Characteristic

See also: Finding Equipment, Water (item), Vitality (Iop), Neutral (alignment), Game Information

s, often referred to as statistics or stats, are what defines your character's potential. These are normally boosted by level, equipment or Characteristic Scrolls.

s can be reset.

Elements
There are five elements, each linked to a characteristic. Most damage sources are elemental. See Weapons by damage for a list of Weapons based on the elements they hit in.
 * Neutral.svg Neutral, linked to Strength
 * Earth.svg Earth, linked to Strength
 * Fire.svg Fire, linked to Intelligence
 * Water.svg Water, linked to Chance
 * Air.svg Air, linked to Agility

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, spells.

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.

Strength, Intelligence, Chance and Agility can easily be calculated by hitting an enemy protected by spell like truce or immunity: 4 elemental damage weapons like Gobball Royal Sword would give all the information in one strike.
 * How to calculate basics characteristics of a mob (most of the monster stats are listed in the Solomonk website bestiary)
 * intelligence = fire_reduction/3 - spell_reduction/3
 * X = X_reduction - spell_reduction - 2 x intelligence

Vitality.svg Vitality (Vit)
Vitality is mostly appreciated because of its use in making fights last longer.
 * Increases HP by 1 (2 in the case of Sacriers) per point.

Equipment boosts in Vitality are different from boosts in HP/Life. With Vitality, your maximum health will increase and remain at 100%. However, a boost in HP/Life increases maximum health, but does not conserve the total amount. See Vitality Equipment for a list of Equipment that gives Vitality. Can also be increased with Characteristic Scrolls and Characteristic Food.

Strength.svg Strength (Str)
See Strength Equipment for a list of Equipment that gives Strength. Can also be increased with Characteristic Scrolls and Characteristic Food.
 * Linked to Neutral and Earth elements.
 * Increases Pods by 5 per point.

Intelligence.svg Intelligence (Int)
See Intelligence Equipment for a list of Equipment that gives Intelligence. Can also be increased with Characteristic Scrolls and Characteristic Food.
 * Linked to Fire element.
 * Increases Healing efficiency by 1% per point.
 * Increases Reduction efficiency.

Chance.svg Chance (Cha)
See Chance Equipment for a list of Equipment that gives Chance. Can also be increased with Characteristic Scrolls and Characteristic Food.
 * Linked to Water element.
 * Increases Prospecting by 1 per 10 points.

Agility.svg Agility (Agi)
See Dodging/Critical Hit for more information about it and how it is calculated. See Agility Equipment for a list of Equipment that gives Agility. Can also be increased with Characteristic Scrolls and Characteristic Food.
 * Linked to Air element.
 * Affects Dodging.
 * Increases Critical Hits.

Wisdom.svg Wisdom (Wis)
See AP and MP loss for more information about it and how it is calculated. See Wisdom Equipment for a list of Equipment that gives Wisdom. Can also be increased with Characteristic Scrolls and Characteristic Food.
 * Increases Experience gains by 1% per point.
 * Increases AP Loss Resistance by 1% per 4 points (capped at 200%, 800 Wisdom).
 * Increases MP Loss Resistance by 1% per 4 points (capped at 200%, 800 Wisdom).
 * Increases Reflect efficiency by 1% per point.
 * Increases your chance to steal AP and MP, compared to the opponent's Wisdom.

Spells that reflect damage are boosted by wisdom. You just have to cast them on a foe and hit them to have an estimation of their wisdom. The best spell to use is blinding protection, as the reflection isn't random. It is possible to have a more precise result using the %AP/MP Loss Resistance but one has to remember many foes have %AP/MP Loss Resistance bonuses. So these values can only be used if they give lower results than the max value. Blinding protection level 5 (6 reflection) on a foe reflect 12 damages means wisdom is between 100 and 116. If the monster has 55% AP Loss Resistance and 27% MP Loss Resistance, then wisdom is lower or equal to min (55 * 4; 27 * 4) which mean lower or equal to 108. In conclusion, it has between 100 and 108 wisdom.
 * How to calculate wisdom of a monster
 * min_wisdom = round_down (reflection_mesured /reflection_unmodified * 100) - 100
 * max_wisdom = round_up ((reflection_mesured + 1) /reflection_unmodified * 100) - 101
 * max_wisdom <= min (%AP Loss Resistance * 4 ; %MP Loss Resistance * 4 )
 * For example
 * min_wisdom = round_down (12 /6 * 100 )- 100 = 100. (99 wisdom means(100+99)/100 * 6 = 11,94 = 11 reflection)
 * max_wisdom = round_up(13 /6 * 100 )- 101 = 116. (117 wisdom means (100+117)/100 * 6 = 13,02 = 13 reflection)

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 PvP. 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.

