Skip to content

Trait Points and Stats

This is our current understanding of Traits and Stats and is subject to change as we get more information.

Trait Points

Trait Points are the core seven attributes that influence an adventurer's stats. These are:

  • Strength: Affects Attack Power and SP.
  • I.Q.: Affects Magic Power, MP, and Detect.
  • Piety: Affects Divine Power, Resistance, Magic Defense, and MP.
  • Vitality: Affects Resistance, physical defense, HP, and SP.
  • Speed: Affects Evasion, Evade Trp, Sure Evasion, and Action Speed.
  • Dexterity: Affects Accuracy, Surety, and Disarm Trap.
  • Luck: Affects the outcome of various actions.

Note

The exact influence of the trait points on stats depends in part of an adventurer's class multiplier, but there are also quite a few unknown factors. For example, we know that Dexterity increases Surety at a rate of 5 Dexterity = 1 Surety, but we don't know exactly how HP, MP, and SP are influenced by traits.

Base Trait Points

The base trait points an adventurer starts with considers multiple factors, including gender, race, class, and element type. Using this table, we can calculate the base traits for an given adventurer.

Strength IQ Piety Vitality Dexterity Speed Luck
Base 10 10 10 10 10 10 10
Gender Male +1 +1 +1
Female +1 +1 +1
Race Human
Elf -2 +3 -1 -2 +2 +1 -1
Dwarf +2 -2 +1 +3 +3 -4 -3
Beastfolk -1 +1 -4 +2 +2 +3 -3
Type Fire +2 +1
Air +1 +2
Earth +2 +1
Water +2 +1
Light +2 +1
Dark +2 +1
Void ? ? ? ? ? ? ?
Class Fighter +3 +1 +1 +2 +2 +1 +1
Knight +3 +1 +2 +3 +1 +1 +1
Thief +1 +1 +1 +1 +2 +3 +2
Priest +1 +2 +3 +1 +1 +1 +2
Mage +1 +3 +1 +1 +2 +2 +1
Ninja +2 +1 +1 +1 +2 +3 +2
Samurai +3 +2 +1 +2 +2 +1 +1
Mage of the Black Rod ? ? ? ? ? ? ?
Tall Mage +2 +2 +1 +1 +2 +1 +1

Stats

Class Multipliers

These are approximate baseline multipliers. There is a strong chance that class levels and/or grade gets factored in as well.

Class Attack Power Magic Power Divine Power Accuracy
Wanderer 1.1 0.7 0.7 1
Knight 1.1 0.5 1 1
Fighter 1.2 0.5 0.6 1
Thief 1 0.6 0.5 1.1
Ninja 1 0.75 0.3 1.15
Samurai 1 1 0.6 1
Priest 0.9 0.9 1.2 0.9
Mage 0.5 1.2 1 0.7
Black Rod 1.05 1 0.6 1
Tall Mage 1 1 0.8 1.1
Class Defense Magic Defense Evasion Resistance
Wanderer 1.05 0.9 0.9 0.9
Knight 1.15 1.15 0.7 1.05
Fighter 1.05 0.9 0.9 0.9
Thief 0.95 0.95 1.1 0.89
Ninja 0.95 1 1.15 0.89
Samurai 0.95 0.95 0.9 0.89
Priest 1 1.1 0.8 1
Mage 0.9 1.1 0.7 0.9
Black Rod 1 0.9 0.85 0.89
Tall Mage 1 0.95 0.7 0.85
Class Detect Disarm Trap Evade Trap Action Speed
Wanderer 1 1 1 0.9
Knight 0.8 0.8 0.8 0.75
Fighter 0.9 0.9 0.9 0.9
Thief 0.95 1.1 1.15 1
Ninja 0.95 1 1 1
Samurai 0.6 0.6 0.6 0.85
Priest 1 0.9 0.9 0.9
Mage 1.15 0.85 0.85 0.85
Black Rod 0.9 0.9 0.9 0.85
Tall Mage 0.8 0.85 0.8 0.85

