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A WIP page about the Stat Flower, Statistics and associated Abilities.

Each point in characteristic (STR, DEX, AGI etc) increase damage of corresponding weapon type by approximately 20.25% ((0.08 + (Level * (Level * 0.00001))) * 100)% of base damage, and VIT increases Defense by the same formula with Armor as the base.

Characteristics grow with more points invested in corresponding statistic. For example, investing into Physique will grant one point of Strength on 6th, 17th, 30th, 46th, 65th, 87th, 112th point invested and so on. Secondary characteristic(HP and Vitality for Physique, for example) grow much slower.

PhysiqueEdit

  1. Nothing
  2. Passive +1 STR
  3. Hasty Swing: 2 AP, melee speed +2%
  4. Power Swing: 2 AP, melee damage +4%
  5. Passive +4 AP
  6. Passive +2 STR
  7. Sharp Blade: 3 AP, +2% melee critical chance
  8. Passive +2 HP per Heart
  9. Hasty Swing II: 2 AP, melee speed +2%
  10. Passive +2 STR
  11. Passive +1 VIT
  12. Warrior's Rage: 3 AP, STR +7 when HP below 20%
  13. Passive +6 AP
  14. Power Swing II: 2 AP, melee damage +4%
  15. Passive +1 STR
  16. Powerful Swing: 6 AP, melee knockback +10%
  17. Sharp Blade II: 3 AP, +2% melee critical chance
  18. Passive +1 STR
  19. Passive +2 VIT
  20. Power Swing III: 2 AP, melee damage +4%
  21. Passive +4 HP per Heart
  22. Hasy Swing III: 2 AP, melee speed +2%
  23. Passive +3 STR
  24. Sharp Blade III: 3 AP, +2% melee critical chance
  25. Leeching Strike: 6 AP, converts 3% of melee damage to health
  26. Hasty Swing IV: 3 AP, melee speed +4%
  27. Passive +3 STR
  28. Sharp Blade IV: 4 AP, +3% melee critical chance
  29. Power Swing IV: 3 AP, melee damage +6%
  30. Physique Mastery: Permanent STR +4, VIT +2, MaxHP per Heart +4, AP +15

FortitudeEdit

  1. Nothing
  2. Passive +1 VIT
  3. Passive +2 HP per Heart
  4. Defence Boost: 2 AP, increase Defence by 4%
  5. Passive Armor +1
  6. HP Plus: 5 AP, increase HP by 6%
  7. Passive +1 VIT
  8. Resist Knockback: 2 AP, increases knockback resistance by 6%
  9. Passive +3 HP per Heart
  10. Defender: 3 AP, VIT +7 when HP below 20%
  11. Passive +2 VIT
  12. Defence Boost II: 2 AP, increase Defence by 4%
  13. Passive AP +6
  14. Resist Knockback II: 2 AP, increases knockback resistance by 6%
  15. Passive Armor +1
  16. Crisis Half: 4 AP, reduces damage taken by 50% when HP below 20%
  17. Passive +2 VIT
  18. Endure: 5 AP, retain 1 hp when taking fatal blow, 60 second cooldown
  19. Defence Boost III: 2 AP, increase Defence by 4%
  20. Passive +7 HP per Heart
  21. Resist Knockback III: 2 AP, increases knockback resistance by 6%
  22. Passive Armor +2
  23. Passive AP +8
  24. HP Plus II: 5 AP, increase HP by 6%
  25. Once More: 6 AP, retain 1 hp after taking another fatal blow within 3 seconds after enduring a hit. Requires Endure.
  26. Passive +2 VIT
  27. Passive +10 HP per Heart
  28. HP Plus III: 8 AP, increase HP by 10%
  29. Defence Boost IV: 2 AP, increase Defence by 6%
  30. Fortitude Mastery: +4 VIT, +11 HP per Heart, +3 Armor, +18 AP

