipment, there is also Water Resistance penalty equipment.
Water (%)
See Resistance for more information.
% Water Resistance works like Percent Resistance, just for damage received from Water attacks.
For equipment see Water Resistance equipment, there is also Water Resistance penalty equipment.
Air (fixed)
See Resistance for more information.
Fixed Air Resistance works like Linear Resistance, just for damage received from Air attacks.
For equipment see Air Resistance equipment, there is also Air Resistance penalty equipment.
Air (%)
See Resistance for more information.
% Air Resistance works like Percent Resistance, just for damage received from Air attacks.
For equipment see Air Resistance equipment, there is also Air Resistance penalty equipment.
Critical Resistance
See Resistance for more information.
Critical Resistance works like Linear Resistance, just for damage received on Critical Hits.
For equipment see Critical Resistance equipment, there is also Critical Resistance penalty equipment.
Pushback Resistance
See Resistance for more information.
Pushback Resistance works like Linear Resistance, just for damage received on Pushbacks.
Pushback is when a character or monster hits an obstacle before it could be pushed back the entire distance it should have been.
For equipment see Pushback Resistance equipment, there is also Pushback Resistance penalty equipment.
Ranged Resistance
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For equipment see Ranged Resistance equipment, there is also Ranged Resistance penalty equipment.
Melee Resistance
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For equipment see Melee Resistance equipment, there is also Melee Resistance penalty equipment.
Quasi-characteristics
These are attributes that could be considered characteristics, but are usually treated separately.
- Character's Level and Experience
- Professions and profession levels
- Alignment and alignment levels
- Spells, spell levels and Spell Points