Formulae

  • Attack Power: (X * STR)
  • Magic Power: (X * IQ)
  • Divine Power: (X * PIE)
  • Defense: (X * VIT)
  • Magic Defense: (X * PIE)
  • Detect: (X * (IQ * 0.7 + LUK * 0.3))
  • Disarm Trap: (X * (DEX * 0.7 + LUK * 0.3))
  • Evade Trap: (X * (SPD * 0.7 + LUK * 0.3))
  • Action Speed: (X * SPD)
  • Accuracy: (X * (DEX * 0.7 + LUK * 0.3))
  • Evasion: (X * (SPD * 0.7 + LUK * 0.3))
  • Resistance: (X * (PIE * 0.65 + VIT * 0.35))

Looking at the above charts, we can see that while primary stats (STR, IQ, etc) have a direct impact on the substats (Attack Power, Magic Power, etc), it's not a direct 1:1 relationship due to the class multiplier. As a base example, if you have a Fighter with 70 STR and no other Attack Power bonuses, that Fighter's Attack Power will be 70*1.2=84, while a Fighter with 60 STR and no other Attack Power bonuses would have an Attack Power of 60*1.2=72, or a difference of 12. This ultimately means that for a Fighter, a 10 point difference in STR results in only a 12 point difference in Attack Power.

Errata

Detect: Formula is correct, but multipliers might be off Disarm Trap: Treasure Trap Disarm Skill Lv1 adds 10 + 10% of disarm Resistance: There is almost definitely a rounding bug of some kind here but these are the numbers that work.

Trait Boost (Commonly called IV)

A Trait Boost/IV is manifested in one of two ways. First, and most commonly, a Character will have clearly improved growth in one Trait. Normally this is visible at level 1 on character creation by 1 Trait being 1 point higher than normal. However, this is not always the case. This is a "buff" to the Trait growth rate, not an extra Trait point. So it's possible to recieve a single Trait Boost/IV on a Trait that has poor growth for the Character/Class. For example: a Dwarf Knight may not show an extra point of Speed at level 1, but may have a Speed Boost/IV. The second way this can manifest is as a "Neutral" Boost, where all Traits recieve a very small increase in growth. This variety will not be visible at level 1 as all Traits will be their normal value.

It is important to note that this means you cannot tell if a given Character copy has a single Trait Boost/IV or a Neutral one at level 1 if all Traits are the normal value. Generally speaking, leveling a Character to level 20-30 will reveal what type of Boost/IV is happening for this particular Character copy in this situation. This is important to understand because your Character may have a Boost/IV in an undesireable Trait. Such as a Human Fighter with a Boost/IV of Piety.

You should know and understand that Boost/IV is just a bonus. A Characters Trait growth is primarily driven by their Class, and Race. An Elf Mage will always have great IQ even if their Boost/IV is Dexterity. Even if you should have a Boost/IV with a high degree of synergy (for example a Beastfolk Thief with Speed Boost/IV) the difference between "normal average" and "Boost/IV" will generally only be 6-10 points. If the Boost/IV is a single Trait with poor synergy (for example a Human Ninja with Vitality Boost/IV) the difference between normal average and the Boost/IV will be lower, commonly around 5-7 points.

The biggest unknown around Boosts/IVs, though, is exactly what this means for long-term Adventurer development. Assuming we will eventually be at a maximum level of 130, it's possible that the Boost/IV means a particular Trait Point will get to a "maximum value" faster but by level 130, all copies of an adventurer will have the same Trait Point values.

TheAxolotl's personal opinion on IVs is that when you have multiple copies of an adventurer to register, select the one with the IV that you prefer, as that will make a more currently notable difference in Trait Point growth than bonus points will. When you don't have multiple copies, don't worry about the IV. We don't know how IVs will play out long-term, so I personally think it's not worrying about.

