Adventure Mode
Adventure Mode is a recent addition to the game, releasing with the 10th Anniversary update in Oct 2024. Here one of your shadow clones can go on journeys to fight enemies, find materials, and craft powerful equipment. Currently this game mode does not influence other areas of the game (except during some events), but will be expanded on in later updates.
Adventuring Basics
Accessible right from the start of the game, you can send your Shadow Clone off to fight enemies. There are various locations your Clone can be sent off to, each of them having a different set of enemies and loot to find.
Loot can be used to make equipment and consumable items via the Crafting, Alchemy and Smithing tabs, which will become available after passing certain loot drop thresholds; see their respective sections below.
On top of loot drops, your Clone will earn XP whenever an enemy is defeated. Similar to pets, your Clone has two types of levels: Class Level (CL) and Main Level (ML). Increasing Main Level increases your stats by +30HP and +4 in all stats per Level. Class Level unlocks more abilities that can be used in battle, and gives a multiplier to stats depending on the class selected.
To increase your Main Level to n (from n-1), you need (n-1)^4 / 10 + (n-1)^1.9 * 40 + 10 XP.
Level | Required XP |
---|---|
10 | 11,041 |
15 | 45,057 |
20 | 132,402 |
30 | 699,056 |
35 | 1,374,599 |
40 | 2,511,000 |
50 | 7,074,495 |
55 | 11,111,092 |
60 | 16,842,571 |
62 | 19,717,465 |
65 | 24,762,914 |
70 | 35,455,307 |
80 | 67,980,010 |
90 | 121,151,338 |
100 | 203,611,391 |
110 | 324,372,503 |
120 | 495,981,974 |
130 | 735,148,478 |
140 | 1,063,296,431 |
150 | 1,508,926,769 |
160 | 2,107,995,789 |
170 | 2,907,479,476 |
180 | 3,969,398,992 |
190 | 5,374,580,004 |
200 | 7,227,149,705 |
Starting off, your Clone is assigned the 'Newbie' class. Once you have reached a Class Level 10 for Newbie, three more advanced classes are unlocked. Each new class offers different skills and different stat growth curves. This information can be seen in the 'Stats' tab of Adventure Mode.
Stats
Your stats are determined by which Class you have selected, your Class Level, Level, and your equipment.
- Max HP: When this reaches 0, you will be stunned out of battle and will enter recovery mode. You regenerate 1 HP per second, and you can start fighting again once this reaches max.
- Max MP: Used to cast magic spells. This stat is determined by your Resistance and your Intelligence stat. Regenerates at a rate of 0.08 per second.
- Attack: Determines how much damage is done with basic attacks and physical skills.
- Defense: Reduces damage received from physical skills.
- Intelligence: Determines how much damage is done with magic.
- Resistance: Reduces damage received from magic skills.
- Hit: Influences the likelihood an attack will hit the target. Hit chance = (Hit / (Target Speed * 1.2)) * 100%. Hit chance cannot go below 5%.
- Speed: Influences attack speed and dodge chance. Skill cast time and cast delay have a time multiplier = (Target Speed + 1000) / (Attacker Speed + 1000) * 100%. This cannot go below 50%.
Classes
Similar to your pets in the dungeons, your Clone can now select a class as well. You start off as the Newbie class, with new classes unlocked after gaining enough Class Level. Each Class has its own set of skills, both active and passive, and different stat strengths/weaknesses. You can freely switch between classes once they are unlocked.
Class | Unlock | Tier | HP | Attack | Defense | Intelligence | Resistance | Hit | Speed |
---|---|---|---|---|---|---|---|---|---|
Newbie | None | Tier 0 | 60% + 0.6*CL | 60% + 0.6*CL | 60% + 0.6*CL | 60% + 0.6*CL | 60% + 0.6*CL | 60% + 0.6*CL | 60% + 0.6*CL |
Adventurer | Newbie 10 | Tier 1 | 90% + 0.9*CL | 100% + 1.0*CL | 90% + 0.9*CL | 60% + 0.6*CL | 60% + 0.6*CL | 90% + 0.9*CL | 100% + 1.0*CL |
Squire | Newbie 10 | Tier 1 | 110% + 1.1*CL | 110% + 1.1*CL | 110% + 1.1*CL | 50% + 0.5*CL | 50% + 0.5*CL | 80% + 0.8*CL | 80% + 0.8*CL |
Student | Newbie 10 | Tier 1 | 70% + 0.7*CL | 70% + 0.7*CL | 70% + 0.7*CL | 110% + 1.1*CL | 110% + 1.1*CL | 70% + 0.7*CL | 90% + 0.9*CL |
Thief | Adventurer 35 | Tier 2 | 90% + 0.9*CL | 110% + 1.1*CL | 80% + 0.8*CL | 60% + 0.6*CL | 70% + 0.7*CL | 100% + 1.0*CL | 130% + 1.3*CL |
Archer | Adventurer 35 | Tier 2 | 80% + 0.8*CL | 90% + 0.9*CL | 80% + 0.8*CL | 80% + 0.8*CL | 70% + 0.7*CL | 130% + 1.3*CL | 110% + 1.1*CL |
Warrior | Squire 35 | Tier 2 | 110% + 1.1*CL | 140% + 1.4*CL | 110% + 1.1*CL | 50% + 0.5*CL | 50% + 0.5*CL | 80% + 0.8*CL | 100% + 1.0*CL |
Fighter | Squire 35 | Tier 2 | 100% + 1.0*CL | 120% + 1.2*CL | 110% + 1.1*CL | 50% + 0.5*CL | 70% + 0.7*CL | 90% + 0.9*CL | 100% + 1.0*CL |
Mage | Student 35 | Tier 2 | 70% + 0.7*CL | 70% + 0.7*CL | 70% + 0.7*CL | 140% + 1.4*CL | 120% + 1.2*CL | 80% + 0.8*CL | 90% + 0.9*CL |
Cleric | Student 35 | Tier 2 | 80% + 0.8*CL | 70% + 0.7*CL | 90% + 0.9*CL | 100% + 1.0*CL | 130% + 1.3*CL | 80% + 0.8*CL | 90% + 0.9*CL |
Sniper | Warrior 55 Archer 55 |
Tier 3 | 90% + 0.9*CL | 150% + 1.5*CL | 80% + 0.8*CL | 60% + 0.6*CL | 80% + 0.8*CL | 160% + 1.6*CL | 80% + 0.8*CL |
Assassin | Thief 55 Fighter 55 |
Tier 3 | 90% + 0.9*CL | 130% + 1.3*CL | 80% + 0.8*CL | 90% + 0.9*CL | 80% + 0.8*CL | 100% + 1.0*CL | 130% + 1.3*CL |
Knight | Warrior 55 Fighter 55 |
Tier 3 | 130% + 1.3*CL | 110% + 1.1*CL | 150% + 1.5*CL | 50% + 0.5*CL | 100% + 1.0*CL | 90% + 0.9*CL | 90% + 0.9*CL |
Pyromancer | Mage 62 | Tier 3 | 70% + 0.7*CL | 80% + 0.8*CL | 70% + 0.7*CL | 180% + 1.8*CL | 120% + 1.2*CL | 90% + 0.9*CL | 90% + 0.9*CL |
Each class starts at Level 0, gaining experience in battle to level up. Increasing levels improves stats and unlocks new skills at set levels to be used in battle. Any skill learned from one class can be carried over to classes later in its class tree (an Adventurer can use all Newbie Skills, but cannot use any Squire or Student Skills). You are limited by how many skills you can equip, however, with new skill slots unlocking at higher Main Levels.