Finesse Edit

  1. Nothing
  2. Passive +1 AGI
  3. Power Throw: 2 AP, increase Throwing damage by 4%
  4. Wrist Snap: 4 AP, increase Throwing velocity by 5%
  5. Passive +1 AGI
  6. Lucky Throw: 3 AP, increase Throwing critical chance by 2%
  7. Passive +1 DEX
  8. Powerful Throw: 2 AP, increase Throwing knockback by 4%
  9. Passive +2 AGI
  10. Passive +4 AP
  11. Rogue's Gamble: 3 AP, +7 AGI when HP is below 20%
  12. Lucky Throw II: 3 AP, increase Throwing critical chance by 2%
  13. Wrist Snap II: 4 AP, increase Throwing velocity by 5%
  14. Passive +1 DEX
  15. Passive +6 AP
  16. Power Throw II: 2 AP, increase Throwing damage by 4%
  17. Lucky Throw III: 3 AP, increase Throwing critical chance by 2%
  18. Powerful Throw II: 2 AP, increase Throwing knockback by 4%
  19. Passive +2 AGI
  20. Power Throw III: 2 AP, increase Throwing damage by 4%
  21. Passive +7 AP
  22. Powerful Throw III: 2 AP, increase Throwing knockback by 4%
  23. Passive +3 AGI
  24. Wrist Snap III: 4 AP, increase Throwing velocity by 5%
  25. Passive +1 DEX
  26. Power Throw IV: 2 AP, increase Throwing damage by 4%
  27. Lucky Throw IV: 3 AP, increase Throwing critical chance by 2%
  28. Powerful Throw IV: 4 AP, increase Throwing knockback by 4%
  29. Wrist Snap IV: 2 AP, increase Throwing velocity by 5%
  30. Finesse Mastery:

Aptitude Edit

  1. Nothing
  2. Passive +1 DEX
  3. Power Shot: 2 AP, increase Ranged damage by 4%
  4. Passive +4 AP
  5. Force Shot: 2 AP, increase Ranged knockback by 4%
  6. Passive +1 AGI
  7. Trigger Happy: 2 AP, increase Ranged speed by 2%
  8. Lucky Shot: 3 AP, increase Ranged critical chance by 2%
  9. Ranger's Last Stand: 3 AP, +7 DEX when HP is below 20%
  10. Hasty Shot: 4 AP, increase Ranged velocity by 4%
  11. Passive +2 DEX
  12. Power Shot: 2 AP, increase Ranged damage by 4%
  13. Passive +6 AP
  14. Force Shot II: 2 AP, increase Ranged knockback by 4%
  15. Trigger Happy II: 2 AP, increase Ranged speed by 2%
  16. Passive +3 DEX
  17. Passive +7 AP
  18. Lucky Shot II: 3 AP, increase Ranged critical chance by 2%
  19. Passive +2 AGI
  20. Hasty Shot II: 4 AP, increase Ranged velocity by 4%
  21. Power Shot III: 2 AP, increase Ranged damage by 4%
  22. Passive +3 DEX
  23. Force Shot III: 2 AP, increase Ranged knockback by 4%
  24. Trigger Happy III: 2 AP, increase Ranged speed by 2%
  25. Lucky Shot III: 3 AP, increase Ranged critical chance by 2%
  26. Hasty Shot III: 4 AP, increase Ranged velocity by 4%
  27. Power Shot IV: 2 AP, increase Ranged damage by 4%
  28. Trigger Happy IV: 2 AP, increase Ranged speed by 2%
  29. Hasty Shot IV: 4 AP, increase Ranged velocity by 4%
  30. Aptitude Mastery:

Attunement Edit

  1. Nothing
  2. Passive +1 INT
  3. Heavy Magic: 2 AP, increase magic knockback by 4%
  4. Passive +3 AP
  5. Spell Power: 2 AP, magic damage +4%
  6. Lucky Magic: 3 AP, magic critical chance +2%
  7. Passive +2 INT
  8. Haste: 2 AP, casting speed +2%
  9. Passive +5 AP
  10. Swift Magic: 4 AP, magic velocity +4%
  11. Heavy Magic II: 5 AP, increase magic knockback by 10%
  12. Wizard's Fury: 3 AP, +7 INT when HP below 20%
  13. Spell Power II: 2 AP, magic damage +4%
  14. Lucky Magic II: 3 AP, magic critical chance +2%
  15. Passive +5 AP
  16. Haste II: 2 AP, casting speed +2%
  17. Swift Magic II: 4 AP, magic velocity +4%
  18. Passive +4 INT
  19. Spell Power III: 2 AP, magic damage +4%
  20. Passive +3 SPR
  21. Passive AP +6
  22. Lucky Magic III: 3 AP, magic critical chance +2%
  23. Haste III: 2 AP, casting speed +2%
  24. Swift Magic III: 7 AP, magic velocity +8%
  25. Passive +3 INT
  26. Spell Power IV: 2 AP, magic damage +4%
  27. Lucky Magic IV: 4 AP, magic critical chance +3%
  28. Haste IV: 3 AP, casting speed +4%
  29. Swift Magic IV: 7 AP, magic velocity +8%
  30. Attunement Mastery: +4 INT, +2 SPR, AP +5, MaxMP per star + 3

