Stats

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Help! What are stats?

Stats show what your character is good and bad at it. Let's show an example of what stats look like (type +stats to see your own!):

Example Stats

You can see your stats at any time with the use of +stats. For more information on various aspects of the sample statblock above, please see Elements and Abilities.

What does Strength do?

Strength strongly affects physical attacks, adds a slight bonus to physical defense, and adds to weapon attack. It also contributes to primal attacks if the derived physical attack is higher than magical attack.

Strength measures a character's ability to use physical force effectively in combat, possibly but not necessarily reflecting their raw physical prowess and muscle. A character can be muscular with a high strength stat, or they can be physically strong but bad at applying that force, having a low stat. Similarly, a feeble character can have a low strength stat, or they can be physically weaker but good at finding and exploiting opportunities in combat.

What does Magic do?

Magic strongly affects magical attacks, adds a slight bonus to magical defense. It also contributes to primal attacks if the derived magical attack is higher than magical attack.

Magic measures a character's ability to effectively use mystical force in combat, possibly but not necessarily reflecting their intelligence or mystic inclination -- smart or mystically-inclined characters often do have higher magical capability, but this isn't always the case. A character can simply not be in tune with the world around them, or despite their efforts, simply just not good at magic. Similarly, a character might just be disciplined or have a lot of occult experience despite a lack of schooling or belief in mystic forces.

What does Agility do?

Agility strongly affects magical defense, provides a slight bonus to magical attack, and adds a bonus to evasion.

Agility measures how fast and agile a character is. High agility can suggest a well-honed track star, or it could reflect good perception and ability to see attacks and react before they connect. Low agility might mean that a character is clumsy or nonathletic, or it just might mean they aren't very good on their feet or have a poor reaction time.

What does Vitality do?

Vitality strongly affects physical defense, provides a slight bonus to physical attack, and adds a bonus to incoming healing effects.

Vitality measures how tough and hardy a character might be. This might reflect a high level of health and endurance training, or it might just indicate a refusal to quit even if the character's arm is hanging off. Similarly, low vitality might suggest an nonathletic or sickly character, or it might suggest someone who just can't take pain very well.

What does Luck do?

Luck slightly affects all derived stats, and increases the critical hit rate.

Luck measures how lucky a character is. Luck can't solve everything, but the effects are hard to deny when it does work. High luck might be good fortune, or being adept at seeing how to turn a bad situation into a good one. Low luck might suggest literal bad luck, or it just might be someone who doesn't see all the opportunities before them, or someone who just has a bad outlook.

What do the derived stats do?

Base stats play into derived stats, which determine a character's final combat capability. These are:

  • Physical Attack (PATK): This represents a character's overall damage capacity with attacks that rely upon direct force. This does not include attacks with an equipped weapon. It may affect Primal abilities if this stat is higher than Magical Attack.
  • Magical Attack (MATK): This represents a character's overall damage capacity with attacks reliant upon mystical force. It includes Magical, Ailment, and Recovery abilities. It may affect Primal abilities if this stat is higher than Physical Attack.
  • Weapon Attack (WATK): This represents a character's overall damage capacity with their chosen weapon.
  • Physical Defense (PDEF): This represents a character's overall protection against Physical attacks. This includes weapon attacks. If an attacker with a higher PATK uses a Primal-classed skill, then this stat will defend against it.
  • Magical Defense (MDEF): This represents a character's overall protection against Magical and and Ailment (Support) attacks. If an attacker with a higher MATK uses a Primal-classed skill, then this stat will defend against it.
  • Recovery Bonus (REC+): This is a positive modifier that indicates how much the effect of healing abilities is increased when they are used upon the character.
  • Evasion (EVA): This represents a character's overall ability to simply avoid incoming attacks, negating their damage and effects. It is applied after an attack's basic accuracy, and applies to a greater degree to high-damage attacks than to low. Recovery and Ailment (Support) attacks bypass this value.
  • Critical Hit Rate (CRIT): This is the chance per attack that a given hit will be a critical hit. It is modified further by various status effects and conditions, and refers to all attack types capable of scoring critical hits.

How many points do I have for stats? What are stat ranges?

For Persona-users and Shadow-Possessed, characters have 78 points for themselves and 232 for their Shadow/Persona.

For civilians, the base total is the same, but the Shadow/Persona values are automatically set to straight 30s. For civilian police, military, and others trained in a similar level of combat, these are set to 45.

Personal stats range from 10 to 20; they may not be higher or lower. These mostly give an idea of a character's base proficiencies and only slightly affect combat.

Persona/Shadow stats range from 30-60, and may not be higher or lower. These stats play a heavier role in combat.

Averaged stats range between 20 and 40.

Overall, lower stats reflect lesser capability while higher is greater capability. Someone with a higher capability might shine in using a given stat, but someone with a lower stat is by no means inept. Remember, being good at one thing means being poor at another.

Derived stats follow a similar logic: higher stats reflect better capability. These ranges can be wider than base stats, and vary -- Recovery Bonus for example can dip quite low on the lower end.


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