To increase your Class Level to n (from n-1), you need ((n-1)^5 / 340 + (n-1)^2 * 50 + 10) * TierMulti XP, where the TierMulti is as follows:
Tier | TierMulti |
---|---|
0 (Newbie) | 1 |
1 | 1 |
2 | 2 |
3 | 4 |
Class Level Experience (Tier 1)
Note: Multiply the tier 1 values by the tier multiplier for other tiers
Level | Tier 1 | Tier 2 | Tier 3 | Notes |
---|---|---|---|---|
10 | 14,695 | 29,391 | 58,781 | Needed to unlock Tier 1 classes |
20 | 150,553 | 301,105 | 602,211 | |
30 | 750,650 | 1,501,300 | 3,002,600 | |
35 | 1,510,301 | 3,020,602 | 6,041,205 | Needed to unlock Tier 2 classes |
40 | 2,887,782 | 5,775,564 | 11,551,127 | |
50 | 9,229,154 | 18,458,307 | 36,916,614 | |
60 | 25,254,030 | 50,508,061 | 101,016,121 | |
62 | 30,391,266 | 60,782,532 | 121,565,064 | Needed to unlock Tier 3 classes |
70 | 60,824,324 | 121,648,647 | 243,297,294 | |
80 | 132,108,122 | 264,216,244 | 528,432,487 | |
90 | 263,856,160 | 527,712,320 | 1,055,424,640 | Needed for Tier 3 class Milestones |
100 | 492,031,233 | 984,062,465 | 1,968,124,931 |
Active Skills
Active Skills are traditional abilities such as attacking or healing that can be used in battle. At the start, you can only equip one Active Skill at a time. A second slot is unlocked at Main Level 15, and then the third at Level 55. Each skill has a Power range, an MP cost, a cast time multiplier, and a delay time multiplier.
- Power range is the multiplier used to determine the amount of damage/healing a skill can do, within a certain range of variance.
- MP cost is how much MP is spent using the skill. If you run out of MP, and cannot use any of your equipped skills, your Clone will instead resort to using Weak Attack that deals very little damage to enemies.
- Cast Time is a multiplier to the base time (3 seconds) it takes to actually use the skill once your Clone acts.
- Delay Time is a multiplier to the base time (1 second) it takes for your Clone to recover after using the skill before they can take their next turn.
Skills can level up and become stronger the more they are used. Each skill has its own Experience points. One point is earned every time the skill is used, and in addition, every selected active skill earns one point each time an enemy is defeated, even if the skill was never used. Active skills require (Skill Level^2)*1000 additional Exp to reach the next level.
The effects of a skill's level depends on the Active Settings which you choose when selecting to use the skill. The choices are:
- Basic: Power increases by 2% per skill level. Hit, Cast Time, Delay Time and MP cost increase by 1% per level.
- Pow: Power increases by 1% per level.
- Hit: Hit increases by 1% per level.
- Cheap: Power decreases by 1% per level. MP cost decreases by 2% per level.
- Fast: Cast Time and Delay Time decrease by 1% per level. MP cost increases by 3% per level.
- Damage: Damage of attack skills increases by 5% per level. MP cost increases by 5% + 1 per level.
- SlowHit: Hit increases by 5% per level. Cast Time and Delay Time increase by 2% per level.
The table below lists the stats of every skill when obtained at Level 0.
Name | Class | Class Level | Type | MP Cost | Target | Number of Hits | Power | Hit Multiplier | Cast Time Multiplier | Delay Time Multiplier | Special Effects |
---|---|---|---|---|---|---|---|---|---|---|---|
Basic Attack | Newbie | 1 | Neutral Physical | 0 | One Enemy | 1 | 81-99% | 1.0 | 1.0 | 1.0 | None |
First Aid | Newbie | 10 | Light Magic | 5 | Self | 1 | 13.5-16.5 | 1.0 | 1.2 | 1.1 | Heals your Clone |
Bash | Adventurer | 1 | Neutral Physical | 10 | One Enemy | 1 | 103-126.5% | 1.0 | 1.2 | 1.1 | Can reduce enemy defense by 20% for 3 actions |
Prepare | Adventurer | 10 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | After winning a fight, you will sit to recover HP and MP at an accelerated rate before searching for a new enemy. Stronger Enemies will still fight you. |
Attack | Squire | 1 | Neutral Physical | 0 | One Enemy | 1 | 90-110% | 1.0 | 1.0 | 1.0 | None |
Quick Hit | Squire | 10 | Neutral Physical | 10 | One Enemy | 1 | 76.5-93.5% | 1.0 | 0.7 | 0.7 | None |
Magic Arrow | Student | 1 | Neutral Magic | 15 | One Enemy | 1 | 90-110% | 1.0 | 1.0 | 1.0 | None |
Random Blast | Student | 10 | Neutral Magic | 20 | One Enemy | 1 | 0-220% | 1.0 | 1.0 | 1.0 | None |
Double Attack | Thief | 10 | Neutral Physical | 5 | One Enemy | 2 | 58.5-71.5% | 1.0 | 1.0 | 1.0 | Does 2 Quick Hits on a Single Target |
Steal | Thief | 20 | Neutral Physical | 10 | One Enemy | 1 | 81-99% | 1.0 | 1.0 | 1.0 | Attempts to steal a common drop from the target enemy. |
Hide | Thief | 50 | Neutral Physical | 5 | Self | N/A | N/A | N/A | 0.5 | 0.5 | Hides, making Common enemies always miss you with single target attacks. Next attack does 130% damage and unhides you. |
Double Shot | Archer | 10 | Neutral AtkHit | 12 | One Enemy | 2 | 76.5-93.5% | 1.0 | 1.1 | 1.1 | Shoots two arrows at once to one enemy. The damage calculation of this skill uses 50% of attack + 50% of hit. |
Trap | Archer | 20 | Neutral Magic | 0 | One Enemy | 1 | 90-110% | 1.0 | 1.0 | 1.0 | Sets a trap on the ground. An attacking enemy has a chance to trigger the trap, gets damaged and is stunned for 2.50 seconds. |
Arrow Rain | Archer | 50 | Neutral AtkHit | 25 | Random Enemies | 5 | 49.5-60.5% | 0.7 | 1.5 | 1.5 | Shoots five arrows at once. Low accuracy but can hit multiple enemies at once. The damage calculation for this skill uses 50% of attack + 50% of hit. |
Aura Blade | Warrior | 10 | Light Physical | 15 | One Enemy | 1 | 121.5-148.5% | 1.0 | 1.3 | 1.3 | Adds 10% of your attack to your Light Element |
Defense Break | Warrior | 20 | Neutral Physical | 10 | One Enemy | 1 | 90-110% | 1.0 | 1.1 | 1.1 | Can reduce enemy defense by 20% for 1+ actions |