Enhancement Edit

  1. Nothing
  2. Passive +1 SPR
  3. Passive +3 AP
  4. Power Summon: 2 AP, minion damage +4%
  5. Passive +1 SPR
  6. Passive +1 INT
  7. Powerful Summon: 3 AP, minion knockback +10%
  8. Passive +5 AP
  9. Passive +1 SPR
  10. Power Summon II: 2 AP, minion damage +4%
  11. Passive +5 AP
  12. Minion Boost: 6 AP, +1 max minion count
  13. Powerful Summon II: 3 AP, minion knockback +10%
  14. Summoner's Retaliation: +7 SPR when HP below 20%
  15. Passive +7 AP
  16. Passive +2 SPR
  17. Power Summon III: 2 AP, minion damage +4%
  18. Passive +1 MP per star
  19. Passive +1 SPR
  20. Passive AP +!0
  21. Powerful Summon III: 3 AP, minion knockback +10%
  22. Passive +2 INT
  23. Passive +1 SPR
  24. Passive +7 AP
  25. Power Summon IV: 3 AP, minion damage +6%
  26. Passive +2 SPR
  27. Passive +1 INT
  28. Powerful Summon IV: 5 AP, minion knockback +15%
  29. Passive +2 SPR
  30. Enhancement Mastery: +4 SPR, +1 INT, +1 minion count, +10 AP

Hidden AbilitiesEdit

The numbers in parentheses are the minimum for that particular stat to unlock the ability.

Scan: Phy(1)/For(1)/Apt(1)/Fin(1)/Att(1)/Enh(1), Combined level 10: 1 AP, Shows non-players level, ATK and DEF; as well as health bars below entities.

EXP Share: Phy(1)/For(1)/Apt(1)/Fin(1)/Att(1)/Enh(1), Combined level 16: 4 AP, receive 10% of combat XP earned by players in your party, including yourself.

Passive +4 AP: Phy(1)/For(1)/Apt(1)/Fin(1)/Att(1)/Enh(1), Combined level 18

EXP Chance: Phy(1)/For(1)/Apt(1)/Fin(1)/Att(1)/Enh(1), Combined level 20: 4 AP, increases XP gained by 50% when HP below 20%

EXP Share II: Phy(1)/For(1)/Apt(1)/Fin(1)/Att(1)/Enh(1), Combined level 40: 8 AP, receive 25% of combat XP earned by players in your party, including yourself. Stacks with Exp Share.

Iron Body(Phy(10)/For(20), Combined level 25): 4 AP, reduces all damage taken by 8%

MP Plus: Att(10)/Enh(4), Combined level 15: 6 AP, MaxMana per Star +2

MP Plus II: Att(15)/Enh(10), Combined level 35: 6 AP, MaxMana per Star +2

Mana Shield: Att(6)/Enh(6), Combined level 17: 3 AP, damage taken will go to mana instead. If mana is depleted, mana regeneration will be halted for 15 seconds.

Barrier: Att(27)/Enh(13), Combined level 40: 5 AP, 1% of magical damage done turns into barrier that protects from damage. 25% HP maximum absorb. Currently bugged.

Berserk: Att(9)/Enh(9), Combined level 18: 3 AP, increases mana regeneration when HP below 20%

Treasure Magnet: Att(9)/Enh(9), Combined level 27: 3 AP, increases item pickup range by ~8 tiles.

Dash: Phy(6)/Fort(8)/Apt(5), Combined level 22: 3 AP, increase movement speed by 15%

Heart Boost: Fort(12)/Enh(7), Combined level 19: 3 AP, increases recovery rate of hearts by 10%

Potion Mastery: Fort(15)/Enh(6), Combined level 21: 4 AP, potion effectiveness +25%

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