Status of Character

Status shows abilities of the character.

Basic status

  • STR
    • Strength, increase inventory capacity and bonus damage. Relate to what items can be equipped.
  • INT
    • Intelligence, increase MP, bonus damage and chance of magic, magic resistance and number of tactics.
  • AGI
    • Agility, increase dodge chance and hit change.
  • VIT
    • Vitality,  increase HP and breath resistance.
  • NOTE: Maximum
    • The maximum value for any stat is 18. You cannot go over this value, even with items.
    • The maximum value for sum of stats is 60. You cannot go over this value, even with stat points.
  • HP
    • Health points. If HP goes 0, the character is fainted. If all characters are fainted, the adventure is aborted.
  • MP
    • Magic points. If MP goes 0, the character cannot use any skill.

  • Level of character (not subclass)
    • Show the character's total toughness.
  • Experience
    • Experience points. If the character get some experience points, he/she gains a level.
  • Level of subclass
    • Show the character's power about a certain subclass.
  • Stat points
    • With stat points, you can increase stat point. Stat points is gained every eight levels.
    • When the character reaches the maximum value of the sum of stats, stat points is no more gained.

Following status are also depends on your equipment.

  • Attack
    • Attack power, show damage when one attacking hits. If a weapon is more powerful and/or the character has more STR, this value will be higher.
  • Defense
    • Defense point of the armor, decrease a damage from an enemy's attack. If an armor is thicker, this value will be higher.
  • Shield block
    • Value of the shield, increase parry chance of the shield. If the character parries the enemy's attack, the damage is decreased. If a shield is bigger, this value will be higher.

Detailed Status

You can play the game without consideration for these status. 
  • Max No. of strikes
    • Per round. If a sub level of "Warrior" or "Rogue" are gained, this value will be gained gradually. Maximum value is 10.
    • An actual number of strikes is less than or equal to this number, depends on AGI and a level both of an enemy's and the character's.
  • Hit chance
    • If this value is higher, a possibility of hit is higher. This value includes an adjustment of the weapon.
  • Dodge chance
    • If this value is higher, a possibility of dodge is higher.
  • Magic chance
    • If this value is higher, spells of "Sorcerer" subclass are more effective (less resistance).
  • Payer chance
    • If this value is higher, spells of "Cleric" subclass are more effective (less resistance).
  • Magic damage
    • Show an additional damage to a damage which spells have originally.
    • If a spell is more powerful, this value is multiplied and added to the damage.
  • Magic resist
    • Show how the character can resist to enemy's spells.
    • When the character is thrown the spell, it is determined the spell is whether effective or not (the character resists or does not).
    • If the character resists the spell, the spell becomes ineffective, or a damage of the spell is reduced.
      • Spells can be ineffective are which have a certain result (success or failure), such as Sleep or Dispel Evil. Cleric's attack spells (like Inflict Light Wounds) are classified as this type of spell.
      • Other spells which have a damage can be reduced when the character resists them.
  • Breath resist
    • Show how the character can resist to enemy's breathes.
    • A judgement of a resistance is same to Magic resist.
  • Magic defense
    • Show how the character can reduce the damage from an enemy's spell.
    • Whether the character resists or not, the damage will be reduced by this value.
  • Breath defense
    • Show how the character can reduce the damage from an enemy's breath.
    • Whether the character resists or not, the damage will be reduced by this value.
  • Subclass experience
    • Show experience points for each subclass. These values are calculated from a generic experience points.
    • A level of subclass is gained by this value.