Sword Rush | Warrior | 50 | Neutral Physical | 15 | Random Enemies | 3 | 81-99% | 1.0 | 2.5 | 3.0 | Does 3 quick hits in succession, hits random enemies |
Aura Shot | Fighter | 10 | Fire AtkInt | 15 | One Enemy | 1 | 112.5-137.5% | 1.0 | 0.9 | 0.9 | Uses 50% Attack and 50% Int for Damage Calculation. Adds 15% of your Attack to your Fire Element. |
Dragon Punch | Fighter | 20 | Neutral Physical | 20 | One Enemy | 3 | 76.5-93.5% | 0.8 | 1.0 | 3.0 | None |
Whirling Foot | Fighter | 50 | Neutral Physical | 30 | Enemy Party | 3 | 58.5-71.5% | 0.8 | 1.2 | 2.0 | None |
Magic Missile | Mage | 10 | Neutral Magic | 25 | One Enemy | 1 | 148.5-181.5% | 1.5 | 1.5 | 1.5 | None |
Elemental Blast | Mage | 20 | Elemental Magic | 20 | One Enemy | 1 | 117-143% | 1.0 | 1.2 | 1.2 | Does split damage of Water, Fire, Wind, and Earth Damage (25% each) |
Push Blast | Mage | 50 | Neutral Magic | 25 | Enemy Party | 1 | 99-121% | 0.9 | 1.3 | 1.3 | Reduces enemy action gauges by 20% (Bosses and higher level enemies will resist) |
Heal | Cleric | 1 | Light Heal | 30 | Self | 1 | 45% | 1.0 | 0.8 | 1.5 | Heals 250 + 45% of (Int + Res)/2 of your HP if your current HP is missing at least that amount |
Holy Light | Cleric | 20 | Light ResInt | 25 | One Enemy | 1 | 112.5-137.5% | 1.0 | 1.0 | 1.1 | Adds 25% of your Resistance to your Light Element |
Bless | Cleric | 50 | N/A | 0 | Self | 1 | N/A | 1.0 | 1.0 | 1.0 | Increases your Attack, Defense, Intelligence, and Resistance by 30% for 2 turns |
See the class-specific pages for additional Skill notes.
Passive Skills
Passive Skills are abilities that, instead of being activated in battle, are "always on". They may augment aspects of your Clone or the enemies you fight. The first passive skill slot is unlocked at Main Level 25, the second at AL 40, and the third and final slot is unlocked at AL 75.
At the moment, all Passives (except weapon masteries) also impose an additional MP cost for using all Active Skills, having both an additive AND multiplicative increase in cost. As an example, a passive could require 10% + 10 additional mana to be consumed. When applied to a 0 cost skill, the cost would become 10 [(0*0.1)+10+0]. For a 5 cost skill, the cost would instead become 15.5 [(5*0.1)+10+5].
To level up, Passive Skills need the same amount of experience as Active Skills, 1 point is earned every 3 seconds. Therefore, it needs (Skill Level^2)*3000 seconds to level up. The table below lists the stats of every skill when obtained at Level 0.
Name | Class | CL | Effect | Cost |
---|---|---|---|---|
Drops Boost | Adventurer | 20 | Increases the chance of getting enemy drops by 30% and enemy experience by 15% | Increases the MP cost of active skills used by 10% + 10 |
Speed Boost | Adventurer | 35 | Increases your Speed by 20% | Increases the MP cost of active skills used by 20% + 5 |
Attack Boost | Squire | 20 | Increases your Attack by 20% | Increases the MP cost of active skills used by 10% + 5 |
Defense Boost | Squire | 35 | Increases your Defense by 20% | Increases the MP cost of active skills used by 20% + 5 |
Int Boost | Student | 20 | Increases your Intelligence by 20% | Increases the MP cost of active skills used by 30% + 5 |
Res Boost | Student | 35 | Increases your Resistance by 20% | Increases the MP cost of active skills used by 30% + 5 |
Dagger Mastery | Thief | 1 | Increases damage dealt by 20%. This multiplier is only applied after the regular damage calculation. | Only works if you have a Dagger equipped in the Main Hand slot (Rusty Knife counts) |
Dodge | Thief | 35 | Increases your chance to dodge enemy attacks by 20% | Increases the MP cost of active skills used by 10% + 10 |
Bow Mastery | Archer | 1 | Increases the damage you do if you have a Bow equipped by 20% | Only works if you have a Bow equipped in the Main Hand Slot |
Ambush | Archer | 35 | Ambushes the enemy with the first skill used. The first skill does 20% more damage and has a cast time reduction of 5 seconds (instant cast if less than 5 seconds | Increases the MP cost of active skills used by 25% + 15 |
Sword Mastery | Warrior | 1 | Increases damage dealt by 20%. This multiplier is only applied after the regular damage calculation. | Only works if you have a Sword equipped in the Main Hand slot |
HP Regen | Warrior | 35 | Recovers your HP in battle by 2% of your max HP after each action | Increases the MP cost of active skills used by 20% + 5 |
Fist Mastery | Fighter | 1 | Increases the damage you do if you have Knuckles equipped by 20% | Only works if you have a Knuckle equipped in the Main Hand Slot |
Counter Strike | Fighter | 35 | Has a 20% chance to counterstrike an enemy for 100% attack damage if you get attacked | Increases the MP cost of active skills used by 25% + 15 |
Wand Mastery | Mage | 1 | Increases damage dealt by 20%. This multiplier is only applied after the regular damage calculation. | Only works if you have a Wand equipped |
Casting Boost | Mage | 35 | Increases the casting speed of active skills by 15% | Increases the MP cost of active skills used by 20% + 10 |
Book Mastery | Cleric | 10 | Increases damage dealt by 20%. This multiplier is only applied after the regular damage calculation. | Only works if you have a Book equipped |
Ailment Res | Cleric | 35 | Increases your resistance stats vs ailment attacks by 75% | Increases the MP cost of active skills used by 20% + 10 |
Monsters and Loot
There are currently 13 available locations (or "zones") to travel to (excluding special event locations), generally increasing in difficulty. The actual danger of a location depends on your class, your levels, your skills, and your equipment.