Karkarov's personal opinion is much the same as TheAxolotl's. Ultimately it depends on the player, those who are happy to spend money and "whale" should absolutely be picky and wait for that perfect Character copy with the desired meta level 1 Traits. For the average player who is Free to Play you should just use what you have and know that this is not going to make or break a Character. There are many ways to tweak your ultimate Trait values, from gear, to bondmates, to brews, etc etc. There is no such thing as a "bad Character" in Daphne.

You will never ruin an adventurer by selecting one with no IV or a less than ideal IV.

Trait Point Variance

Trait Points can vary across two copies of the same Adventurer, and this is due to a combination of level growth, which have an element of randomness, how bonus points were spent, and Boost/IV. For example, one level 50 Adam could end up with 59 IQ, while another could end up with 73 IQ. We don't have a full understanding of the degree of variance from level growth and Boost/IV, but when looking at those two Adams, using the chart above, you can see that there's only a difference in Magic Power of (73-59)*1.2=16.8. That is not a large difference, especially as our Magic Power increases through equipment.

What does that mean? Ultimately, the impact of trait points on stats is significantly smaller than the impact of equipment on stats.

One popular myth to be aware of, "Lower Fortitude = Highter Trait Growth". This is a popular theory on Social Media based on anecdotal observations but is not true. A lower Fortitude Adventurer does not benefit from extra Trait growth and is no more likely to have high Trait growth than a 100 Fortitude character.

What about Legendary VS General VS Anonymous Adventurers, is there a difference? Advanced Classes VS Normal Classes? Yes, there is a difference on both counts.

Legendary Adventurers generally have slightly higher overall Trait growth VS General and Anonymous Adventurers, while General and Anonymous Adventurers have the same growth. Likewise Advanced Classes (Samurai and Ninja) generally have higher Trait growth than the Standard Classes.

Please understand this will not massively impact a non Legendary or Advanced Class Adventurers potential. You could potentially see gaps around 20 total Trait points comparing say Shiou to Olive at level 60. For a more fair comparison, Livana compared to Olive at 60 would be around a 5-8 point total difference on average.

What Do Trait Points And Stats Mean For Bonus Points?

We've often found ourselves saying bonus points don't matter. This is both true and not true. In one sense, it's not true because there can be a large visible difference between primary stats across Adventurers, however in another sense, it is true because the overall in-battle impact of bonus points is small.

How Should You Assign Bonus Points?

There aren't really any bad options here, but the community tends to recommend either the Adventurer's main stat (for example, a Fighter's main stat would be STR), Luck, Speed, or some combination of the three. You cannot break a character with your bonus point allocation.

TheAxolotl generally (but not always) does the following for his bonus points:

  • Fighter: Strength, Dexterity, or Luck
  • Knight: Luck
  • Thief: Strength, Dexterity, Speed, or Luck
  • Mage: IQ or Speed
  • Priest: Speed, but it largely depends on what its second class is, if one exists
  • Ninja: Strength, Dexterity, or Luck if planning on inheriting Follow Up Attack and Counterattack
  • Samurai: Strength, IQ, Dexterity, Speed, or Luck (if factoring in inherited passive skills)

Karkarov typically suggests spending bonus points as follows:

  • Fighter: Strength or Dexterity... Unless the Character will only be used for Auto Farming, then go Luck.
  • Knight: Strength Speed. Luck if you want more survivability/Knight Skill synergy.
  • Thief: Strength.
  • Mage: IQ or Speed.
  • Priest: Speed.
  • Ninja: Strength.
  • Samurai: Strength, IQ, or Speed are all viable.
  • NOTE: If you plan to long term permanently Class change the Character, choose based on the destination Class, not the base Class.

You will never ruin an adventurer with your bonus point assignment.

Calculating Power

Your stats page power is calculated through the following formula, which factors in your primary stats, class multiplier, equipment, and passive skills.

Warning: Contains math

Power Formula

Note

The formula has been updated now that we have another tier of gear to look at, and it appears to be correct for both Ebonsteel tier gear and lower. This formula has also been updated and simplified to incorporate the new Strength+ calculations.