See Energy Items for a list of items that replenish Energy.

Pods
Characters start with a base of 1,000 Pods and gain 5 pods per level. Every Strength point yields 5 Pods.

Pods can also be gained from professions, for more information see Profession. See Pods Equipment/Strength Equipment for a list of Equipment that gives Pods/Strength.

A character with items weighing more than carrying capacity is typically called "overloaded". While overloaded, the character cannot move or perform normal actions. It is impossible to take items from a vault or chest that would make you overloaded. While gathering, any resources that would make the character overweight are lost, and no experience is gained from gathering, resulting in 0 items. 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. 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).

HP.svg Health Point (HP)
Health Points (also known as HP and Life) 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, 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 1 HP per second normally, and 2 HP per second while using the Sit or Rest emotes. It may also be restored by using certain foods and spells, leveling up your character will restore your HP to its maximum.

See HP Items for a list of items that replenish HP. See Healing Spells/Healing Weapons for a list of Spells/Weapons that heal.

AP.svg 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. There is no maximum value of AP/MP a character can have.

Reaching level 100 permanently increases the base value to 7 AP.

See AP Equipment for a list of Equipment that gives AP. See AP Weapons for a list of Weapons that decrease the target's AP when hitting. See AP Cost Weapons for a list of Weapons sorted by their AP cost.

MP.svg 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. There is no maximum value of AP/MP a character can have.

Reaching level 100 has no effect on the base value of MP.

See Dodging for more information about it and how it is calculated. See MP Equipment for a list of Equipment that gives MP.

Range.svg 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.

See Range Equipment for a list of Equipment that gives Range. See Range Weapons for a list of Weapons sorted by their Range.

Prospecting.svg Prospecting (PP)
Prospecting increases your chances of getting drops from monsters at the end of a fight. Every 10 Chance points yields 1 Prospecting.

The base value for every class is 100 Prospecting, except Enutrofs who start with 120 Prospecting and have an extra chance to drop with their Living Chest.

See Prospecting Equipment/Chance Equipment for a list of Equipment that gives Prospecting/Chance. Can also be increased with Characteristic Food.

Initiative.svg 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.

Initiative = (Strength + Intelligence + Agility + Chance + Initiative Bonus) * (HP remaining/Total HP)
 * How to calculate initiative

See Initiative Equipment for a list of Equipment that gives Initiative.

Summon.svg Summons (Sum)
Summons determines the maximum number of summons you can control at once in a fight. All characters have the possibility to summon one creature, regardless if the character has any summoning spells or not.

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 summons gain +1% to their base stats for each level of the summoner. Summoner's stats do not affect the summon. Summons deal Indirect Damage.

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.

See Summons Equipment for a list of Equipment that gives Summons. See Summoning Spells for a list of Spells that Summon creatures.

Damage.svg Damage (Dmg)
Damage increases the base Damage done by Spells/Weapons.

Percent Damage increases the percentage Damage (100% meaning damage increases twice, etc.) done by Spells/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, Heals, etc.)

See Damage for more information about different types of damage and how damage is calculated. See Damage Equipment/Percent Damage Equipment for a list of Equipment that gives Plus Damage/Percent Damage. See Weapons by damage for a list of Weapons based on the elements they hit in.

Trap Damage.svg Trap Damage
Trap Damage and Percent Trap Damage works like Damage, just for Traps.

See Damage for more information about different types of damage and how damage is calculated. See Trap Damage Equipment/Percent Trap Damage Equipment for a list of Equipment that gives Trap Damage/Percent Trap Damage.

Heals.svg Heals (Hea)
Heals work like Damage, just for Healing.

See Healing for more information about it and how it is calculated. See Heals Equipment for a list of Equipment that gives Heals. See Healing Spells/Healing Weapons for a list of Spells/Weapons that heal.

Reflect.svg Reflect
Reflect gives your character the ability to reflect Weapon/Spell Damage received.

See Reflect Damage for more information about it and how it is calculated. See Reflect Equipment/Wisdom Equipment for a list of Equipment that gives Reflect/Wisdom.

Critical Hit.svg Critical Hit (CH)
Increases a character's chance to deal more damage with Spells/Weapons, and in some cases do other effects.

See Critical Hit for more information about it and how it is calculated. See Critical Hits Equipment/Agility Equipment for a list of Equipment that gives Critical Hits/Agility. See CH Rate Weapons/CH Bonus Weapons for a list of Weapons based on their Critical Hit Rare/Bonus.