Each type of monster encountered has different loot drops to be used in the Crafting, Alchemy and Smithing tabs. The monster's level may vary across locations. The higher level an enemy is, the higher the chance they drop loot is. For example, a Slime fought in the Meadow is less likely to have drops compared to a Slime fought in the Riverside. (See details in the text below this table.)
Monster | Loot Drops | Encounter Areas |
---|---|---|
Slime | Sticky Fluid ; Common Herb | Meadows ; Riverside |
Imp | Rough Hide ; Scrap Metal ; Common Mana Herb | Riverside ; Small Cave |
Goblin | Rough Hide ; Pine Plank ; Bag of Sand | Riverside ; Small Cave |
Ghoul | Bag of Sand ; Rough Hide ; Pine Plank ; Common Herb | Small Cave ; Hill Top |
Wrath | Rough Hide ; Pine Plank ; Uncommon Herb ; Uncommon Mana Herb | Hill Top |
Astaroth | Bag of Sand ; Rough Hide ; Uncommon Herb | Stone Circle |
Shinigami | Bag of Sand ; Beech Plank ; Uncommon Mana Herb | Stone Circle |
Tengu | Bag of Sand ; Iron Ore ; Scrap Metal | Stony Dungeon ; Dragon Room |
Amon | Beech Plank ; Uncommon Mana Herb ; Uncommon Herb | Old Ruins ; Dragon Room |
Akuma | Bag of Sand ; Uncommon Mana Herb ; Uncommon Herb ; Fire Jewel(R) | Dragon Room |
Devil | Bag of Sand ; Rare Herb ; Rare Mana Herb ; Dark Jewel(R) | Dark Hallway |
Shax | Bag of Sand ; Tin Ore ; Feather ; Wind Jewel | Landscape |
Dagon | Rare Mana Herb ; Copper Ore ; Oak Plank ; Water Jewel | Hallway |
Lamia | Rare Herb ; Smooth Hide ; Oak Plank ; Earth Jewel | Burned Area |
Tyrant | Rare Mana Herb ; Tin Ore ; Copper Ore ; Bag of Sand ; Oak Plank ; Light Jewel | Castle Door |
Items marked (R) are "rare" (base drop rate below 10%), and thus ineligible for Stealing.
Within each zone, each monster has a base level. When the monster is generated, a variance of up to 10% in each direction (i.e. a random multiplier between 90% and 110%) is applied to its base level. The actual level is then rounded to an integer, and the monster's stats are computed from that.
In the first 9 zones, the difference between the monster's base level and actual level is also applied to its loot drop chances: +1% or -1% per level on the common drops, and +0.02% or -0.02% per level on the rare drops. For example: on the Hill Top, a Ghoul has a base level of 30, and a base drop rate of 80% on Bags Of Sand. If a high level bonus is rolled, the monster's actual level may be as high as 33, which would raise the Bag Of Sand drop rate to 83% for that particular Ghoul. Likewise, a level 28 Ghoul in the same zone would have a 78% drop rate on Bags Of Sand.
Zones 10-13 do not apply the monster's level variance to drop rates. All item drop rates remain constant in these zones.
Some zones allow multiple opponents to appear as a group. Zones 3, 4 and 5 may have 1 or 2 monsters (average 1.5), while zone 8 may have 2 or 3 monsters (average 2.5). Each monster in the group is rolled independently.
If you're looking for the best zone to farm a specific piece of loot, this table may help:
Item | Zone 1 | Zone 2 | z3 | z4 | z5 | z6 | z7 | z8 | z9 | z10 | z11 | z12 | z13 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sticky Fluid | 26 | 11.7 | |||||||||||
Common Herb | 21 | 10 | 30 | 52.5 | |||||||||
Common Mana Herb | 16.7 | 30 | |||||||||||
Scrap Metal | 8.3 | 17.5 | 80 | 66.67 | |||||||||
Rough Hide | 13.3 | 50 | 75 | 45 | |||||||||
Pine Plank | 10 | 40 | 75 | ||||||||||
Bag of Sand | 20 | 70 | 60 | 105 | 95 | 187.5 | 200 | 400 | 800 | ||||
Uncommon Herb | 45 | 48.75 | 75 | 120.8 | |||||||||
Uncommon Mana Herb | 45 | 48.75 | 75 | 120.8 | |||||||||
Beech Plank | 45 | 70 | 58.3 | ||||||||||
Iron Ore | 60 | 50 | |||||||||||
Fire Jewel | 3.75 | ||||||||||||
Rare Herb | 100 | 500 | |||||||||||
Rare Mana Herb | 100 | 500 | 800 | ||||||||||
Dark Jewel | 4.5 | ||||||||||||
Tin Ore | 200 | 200 | |||||||||||
Feather | 1000 | ||||||||||||
Wind Jewel | 10 | ||||||||||||
Copper Ore | 800 | 800 | |||||||||||
Oak Plank | 150 | 150 | 400 | ||||||||||
Water Jewel | 15 | ||||||||||||
Smooth Hide | 500 | ||||||||||||
Earth Jewel | 15 | ||||||||||||
Light Jewel | 25 |
The table above gives the expected number of item drops per 100 combats. Actual farming rates will also depend on how quickly you can kill the monsters in each zone, whether you're using the Drops Boost and/or Steal skills, and however much downtime you need to recover health or replenish consumables.