StatsPagePowerValue = (SpecialCeiling(TraitPoint * ClassMod * Sum(%BlessingValues)) + Sum(ScalarBlessingValues)) * (1 + Strength+WeaponMod) + Sum(OtherValues)

Power Formula Variable Definitions

  • StatsPagePowerValue is the final power value you see displayed on the stats page.
  • SpecialCeiling is...unique. Instead of multiplying these values together and rounding the final result like you'd normally expect to happen with, well, math, the game instead rounds up after each multiplication. This leads to some slightly unexpected behavior with the formula.
    • For example, if you have a Fighter with 51 Strength, the naked, skill-less attack power is 62 instead of the expected 61.2 or even 61 as normal rounding would work. This is the same value you get if you completely unequip a character, then subtract the parenthesized value on the stats page.
    • Continuing the example above, if I completely unequip my Fighter MC, his Strength shows 51(+0) on the stats page, while his Attack Power shows 93(+31) on the stats page. Subtracting the 31 from the 93 gives us the 62 that matches Ceiling(51*1.2).
      • This does mean that when reading your stats page, a value of 93(+31) simply says that 31 points of those 93 total points came from skills. It does not mean that you add the 31 to the 93. Weird, right?
  • TraitPoint is Strength, IQ, or Piety, depending on if you're trying to calculate Attack Power, Magic Power, or Divine Power respectively.
  • ClassMod is based on the stats chart above. As an example, Fighters have a ClassMod for Strength of 1.2.
  • Sum(%BlessingValues) is self-explanatory, but it's the addition of all percentage (example ATK+19%) blessing values from your equipment.
  • Sum(ScalarBlessingValues) is self-explanatory, but it's the addition of all scalar (example ATK+11) blessing values from your equipment.
  • Sum(OtherValues) is pretty much everything else that increases the stat. Examples of this are:
    • The flat, non-blessing values found on equipment, including a weapon's attack/magic power.
    • Stat values from passive skills such as 2h Weapon Proficiency or Priest Weapon Mastery. This is largely just the parenthesized value on your stats page, but see below for the oddity with Strength+.
      • Priest Weapon Mastery adds a rounded PIE * 0.2 to Attack Power.
    • Stat values from passive weapon properties such as I.Q. Conversion.
      • I.Q. Conversion adds a rounded IQ * 0.2 to Attack Power.

Strength+

Strength+ is a unique property that appears on 2h weapons that adds a portion of the adventurer's STR value to the attack power. This value factors in the Strength trait, the class multiplier, all blessings, and a scalar value that changes based on the "tier" of the weapon. It shows up in parentheses as an additive component, however it doesn't show the full additive value because that would make too much sense. Instead, it only shows the STR * ClassMod * WeaponMod value.

Weapon Tier Strength+ Weapon Mod ParenthesizedVisibleValue
Steel or Lower 0.75 STR * ClassMod * 0.75
Ebonsteel 1 STR * ClassMod * 1

Resistance

The information about resistance is not exact, what we know is gathered through empirical evidence

Resistance is a stat that contributes to resisting status effects. There are two main sources of resistance, which is the RES stat itself and Tolerances that come from passive skills and gear.

All info in this section credited to: 名はある冒険犬柴丸

Resistance Formula

  • Estimated formula, not exact calculations. End result is probably multiplicative to the base chance of status affliction application.
  • RES stat has very high diminishing returns relative to effort obtaining RES.
  • RES and Tolerance are multiplicative to each other (50% from RES and 50% from Tolerance = 75% reduction in status affliction chance)
  • Fortitude Adjustment is a flat additive chance added to status affliction chance after multipliers.

