Every Adventurer is, at his or her core, made up of numbers that gauge how effective they are in a fight. This collection of numbers is called statistics, often abbreviated stats. The Adventurer's stats are typically spread out across their character sheet for you to review, equip, tweak, train, and generally make the best adventuring parties that you can manage. Adventurer Manager is the name of the game, after all!
- 1 Quick Stats
- 2 Attributes
- 3 Stats tab
- 3.1 Defense
- 3.2 Combat
- 3.3 Bonuses
Quick Stats[edit | edit source]
Your Adventurer's quick stats are a compact display of his or her HP, XP, level, age, and endurance found in the middle of the center column on the Adventurer's character sheet.
Level[edit | edit source]
As your Adventurers successfully complete combat encounters, clear dungeons, and generally avoid dying, they earn XP (Experience Points). When they earn enough XP to reach the next level, they level up and get all sorts of nice benefits:
- a skill point
- attribute points to increase their Attributes
- more HP (hit points), Energy, and Endurance
- access to better equipment and Skills
All Adventurers start out at level 1 and can reach a maximum of level 50.
XP to Next Level[edit | edit source]
Progress bars are a nice, useful tool to keep you motivated in managing your Adventurers to achieve the next level. This metric is indicated by the yellow bar as a percentage of currently earned vs. minimum required XP for the next level.
Age[edit | edit source]
When Adventurers get old, they start being less effective as a lifetime of injuries, effort, and general wear-and-tear takes its toll. Older Adventurers can retire, choosing to be a mentor to a younger Adventurer and pass down his or her knowledge of how to be the leanest, meanest fighting machine this side of Adventuria.
See the article on Age for full information about the effects of aging on your Adventurers.
HP (Hit Points)[edit | edit source]
Hit points are indicated by the red bar as a percentage of current vs. maximum (fully healed) HP. This is the same number displayed under Defense as HP in the Stats tab in the left-most column on the character sheet.
Endurance[edit | edit source]
Endurance is a limit of how long an Adventurer can continue plowing through dungeons and taking on auto-adventures. When an Adventurer's Endurance reaches 300 or less, the Adventurer becomes fatigued and suffers major attribute decay until he or she is given enough in-game time to rest up and recover back to full health.
Endurance is indicated by the green bar as a percentage of current vs. maximum (fully rested) endurance.
Attributes[edit | edit source]
No JRPG would be complete without Adventurer attributes to measure how strong/smart/wise/buff they are. See the Attributes article for full details on each attribute, but for quick reference, here's the in-game tooltips of each:
|Increases Weapon Damage when using a melee weapon.|
|Increases chance to Parry when using a melee weapon.|
|Increases Weapon Damage when using a bow.|
|Increases chance to dodge attacks and traps.|
|Increases hit points.|
|Increases chance to crit.|
|Increases Critical Damage.|
|Increases Spellpower for INT-based classes (WIZ, WLK, ENC, DEK, ARB).|
|Increases Spellpower for WIS-based classes (CLR, MNK, PLD, RNG, SHM).|
|Increases chance to resist magical attacks and traps.|
Stats tab[edit | edit source]
These stats can be enhanced by the Adventurer's:
- choice of equipment (specifically shields and type of weapon)
- courses taken at the University
- party configuration
Defense[edit | edit source]
"The best defense is a good offense" is a wise saying, but a witty quip won't save your Adventurers from a particularly hard knock on the noggin. That's where armor (the equipment kind), resistances, and other types of defense come in.
HP[edit | edit source]
Hit Points are a numeric metric of how many whacks and how hard of said whacks your Adventurer can take. If your Adventurer ever reaches 0 HP, they die and are unable to contribute to the remainder of the encounter, dungeon, or auto-adventure.
Your Adventurer's Constitution directly affects how many HP s/he has. When your Adventurer levels up and you choose to allocate points to Constitution, that Adventurer will gain more HP. Every point increase of Constitution translates to +5 HP.
There are no University courses to directly increase an Adventurer's HP, but there is a course in the Attributes hall to increase their Constitution, which results in the same thing - more HP.
Armor[edit | edit source]
Your Adventurer's armor score is calculated solely by adding up the armor values of the various pieces of armor s/he is wearing plus any armor-related University courses. The armor score directly factors into the amount of damage mitigation that your Adventurer takes when s/he gets hit by an enemy attack.
Mitigation[edit | edit source]
Damage mitigation is a percentage reduction of the amount of incoming damage. For example, if your Adventurer has 20% damage mitigation and takes 100 points of HP damage from an enemy attack, s/he will only take 80 HP of damage instead. Damage mitigation stacks with the chance to block an attack - once the successful block mitigation is resolved, then the Adventurer's natural damage mitigation will kick in to reduce the overall amount of direct damage taken from enemy attacks.
HP Regen[edit | edit source]
Every round, your Adventurer will gain this many HP (to a maximum of their normal maximum HP, obviously). It's like free healing!
Block Chance[edit | edit source]
When your Adventurer has a shield equipped, s/he gains a percentage chance of being able to block an incoming attack. A successful block can reduce the total amount of damage taken. Even if the Adventurer cannot fully block the incoming attack, a properly-placed shield will still mitigate some of the damage, possibly turning a brutal, punishing blow into a less life-threatening amount of damage. Resurrections are expensive, so invest in as much protection for your Adventurers as you can!