Crafting
After you get 20 Sticky Fluid drops, you will unlock the 'Crafting' tab. Here, you can turn your drops into useful items and gear. When you start crafting, your Clone will immediately stop fighting and won't return until you select the option to fight again.
Gear can be crafted and then equipped to your Clone to give you an increase in stats. You start off with a Poor Rusty Knife, but from there you must craft gear using enemy drops and crafted materials. Your Clone has 10 equipment slots, each of them representing a different type of gear that can be equipped into the slot.
You will earn crafting XP depending on what item is being crafted. Higher crafting levels will increase crafting speed and gear quality, and you will also unlock new item recipes at set levels.
Crafting XP will cause your Crafting skill to level up. The amount of XP need to reach level n (from n-1) is:
- xp = 10 + 80 * (n-1)^2
This formula applies to the Crafting, Alchemy and Smithing skills (up to level ??).
Level | Total XP Required |
---|---|
5 | 2,450 |
10 | 22,900 |
15 | 81,350 |
20 | 197,800 |
25 | 392,250 |
26 | 442,260 |
30 | 684,700 |
Quality
Every piece of gear has certain quality levels that determine stats. Higher quality = higher base stats. This table shows the quality ratings, and their effect on stats in order:
Quality | Stat Effect | Required crafting roll |
---|---|---|
Poor | 50% | 0 |
Flawed | 75% | 50 |
Normal | 100% | 75 |
Good | 125% | 100 |
Superior | 150% | 125 |
Exceptional | 200% | 150 |
Divine | 250% | 200 |
Legendary | 300% | 250 |
Mythic | 400% | 300 |
Godly | 500% | 400 |
The quality of crafted gear is determined by generating a random number from 0 to 100 (floating point), multiplying it by 1 + skill/100, then applying the previous table's breakpoints: a roll of 95.1 gives a Normal result, a roll of 102.7 gives Good, and so on.
To calculate the odds of a given result at your current skill level, you can do a bit of mathematics. Let's use skill level 10 as an example.
- The base line is a random number in the half-open interval [0,100) (i.e. you can get exactly 0, but not exactly 100).
- If you look only at the whole number portion of the result, you can see that there are 100 equally probable outcome brackets: the number begins with 0, or it begins with 1, or 2, ... or 99.
- At skill level 10, the interval becomes [0,110) with 110 equally probable outcome brackets.
- To get a Good result, you need a number that begins with 100, 101, ... or 109.
- This means that out of the 110 outcome brackets, 10 of them give you a Good result. So the odds of Good are 10/110, or 1/11, or roughly 9.0909%.
Likewise, at higher skill levels, we can look at the odds of Good and Superior. Assume skill level 29:
- The random number is in [0,129) which has 129 outcome brackets.
- Superior requires an outcome bracket of 125, 126, 127 or 128, so the odds of Superior are 4/129.
- Good requires an outcome bracket of 100 through 124, so the odds of Good are 25/129.
The odds of getting a Superior item at skill level s (s ≥ 26) are (s - 25) in (100 + s) (e.g. 2/127 at level 27, 3/128 at level 28, and so on).
To create an Exceptional item would require a skill level of 51 or higher, which is not currently possible.
Upgrading
Newly crafted equipment begins at +0, but may be upgraded to higher levels. Upgrading requires the "Refined" or "Enhanced" materials which are recovered when equipment is converted. The maximum upgrade level you can give a piece of equipment is equal to your Crafting skill level for equipment made by Crafting, or your Smithing skill level for equipment made by Smithing. Upgrading is instantaneous, and may be done while adventuring.
Each upgrade level gives an additive +10% bonus to the equipment's stats. For example, a +3 piece of equipment has a +30% stat bonus.
The final stats for a piece of equipment, applying both the quality and upgrade bonuses, can be calculated by multiplying all the factors together:
- FinalStat = BaseStat * QualityMultiplier * (1 + UpgradeLevel/10)
For equipment with multiple stat bonuses, each stat bonus is multiplied independently.
The cost to upgrade a piece of equipment from level n-1 to level n is based on the number of materials used in the equipment's recipe, a multiplier specific to the equipment's material type, and the equipment's quality level.
- UpgradeCost = ceil(BaseCost * MaterialMulti * QualityMulti * (n + 1) / 10)
The QualityMulti is the same as the stat multiplier for each quality level (good = 1.25). The MaterialMulti values are as follows:
Material | Material Multiplier |
---|---|
Cloth, Silky Cloth, Smooth Leather, Metal, Heat, Jewels |
1 |
Leather, Iron, Paper | 0.5 |
Pine | 0.2 |
Beech | 0.1 |
The costs are calculated individually for each type of material used in the item. For example, an Iron Sword at the time of writing costs 35 Iron Bars, 500 Heat, and 10 Leather. To upgrade a Good Iron Sword +2 to level 3, you would need:
- RefinedIron = ceil(35 * 0.5 * 1.25 * (3 + 1) / 10) = ceil(8.75) = 9
- Heat = ceil(500 * 1 * 1.25 * (3 + 1) / 10) = ceil(250) = 250
- RefinedLeather = ceil(10 * 0.5 * 1.25 * (3 + 1) / 10) = ceil(2.5) = 3
There is no Refined Heat; you simply use regular Heat.
When converting a piece of equipment to "Refined" material, the amount of recovered material is calculated based on 3/4 of the total costs of the existing upgrade levels (if any) plus half the cost to upgrade to level 1. This is calculated only for the primary material of the equipment piece (e.g. for an Iron Sword, you get only Refined Iron -- you don't get back any Refined Leather or Heat).
For a piece with no upgrades, the formula is half the upgrade cost to level 1 (except that the ceil() is applied after halving):
- BaseRefined = ceil(BaseCost * MaterialMulti * QualityMulti * (1 + 1) / 10 / 2)
With upgrade level +1 or higher, the formula is:
- TotalRefined = round(0.75 * (TotalUpgradeCost + BaseRefined))
where TotalUpgradeCost is the sum of all the primary refined materials already spent, and the round() function is Banker's Rounding.