Estimated Tolerances

Name Type Base % % Increase Per Level
Gessi Bondmate 15 (lvl 5) ?
Featherbronze Gauntlets Equipment 30 N/A
Protection Charm Equipment 30 N/A
Master Armor Gacha Equipment ? N/A
Prediction Hood Gacha Equipment ? N/A
Honest Living (Olive) Adventurer Passive 50 N/A
Apostle of Breaking Commandments (Red Beard) Adventurer Passive 70-80 N/A
Future Dreamt With the Skull (Yekaterina) Adventurer Discipline 25 5
Bind Tolerance Up (Mind) Well of Mind 30 3-4
Bind Resistance Harken Blessing 30 N/A
Name Type Base % % Increase Per Level
Ring of Spellbreaking Equipment 20 N/A
Honest Living (Olive) Adventurer Passive 50 N/A
Salvation through Wealth (Marianne) Adventurer Discipline 20 5
Curse Tolerance Up (Mind) Well of Mind 30 3-4
Name Type Base % % Increase Per Level
Graham, Knight Commander of Guarda Bondmate ? ?
Goatskin Cloak Equipment ? N/A
Master Armor Gacha Equipment ? N/A
Compassionate Apothecary (Asha) Adventurer Passive 50 N/A
Blessing of Insta-Kill/Stone Tolerance Harken Blessing 30 N/A
Memory of Bordaon's Battle Harken Blessing 30 N/A
Name Type Base % % Increase Per Level
Brita Bondmate 20 (lvl 5) ?
Circlet Equipment 30 N/A
Light Helmet of Separation Equipment 20 N/A
Light Gauntlets of Separation Equipment 20 N/A
Heat Haze Light Armor Boots Equipment 20 N/A
Elegant Dancer Equipment 20 N/A
Oath of Fortitude (Clarissa) Adventurer Passive 50 N/A
Warrior Princess of Resolution and Love (Lanavaille) Adventurer Discipline 25 5
Flawlessly Composed Warrior Princess (Lanavaille) Adventurer Discipline 25 5
Blessing of Owen (Abenius) Adventurer Discipline 25 5
Charm Tolerance Up (Mind) Well of Mind 30 3-4
Blessing of Confusion/Charm Tolerance Harken Blessing 30 N/A
Memory of Bordaon's Battle Harken Blessing 30 N/A
Name Type Base % % Increase Per Level
Gigi Bondmate 10 (lvl 1) N/A
Eugen and Bibi Bondmate 27 (lvl 5) ?
Circlet Equipment 30 N/A
Light Helmet of Separation Equipment 20 N/A
Light Gauntlets of Separation Equipment 20 N/A
Heat Haze Light Armor Boots Equipment 20 N/A
Mauve Shield Equipment 30 N/A
Oath of Fortitude (Clarissa) Adventurer Passive 50 N/A
Warrior Princess of Resolution and Love (Lanavaille) Adventurer Discipline 25 5
Flawlessly Composed Warrior Princess (Lanavaille) Adventurer Discipline 25 5
Blessing of Owen (Abenius) Adventurer Discipline 25 5
Confusion Tolerance Up (Mind) Well of Mind 30 3-4
Blessing of Confusion/Charm Tolerance Harken Blessing 30 N/A
Memory of Bordaon's Battle Harken Blessing 30 N/A
Name Type Base % % Increase Per Level
Royal Knight Albano Bondmate 10 (lvl 5) ?
Head Cook Bondmate 17 (lvl 5) ?
Plague Mask Equipment 30 N/A
Bracelet of Impurity Equipment 40 N/A
Compassionate Apothecary (Asha) Adventurer Passive 50 N/A
Blessing of the Beast God (Debra) Adventurer Discipline 25 5
Paralysis Tolerance Up (Mind) Well of Mind 30 3-4
Blessing of Poison Paralysis Harken Blessing 30 N/A
Abductor of Kings Harken Blessing 30 N/A
Name Type Base % % Increase Per Level