Adventurers can attend Armor Courses at the University to increase their Block Chance percentage. These courses are offered per shield type (light or heavy), and Advanced Armor Courses are available to further specialize in blocking with heavy shields.
Block Amount[edit | edit source]
If your Adventurer succeeds at blocking an incoming attack, this amount of damage will be completely negated. Obviously, your Adventurer needs to have a shield equipped in order to block incoming attacks.
There is currently no University course to increase an Adventurer's block amount.
Parry[edit | edit source]
Adventurers can enroll in either Ranged or Melee Weapon Courses at the University to increase their Parry percentage when wielding a specific weapon.
Riposte[edit | edit source]
There is no information on this stat.
Adventurers can enroll in either Ranged or Melee Weapon Courses at the University to increase their Riposte percentage when wielding a specific weapon.
Phys. Dodge[edit | edit source]
Short for physical dodge. Sometimes, an Adventurer can avoid taking damage by just getting out of the way of an attack completely. Physically dodging attacks can be more effective than loading him/her up with a heavy, cumbersome shield or risk nicking his/her hard-won weapon(s).
There is currently no University course to increase an Adventurer's physical dodge chance.
Magic Resist[edit | edit source]
Magic is a powerful force; however, your Adventurer has spent a lifetime learning how to stay alive by avoiding or reducing the damage from incoming attacks - whether of the mundane, physical type (armor defense, shield blocking, and mitigations) or by shrugging off magical effects.
Any time your Adventurer is attacked with a magic effect, s/he will have a percentage chance to resist magic. If s/he succeeds at resisting magic, the spell is completely negated and deals no damage or detrimental effects (debuffs).
There is currently no University course to increase an Adventurer's resistance to magic-based effects.
Dmg Reflect[edit | edit source]
Short for damage reflection. If your Adventurer takes damage, s/he can reflect a portion of the damage dealt back to the attacker.
Combat[edit | edit source]
When you absolutely, positively, got to kill every enemy in the room, accept no substitutes - grab a weapon and start bashin' in heads!
Weapon Dmg[edit | edit source]
Short for weapon damage, this stat is a range of the amount of damage your Adventurer will deal with his or her weapon(s) in combat under optimal conditions (e.g. ignoring enemy armor/mitigations/block chance, debuffs on the Adventurer, etc.). Weapon damage also applies if your Adventurer succeeds on a crit, double, or triple attack.
Weapon damage is based on a combination of factors including the Adventurer's wielded weapon's base damage and the Adventurer's Strength (for melee weapons) or Dexterity (for ranged weapons) score. If you want your Adventurer to do more damage, you have several options:
- wield a better weapon
- level up your Adventurer
- allocate more attribute points to Strength (for melee weapons) or Dexterity (for ranged weapons)
- respec your Adventurer and allocate more attribute points as above
There are plenty of University courses to increase an Adventurer's weapon damage, although they are restricted per weapon type.
Spellpower[edit | edit source]
Spellpower is the magical equivalent of weapon damage in that it is used whenever a skill deals damage via magical means. Note that spellpower does not come from the weapon that the Adventurer is wielding - the weapon damage would apply instead.
|Hit||Your Adventurer isn't perfect and may not always hit his or her intended target.|
|Crit||If your Adventurer lands a solid hit, this is the percentage chance that his or her hit is so particularly well-placed that it deals a massive amount of damage.|
|Crit Dmg||How much damage? This much damage!|
|Life on Hit||When your Adventurer makes a successful attack, he or she has a chance to regain some HP.|
|Double Attack||Particularly combat-minded Adventurers always look for opportunities to get another attack in if at all possible.|
|Triple Attack||Why not three attacks?|
|Energy on Hit||Every time your Adventurer lands a hit, s/he will gain this much Energy back.|
|Energy Regen||Your Adventurer regains Energy this much faster every round.|
Bonuses[edit | edit source]
Magic Find[edit | edit source]
Loot is nice. More loot is even nicer. Magical loot, however, is downright awesome because it gives your Adventurers even better abilities than they would normally have.
Gold Find[edit | edit source]
Gold finances upgrading your Ruler's Castle, subsidizes your Adventurers' University courses, and helps pay for resurrecting dead Adventurers. Why wouldn't you want to increase your Adventurer's ability to find more gold?
Adventuring[edit | edit source]
There is no information on this stat.
XP Gain[edit | edit source]
Adventurers of certain races may have a racial bonus or penalty to XP gain (e.g. Giants). They can overcome this deficiency or supplement their natural abilities by studying hard at the University, particularly the courses on Adventuring.
Flee[edit | edit source]
Some Adventurers like to beat a hasty retreat, so they train at the University on how to be fleet of foot should an encounter go poorly. With a better overall chance of fleeing, adventuring parties can mitigate how much damage they take and ultimately, have a better chance of escaping with all party members alive to save on resurrection costs.
Resting[edit | edit source]
Adventurers with high resting stats recover #Endurance faster, have less downtime, and can get back into the thick of the fights.