For example, given a Good Iron Dagger (at the time of writing, costs 30 Iron Bars) with no upgrades, the amount of Refined Iron you would get upon conversion is:
- BaseRefined = ceil(30 * 0.5 * 1.25 * (1 + 1) / 10 / 2) = ceil(1.875) = 2
For a Good Iron Knuckles +6 (at the time of writing, costs 60 Iron Bars):
- BaseRefined = ceil(60 * 0.5 * 1.25 * (1 + 1) / 10 / 2) = ceil(3.75) = 4
- Level1 = ceil(60 * 0.5 * 1.25 * (1 + 1) / 10) = ceil(7.5) = 8
- Level2 = ceil(60 * 0.5 * 1.25 * (2 + 1) / 10) = ceil(11.25) = 12
- Level3 = ceil(60 * 0.5 * 1.25 * (3 + 1) / 10) = ceil(15) = 15
- Level4 = ceil(60 * 0.5 * 1.25 * (4 + 1) / 10) = ceil(18.75) = 19
- Level5 = ceil(60 * 0.5 * 1.25 * (5 + 1) / 10) = ceil(22.5) = 23
- Level6 = ceil(60 * 0.5 * 1.25 * (6 + 1) / 10) = ceil(26.25) = 27
- TotalRefined = round(0.75 * (4 + 8 + 12 + 15 + 19 + 23 + 27)) = round(81) = 81 Refined Iron
Alchemy
Alchemy is similar to Crafting, and is unlocked after you obtain 20 Bags of Sand. The earliest these can be obtained is from the Goblin enemies in the Riverside area. The bags of sand can be crafted into flasks/bottles, which you can then use to create healing (HP) and mana restoration (MP) potions using herbs.
At level 1 Alchemy, you can process common herbs to make basic HP and MP potions. Level 10 Alchemy is needed to make the second tier of potions by processing uncommon herbs; these stronger potions also require second tier bottles, which need level 10 Crafting skill to make. Level 20 Alchemy is needed for the third tier potions, using rare herbs and medium (tier 3) bottles.
Potions can also be "upgraded". The upgraded potion names begin with "I"; for example, a tier 1 Basic Mp Potion can be upgraded to an I Basic Mp Potion. Tier 1 "I Basic" potions require Alchemy level 5, tier 2 "I" potions require level 15, tier 3 "I Good" potions require level 25, and so on.
To unlock each tier without using upgraded potions, you would need 30,520 Flasks, 139,920 Small Bottles, 216,400 Medium Bottles, and 319,634 Big Bottles. Upgraded potions give half the Exp but don't need bottles, meaning you only need 2/3 as many bottles.
Smithing
Smithing is similar to Alchemy and Crafting; the exact unlock condition is not yet known, but perhaps involves Scrap Metal drops. Level 1 Smithing allows you to convert Pine Planks into Heat, Scrap Metal + Heat into Metal Bars, and Metal Bars + Heat into various weapons and accessories.
Level 10 Smithing enables you to convert iron ore (available from the Tengu in the Stony Dungeon) into iron bars, which can then be smithed into an assortment of weapons and armor.
Level 20 Smithing allows converting copper and tin ores into bronze bars, which are used for rings, necklaces, and an assortment of more powerful weapons and armor.
Smithing Recipes
Note: The times listed below were observed at Smithing Level 7 and may differ at other levels. Base times are not specified.
Materials
Output Item | Required Materials | XP Gained | Time (at Lvl 7) |
---|---|---|---|
Heat (15x) | 1 Pine Plank | 0.25 | 0.93 sec |
Heat (30x) | 1 Beech Plank | 0.38 | 1.40 sec |
Heat (45x) | 1 Oak Plank | 0.5 | 1.86 sec |
Metal Bar | 10 Heat 2 Scrap Metal |
2.5 | 9.34 sec |
Iron Bar | 20 Heat 2 Iron Ore |
3.38 | 12.61 sec |
Bronze Bar | 30 Heat 4 Copper Ore 1 Tin Ore |
4.25 | 15.88 sec |
Metal Armor
Item Name | Required Materials | XP Gained | Time (at Lvl 7) |
---|---|---|---|
Metal Helmet | 20 Metal Bar 100 Heat |
25 | 1:33 min |
Metal Boots | 20 Metal Bar 100 Heat |
25 | 1:33 min |
Metal Bracers | 20 Metal Bar 100 Heat |
25 | 1:33 min |
Metal Pants | 30 Metal Bar 150 Heat |
50 | 3:06 min |
Metal Chest | 50 Metal Bar 200 Heat |
50 | 3:06 min |
Iron Armor
Item Name | Required Materials | XP Gained | Time (at Lvl 7) |
---|---|---|---|
Iron Helmet | 30 Iron Bar 250 Heat |
50 | 3:06 min |
Iron Boots | 30 Iron Bar 250 Heat |
50 | 3:06 min |
Iron Bracers | 30 Iron Bar 250 Heat |
50 | 3:06 min |
Iron Pants | 45 Iron Bar 400 Heat |
100 | 6:13 min |
Iron Chest | 60 Iron Bar 500 Heat |
100 | 6:13 min |
Bronze Armor
Item Name | Required Materials | XP Gained | Time (at Lvl 7) |
---|---|---|---|
Bronze Helmet | 50 Bronze Bar 400 Heat |
68.75 | 4:17 min |
Bronze Boots | 50 Bronze Bar 400 Heat |
68.75 | 4:17 min |
Bronze Bracers | 50 Bronze Bar 400 Heat |
68.75 | 4:17 min |
Bronze Pants | 70 Bronze Bar 600 Heat |
137.5 | 8:34 min |
Bronze Chest | 100 Bronze Bar 800 Heat |
137.5 | 8:34 min |
Metal Weapons
Item Name | Required Materials | XP Gained | Time (at Lvl 7) |
---|---|---|---|
Metal Knuckles | 40 Metal Bar 300 Heat |
80 | 4:59 min |
Metal Dagger | 20 Metal Bar 150 Heat |
30 | 1:52 min |
Metal Sword | 25 Metal Bar 200 Heat 5 Leather |
50 | 3:06 min |
Metal Spear | 35 Metal Bar 250 Heat 75 Pine Plank |
100 | 6:13 min |
Wooden Shield | 20 Metal Bar 100 Heat 25 Pine Plank |
37.5 | 2:20 min |
Iron Weapons
Item Name | Required Materials | XP Gained | Time (at Lvl 7) |
---|---|---|---|
Iron Knuckles | 60 Iron Bar 650 Heat |
162.5 | 10:07 min |
Iron Dagger | 30 Iron Bar 500 Heat |
62.5 | 3:53 min |
Iron Sword | 35 Iron Bar 500 Heat 10 Leather |
100 | 6:13 min |
Iron Spear | 70 Iron Bar 750 Heat |
200 | 12:27 min |
Iron Shield | 35 Iron Bar 500 Heat |
75 | 4:40 min |
Iron Wand | 65 Iron Bar 750 Heat |
200 | 12:27 min |
Bronze Weapons
Item Name | Required Materials | XP Gained | Time (at Lvl 7) |
---|---|---|---|
Bronze Knuckles | 80 Bronze Bar 1100 Heat |
162.5 | 10:07 min |
Bronze Dagger | 40 Bronze Bar 900 Heat |
100 | 6:13 min |
Bronze Sword | 45 Bronze Bar 1000 Heat 10 Smooth Leather |
150 | 9:20 min |
Bronze Spear | 90 Bronze Bar 1250 Heat |
275 | 17:08 min |
Bronze Shield | 45 Bronze Bar 1000 Heat |
112.5 | 7:00 min |
Accessories
Item Name | Required Materials | XP Gained | Time (at Lvl 7) |
---|---|---|---|
Metal Ring | 20 Metal Bar 100 Heat |
25 | 1:33 min |
Bronze Ring | 40 Bronze Bar 300 Heat |
62.5 | 3:53 min |
Metal Necklace | 20 Metal Bar 100 Heat |
25 | 1:33 min |
Bronze Necklace | 40 Bronze Bar 300 Heat |
62.5 | 3:53 min |
Equipment
The following tables show all of the items that can be equipped.
