Stats

*Not to be confused with Abnormal Status Effects.*

**Stats** are what determines the strength of a character. Stats can be increased by levelling, equipping gear and by changing class.

## List of stats

### Basic Stats

These basic stats directly influence the battle.

* **HP** = Hitpoints.
* **MP** = Mana/Magic Points.
* **ATK** = Attack; determines Damage you do.
* **DEF** = Defense; decreases Damage you take.
* **MAT** = Magic Attack; determines Magical Damage you do.
* **MDF** = Magic Defense; decreases magic Damage you take.
* **HIT** = Accuracy; base Probability of hitting your opponent.
* **AVD** = Avoid; base chance to dodge attacks.
* **GRD** = Shield block rate; the chance to block attacks by a shield.
* **CRT** = Critical; Chance of doing extra damage depending on the crit multiplier located on the screen below crit percent.
* **MPR** = Mana Percent Regen / Magic Point Recovery; at the start of turn gain mana equal to MPR \* Max Mp.
* **JMP** = Jump; determines max height difference between tiles a character can move to.
* **MOV** = Move; determines how many tiles a character may traverse per turn.

### Advanced Stats

These stats influence the basic stats.

* **STR** = Strength; affects Damage dealt.
* **VIT** = Vitality; affects Damage received.
* **DEX** = Dexterity; affects the chance of hitting as well as physical damage you deal and the chance of dealing critical damage.
* **INT** = Intelligence; increases damage dealt with magical attacks.
* **MEN** = Mental; decreases damage received by magical attacks, as well as damage dealt (less than INT).
* **AGI** = Agility; affects movement (how many tiles per turn) and chance to avoid attacks, as well as chance to hit (less then DEX[verify])
* **LUK** = Luck; affects the chance of being hit.

## Elemental Resistance

Elemental Resistance reduces or increases the damage from attacks of that element. Blue values correspond to an increase in damage received by that percentage, whilst red correspond to a reducement in damage received by that percentage. Values of 100 (red) completely nullify damage, and value over 100 makes you heal.

```
*Example: three characters have are hit by a Fire attack, and they all take 100 damage. However, they have different Fire Res. stats; 1st has 25 blue, 2nd 25 red and 3rd 125 red. The first takes 100 damage plus 25% of 100, making the total 125. The 2nd takes 100 damage, minus 25% of 100, making the total 75. The 3rd takes 100 damage, minus 125% of 100, taking -25 damage, thus healing with 25 HP.*

```

## Enchantments

*Main article: enchantments*

Enchantments are modifiers put on gear. Up to three can be equipped at once, of which only two can be attributes. There are two types: basic stat modifiers, which influence the above-mentioned stats, or other attributes. Here's a list of those:

* **HPMP** = Increases max HP and MP.
* **HP ABSORB and **MP ABSORB**** = HP/MP Absorb; when attacking with a regular attack, recover hp equal to the percentage of damage done to the enemy.
* **TRN-HP-REC** = Turn Hp Recovery; at the start of each turn, HP is recoverd by the percentage shown.
* **CTR-ATK. UP** = Counterattack up; increases damage done when counterattacking.
* **AXE-DMG. UP** = Axe Damage Up; increase damage done with an axe.
* **BLOCK-CHNC. UP** = Block-Chance Up; increases chance of blocking an attack when equipped with a shield.
* **ABN-STS.HEALUP** = Abnormal Status Heal Up. This increases the probability of being cured of a negative status condition at the start of your turn.
* **DMG DEC** =decreases the amount of damage taken when guarding with a shield, or damage done[Verify].
* **ACQ-EXP** = Acquire Experience; increases experience gained from non-damage dealing skills[Verify].
* **ACQ-MAG-ITM** = Acquire Magic Item; increases the chance of getting a magic item during item drop when an enemy is defeated.
* **ACQ-MONEY** = Acquire Money; increases amount of money dropped by a defeated enemy.
* **DROP RATE** = Item Drop Rate; increases chance of an item being dropped when an enemy is defeated
* **NEUT-Knockback** = Neutralize Knockback; resistance to knockback.
* **Avoid K.O.** = Chance to survive an attack with 1 HP that would have defeated you. This works even if you only have 1 HP.
* **REF-MAG-DMG** = 60% chance to negate all effects and damage from a magical attack and send it back to the caster for the damage or effect they would have done to you.
* **REF-PHYS-DMG** = When damaged by a physical (non-skill) attack, a fraction of the damage received is reflected onto the attacker. Unlike Magical reflect, this will always play into effect, but will not negate any damage.
* **VIEW-ENMY-INFO** = View Enemy Info; if an item with this ability is worn by a character participating in a battle, that character's team can see the stats of the other team.
* **ADD. DMG.** = When performing a physical (non-skill) attack, the amount displayed will be inflicted afterwards. Can only be applied to weapons(Note: MS2 erroneously shows a percent sign on Assassin Dagger Weapon that has "Add.DMG+30%". The weapon does a fixed amount of 30 additional damage. This applies to other items with this effect as well.)
* **ABSOLUTE STATUS ACT** = When performing a physical attack, there is a chance of inflicting the abnormal status effect shown. The percentage is shown. Can only be applied to weapons. The abbreviations are:
	+ **PSN:** Poison
	+ **SLOW:** Slow
	+ **DARK:** Blindness
	+ **SIL:** Silence
	+ **CNFUS:** Confusion
	+ **PARA:** Paralysis
	+ **PTRFY:** Petrify

### Abnormal Status Resistance

Makes it less likely to be affected by skills that induce Abnormal Status effects.

## Level-oriented Stats

These stats influence the level of a character, which in turn affect these stats. Levelling up during battle will increase your stats whilst in battle.

* **LV** = Current level of the character.
* **SP** = Skill Points. Used for obtaining/upgrading skills.
* **EXP** = Experience points. Go up a level when exp reaches 100.