Doris, the Frightened Maid Bondmate 20 (lvl 5) ?
Melgina Bondmate 17 (lvl 5) ?
Sam the Rascally Dog Bondmate 12 2
Pearl of the Sea God Equipment 20 N/A
Circlet Equipment 30 N/A
Bracelet of Urgency Equipment 50 N/A
Nameless Loyalty (Eldorado) Adventurer Passive 50 N/A
Cold-Blooded Elf (Elda) Adventurer Discipline 20 5
Sleep Tolerance Up (Mind) Well of Mind 30 3-4
Blessing of Unsleeping Will Harken Blessing 30 N/A
Bind Rejecting Immunity Harken Blessing 30 N/A
Mermaid Aboard the Ship Harken Blessing 30 N/A
Memory of Bordaon's Battle Harken Blessing 30 N/A
Name Type Base % % Increase Per Level
Willful Theo Bondmate 20 (lvl 5) ?
Songstress Marin Bondmate 17 (lvl 5) ?
Plague Mask Equipment 30 N/A
Antivenom Shield Equipment 50 N/A
Bracelet of Impurity Equipment 40 N/A
Compassionate Apothecary (Asha) Adventurer Passive 50 N/A
Apothecary's Knowledge (Asha) Adventurer Discipline 20 5
Hot-Blooded Adventurer (Gaston) Adventurer Discipline 20 5
Poison Tolerance Up (Mind) Well of Mind 30 3-4
Poison Resistance Blessing Harken Blessing 30 N/A
Blessing of Poison Paralysis Harken Blessing 30 N/A
Abductor of Kings Harken Blessing 30 N/A
Dwarf Race Race 20 N/A
Name Type Base % % Increase Per Level
Caterwaul Crew Bondmate 20 (lvl 5) ?
Pearl of the Sea God Equipment 20 N/A
Peony Hair Ornament Gacha Equipment ? N/A
Breastplate of Hope Gacha Equipment ? N/A
Renegade's Sabatons Gacha Equipment ? N/A
Oath of Fortitude (Clarissa) Adventurer Passive 50 N/A
Honest Living (Olive) Adventurer Passive 50 N/A
Unstoppable Curiosity (Dino) Adventurer Discipline 20 5
Fear Tolerance Up (Mind) Well of Mind 30 3-4
Blessing of Unsleeping Will Harken Blessing 30 N/A
Abductor of Kings Harken Blessing 30 N/A
Beastfolk Race Race 20 N/A
Name Type Base % % Increase Per Level
Harry, the Wandering Adventurer Bondmate ? ?
Kidnapped Girl Liam Bondmate ? N/A
Plague Mask Equipment 30 N/A
Goddess's Earrings Equipment ? N/A
Nameless Loyalty (Eldorado) Adventurer Passive 50 N/A
Knight's Creed (Eckart) Adventurer Discipline 20 5
Solid Devotion (Eldorado) Adventurer Discipline 20 5
Stun Tolerance Up (Mind) Well of Mind 30 3-4
Memory of Bordaon's Battle Harken Blessing 30 N/A
Name Type Base % % Increase Per Level
Concerned Brother Elequon Bondmate ? ?
Helmet of Malice Equipment ? N/A
Skull Necklace Equipment ? N/A
Shining Finger Band Equipment ? N/A
Faith of the Wicked (Galina) Adventurer Passive 50 N/A
Apostle of Breaking Commandments (Red Beard) Adventurer Passive 70-80 N/A
Instakill Tolerance Up (Mind) Well of Mind 30 3-4
Blessing of Instakill/Stone Tolerance Harken Blessing 30 N/A
Name Type Base % % Increase Per Level
Beheading Bunny Bondmate ? ?
Safety Ring Equipment ? N/A
Rabbit Talisman Gacha Equipment ? N/A
Faith of the Wicked (Galina) Adventurer Passive 50 N/A
Apostle of Breaking Commandments (Galina) Adventurer Discipline 20 5
Flawlessly Composed Warrior Princess (Lanavaille) Adventurer Discipline 25 5
Abductor of Kings Harken Blessing 30 N/A

Comments