Most equipment is either Crafted or Smithed. There are a very small number of exceptions: the Rusty Knife which you receive at the beginning, and the +20 Iron weapons from the 2024 Halloween event pack.
The stat bonuses in these tables are for Normal +0 equipment. Apply the quality Stat Effect modifier and the Upgrade modifier to see the final stat bonuses.
Weapons
Item Name | Hand Slot | Element | Mitigation | HP | MP | Attack | Defense | Intelligence | Resistance | Hit | Speed | Special |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Rusty Knife | Either | - | - | - | - | 4 | - | - | - | - | - | - |
Short Bow | Two | - | - | - | - | 8 | - | - | - | 8 | - | - |
Magic Book | Main | - | - | - | - | - | - | 6 | 2 | - | - | - |
Wooden Wand | Two | - | - | - | - | - | - | 20 | - | - | - | - |
Metal Knuckles | Two | - | - | - | - | 8 | - | - | - | - | 8 | - |
Metal Dagger | Either | - | - | - | - | 4 | - | - | - | 2 | 2 | - |
Metal Sword | Either | - | - | - | - | 10 | - | - | - | - | - | - |
Metal Spear | Two | - | - | - | - | 16 | - | - | - | 4 | - | - |
Wooden Shield | Off | - | - | - | - | - | 6 | - | 2 | - | -2 | - |
Beech Bow | Two | - | - | - | - | 16 | - | - | - | 16 | - | - |
Hidden Book | Main | - | - | - | - | - | - | 10 | 6 | - | - | - |
Iron Knuckles | Two | - | - | - | - | 16 | - | - | - | - | 16 | - |
Iron Dagger | Either | - | - | - | - | 6 | - | - | - | 4 | 6 | - |
Iron Sword | Either | - | - | - | - | 16 | - | - | - | 2 | - | - |
Iron Spear | Two | - | - | - | - | 20 | 8 | - | - | 8 | - | - |
Iron Shield | Off | - | - | - | - | - | 12 | - | 8 | - | -4 | - |
Iron Wand | Two | - | - | - | - | - | 12 | 24 | - | - | - | - |
Blazing Wand | Two | FI 36 | - | - | - | - | - | 40 | - | - | - | +5% burn dmg |
Oak Bow | Two | - | - | - | - | 32 | - | - | - | 32 | - | 5% stun chance |
Bronze Knuckles | Two | - | - | - | - | 32 | - | - | - | - | 32 | - |
Bronze Dagger | Either | - | - | - | - | 12 | - | - | - | 8 | 12 | 2% crit chance |
Bronze Sword | Either | - | - | - | - | 28 | - | - | - | 8 | - | - |
Bronze Spear | Two | - | - | - | - | 40 | 16 | - | - | 16 | - | - |
Bronze Shield | Off | - | - | - | - | - | 20 | - | 20 | - | -8 | - |
There is no Normal Rusty Knife. The Poor Rusty Knife you receive after your first battle will have +2 Attack, with no way to upgrade it or to acquire another Rusty Knife.
Wands, Bows, Spears and Knuckles are two-handed (i.e. they occupy both hand slots simultaneously). Books can only be used in the Main hand slot. Shields can only be used in the Off hand slot. Knives, Daggers and Swords may be used in either hand slot, alone or with another weapon of the same or a different type.
Headgear
Item Name | Element | Mitigation | HP | MP | Attack | Defense | Intelligence | Resistance | Hit | Speed | Set |
---|---|---|---|---|---|---|---|---|---|---|---|
Cloth Hood | - | - | - | - | - | - | - | 6 | - | - | MagDam |
Leather Helmet | - | - | - | - | - | 6 | - | 4 | - | - | Hit |
Metal Helmet | - | PHY 1 | - | - | - | 7 | - | 4 | -4 | -2 | DamMit |
Iron Helmet | - | PHY 1.5 | - | - | - | 11 | - | 6 | -6 | -2 | DamMit2 |
Bronze Helmet | - | PHY 2 | 100 | - | - | 16 | - | 10 | -8 | -4 | DamMit2 |
Blazing Hood | - | WA -2 FI 4 |
- | - | - | 4 | 2 | 8 | - | - | MagDam |
Windy Hat | - | FI -2 WI 4 |
- | - | - | 6 | - | 6 | 2 | - | Hit |
Dark Leather Hood | - | LI -2 DA 4 |
- | - | 2 | 6 | - | 6 | - | - | PhyDam |
Neck
Item Name | Element | Mitigation | HP | MP | Attack | Defense | Intelligence | Resistance | Hit | Speed | Set |
---|---|---|---|---|---|---|---|---|---|---|---|
Metal Necklace | - | - | - | - | - | - | 3 | 3 | - | - | - |
Bronze Necklace | - | - | - | - | - | - | 8 | 4 | - | - | DamMit |
Chest
Item Name | Element | Mitigation | HP | MP | Attack | Defense | Intelligence | Resistance | Hit | Speed | Set |
---|---|---|---|---|---|---|---|---|---|---|---|
Cloth Mantle | - | - | - | - | - | 4 | - | 6 | - | - | MagDam |
Leather Shirt | - | - | - | - | - | 12 | - | 6 | - | - | Hit |
Metal Chest | - | PHY 3 | - | - | - | 12 | - | 4 | -4 | -4 | DamMit |
Iron Chest | - | PHY 5 | - | - | - | 20 | - | 8 | -6 | -6 | DamMit2 |
Bronze Chest | - | PHY 7 | 200 | - | - | 28 | - | 14 | -8 | -10 | DamMit2 |
Blazing Mantle | FI 30 | WA -6 FI 6 |
- | - | - | 8 | 4 | 14 | - | - | MagDam |
Windy Chest Piece | WI 30 | FI -6 WI 6 |
- | - | - | 14 | - | 8 | 4 | - | Hit |