Critical Hit.svg Critical Failure (CF)
Increases the chance for a Spell/Weapon to not cast/work.

See Critical Failure for more information about it.

AP.svg AP Loss Resistance
Reduces the chance to get AP removed. Every 4 Wisdom points yields 1% AP Loss Resistance. It is capped at 200% for characters, 800 Wisdom.

See AP and MP loss for more information about it and how it is calculated. See Wisdom Equipment for Equipment that gives Wisdom.

MP.svg MP Loss Resistance
Reduces the chance to get MP removed. Every 4 Wisdom points yields 1% MP Loss Resistance. It is capped at 200% for characters, 800 Wisdom.

See AP and MP loss for more information about it and how it is calculated. See Wisdom Equipment for a list of Equipment that gives Wisdom.

Neutral Resistance.svg Neutral (%)
Reduces Damage from Weapons/Spells where the source is the Neutral element in %.

You can only have a maximum of 50% of each Resistance. Although you are able to equip extra equipment with more %Resistances, the bonus will not be included.

See Resistance for more information about it. See Damage for more information about how it is calculated. See Percent Neutral Resistance Equipment for a list of Equipment that gives Percent Neutral Resistance.

Neutral Resistance.svg Neutral (fixed)
Reduces Damage from Weapons/Spells where the source is the Neutral element.

See Resistance for more information about it. See Damage for more information about how it is calculated. See Neutral Resistance Equipment for a list of Equipment that gives Linear Neutral Resistance.

Earth Resistance.svg Earth (%)
Reduces Damage from Weapons/Spells where the source is the Earth element in %.

You can only have a maximum of 50% of each Resistance. Although you are able to equip extra equipment with more %Resistances, the bonus will not be included.

See Resistance for more information about it. See Damage for more information about how it is calculated. See Percent Earth Resistance Equipment for a list of Equipment that gives Percent Earth Resistance.

Earth Resistance.svg Earth (fixed)
Reduces Damage from Weapons/Spells where the source is the Earth element.

See Resistance for more information about it. See Damage for more information about how it is calculated. See Earth Resistance Equipment for a list of Equipment that gives Linear Earth Resistance.

Fire Resistance.svg Fire (%)
Reduces Damage from Weapons/Spells where the source is the Fire element in %.

You can only have a maximum of 50% of each Resistance. Although you are able to equip extra equipment with more %Resistances, the bonus will not be included.

See Resistance for more information about it. See Damage for more information about how it is calculated. See Percent Fire Resistance Equipment for a list of Equipment that gives Percent Fire Resistance.

Fire Resistance.svg Fire (fixed)
Reduces Damage from Weapons/Spells where the source is the Fire element.

See Resistance for more information about it. See Damage for more information about how it is calculated. See Fire Resistance Equipment for a list of Equipment that gives Linear Fire Resistance.

Water Resistance.svg Water (%)
Reduces Damage from Weapons/Spells where the source is the Water element in %.

You can only have a maximum of 50% of each Resistance. Although you are able to equip extra equipment with more %Resistances, the bonus will not be included.

See Resistance for more information about it. See Damage for more information about how it is calculated. See Percent Water Resistance Equipment for a list of Equipment that gives Percent Water Resistance.

Water Resistance.svg Water (fixed)
Reduces Damage from Weapons/Spells where the source is the Water element.

See Resistance for more information about it. See Damage for more information about how it is calculated. See Water Resistance Equipment for a list of Equipment that gives Linear Water Resistance.

Air Resistance.svg Air (%)
Reduces Damage from Weapons/Spells where the source is the Air element in %.

You can only have a maximum of 50% of each Resistance. Although you are able to equip extra equipment with more %Resistances, the bonus will not be included.

See Resistance for more information about it. See Damage for more information about how it is calculated. See Percent Air Resistance Equipment for a list of Equipment that gives Percent Air Resistance.

Air Resistance.svg Air (fixed)
Reduces Damage from Weapons/Spells where the source is the Air element.

See Resistance for more information about it. See Damage for more information about how it is calculated. See Air Resistance Equipment for a list of Equipment that gives Linear Air Resistance.

Physical Reduction
Reduces Damage from Weapons/Spells where the source is Neutral or Earth element.

See Resistance for more information about it. See Damage for more information about how it is calculated.

Magical Reduction
Reduces Damage from Weapons/Spells where the source is Fire, Water or Air element.

See Resistance for more information about it. See Damage for more information about how it is calculated.