Dark Leather Mantle | DA 30 | LI -6 DA 6 |
- | - | 4 | 14 | - | 8 | - | - | PhyDam |
Bracers
Item Name | Element | Mitigation | HP | MP | Attack | Defense | Intelligence | Resistance | Hit | Speed | Set |
---|---|---|---|---|---|---|---|---|---|---|---|
Cloth Bracers | - | - | - | - | - | - | - | - | 6 | - | MagDam |
Leather Bracers | - | - | - | - | - | - | - | - | 10 | - | Hit |
Metal Bracers | - | PHY 1 | - | - | - | 3 | - | 2 | 4 | -2 | DamMit |
Iron Bracers | - | PHY 1.5 | - | - | - | 5 | - | 4 | 6 | -4 | DamMit2 |
Bronze Bracers | - | PHY 2 | 100 | - | - | 8 | - | 6 | 12 | -6 | DamMit2 |
Blazing Bracers | FI 60 | WA -4 | - | - | - | - | 6 | - | 6 | - | MagDam |
Windy Bracers | WI 60 | FI -4 | - | - | - | - | - | - | 12 | - | Hit |
Dark Leather Bracers | DA 60 | LI -4 | - | - | 6 | - | - | - | 6 | - | PhyDam |
Pants
Item Name | Element | Mitigation | HP | MP | Attack | Defense | Intelligence | Resistance | Hit | Speed | Set |
---|---|---|---|---|---|---|---|---|---|---|---|
Cloth Pants | - | - | - | - | - | 6 | - | - | - | - | MagDam |
Leather Pants | - | - | - | - | - | 10 | - | - | - | - | Hit |
Metal Pants | - | PHY 1 | - | - | - | 5 | - | 2 | - | -2 | DamMit |
Iron Pants | - | PHY 1.5 | - | - | - | 9 | - | 6 | - | -6 | DamMit2 |
Bronze Pants | - | PHY 2 | 100 | - | - | 10 | - | 8 | - | -8 | DamMit2 |
Blazing Pants | FI 20 | FI 2 | - | - | - | 6 | 2 | 10 | - | - | MagDam |
Windy Pants | WI 20 | WI 2 | - | - | - | 10 | - | 6 | 2 | - | Hit |
Dark Leather Pants | DA 20 | DA 2 | - | - | 2 | 10 | - | 6 | - | - | PhyDam |
Shoes
Item Name | Element | Mitigation | HP | MP | Attack | Defense | Intelligence | Resistance | Hit | Speed | Set |
---|---|---|---|---|---|---|---|---|---|---|---|
Cloth Boots | - | - | - | - | - | - | - | - | - | 6 | MagDam |
Leather Boots | - | - | - | - | - | - | - | - | - | 10 | Hit |
Metal Boots | - | - | - | - | - | 2 | - | 2 | - | 2 | DamMit |
Iron Boots | - | - | - | - | - | 4 | - | 4 | - | 2 | DamMit2 |
Bronze Boots | - | - | 100 | - | - | 6 | - | 6 | - | 4 | DamMit2 |
Blazing Boots | FI 10 | FI 2 | - | - | - | - | 2 | - | - | 14 | MagDam |
Windy Boots | WI 10 | WI 2 | - | - | 2 | 2 | - | - | - | 12 | Hit |
Dark Leather Boots | DA 10 | DA 2 | - | - | 2 | 4 | - | - | - | 10 | PhyDam |
Accessory
Item Name | Element | Mitigation | HP | MP | Attack | Defense | Intelligence | Resistance | Hit | Speed | Set |
---|---|---|---|---|---|---|---|---|---|---|---|
Leather Belt | - | - | - | - | - | 6 | - | - | - | - | - |
Metal Ring | - | - | - | - | 3 | 3 | - | - | - | - | - |
Golden Belt | - | - | - | - | 3 | 3 | 3 | 3 | 3 | 3 | DamMit |
Bronze Ring | - | - | - | - | 8 | 4 | - | - | - | - | DamMit |
There is no Normal Golden Belt; the Exceptional Golden Belt (+25) awarded for the 2025 Input Code has 21 in each stat, with no way to upgrade it further or to acquire a second Golden Belt.
Set Bonus
Each piece of armor (Headgear, Bracers, Chest, Pants and Shoes slots) belongs to a set, and is labeled as such. If all 5 armor slots belong to the same set, you receive a set bonus, which affects one of your stats.
Similarly, some pieces of equipment that fit on your Neck, Accessory1 and Accessory2 slots belong to a set as well. If all 3 of these slots hold an item belonging to the same set, you receive another set bonus
In both cases, the stat which is multiplied depends on the set name, and the multiplier's strength depends on the lowest Quality level and the lowest Upgrade level among the whole set.
Set Name | Slots | Material | Stat Bonus | Formula |
---|---|---|---|---|
MagDam | Armor | Cloth Blazing Cloth |
Magic Damage | (10 + Upgrade) * (1 + Quality) / 4 |
Hit | Armor | Leather Windy Leather |
Hit | (10 + Upgrade) * (1 + Quality) / 4 |
DamMit | Armor | Metal | Damage Mitigation | (30 + Upgrade) * (1 + Quality) / 12 min 5, max 50 |
DamMit2 | Armor | Iron | Damage Mitigation | (50 + Upgrade) * (1 + Quality) / 10 min 10, max 55 |
PhyDam | Armor | Dark Leather | Physical Damage | (10 + Upgrade) * (1 + Quality) / 4 |
DamMit | Neck/Acc | Bronze/Gold | Damage Mitigation | (30 + Upgrade) * (1 + Quality) / 12 min 5, max 50 |
Upgrade is the lowest Upgrade level, and Quality is the lowest Quality level multiplier (e.g. Good = 1.25), among the equipped set.
In the case of Hit (Leather), your final Hit stat is therefore:
- Hit = (4 * BaseLevel * ClassMulti + Equipment) * SetBonus