Stats

* These stats are displayed in white in the character window. If these stats are modified in any method other than the ones described above, they will be shown in brackets beside the new modified stats.
* Affects the player's Combat Power.

#### Permanent

* The stats acquired from ranking Skills, classes and reading books are permanent and will be carried through rebirth.

#### Semi-Permanent

* These stats will fade or reset upon rebirth.
* The stats that fall under this category includes those gained from Age, Level, and Uncooked Food effects
* For leveling stats and uncooked food stats, although the stat gain may be in decimals, they still take effect even though the change isn't visible under the specific stat in Character window.
	+ Ex. A player with 102 STR levels up and gains 0.5 STR. Although their STR still shows as 102, the player would have 1 more max damage than before.
	+ Uncooked food works the same way as leveling, except that the stats gained is significantly less. In addition, the older the character is, the less stats will be gained per food.

### Temporary Stats

* Modifications to the base stats including those from Enchants, Cooked Food, Potion Poisoning, and Titles.
* Displayed in yellow in the character window, with base stats in brackets beside it.
* Temporary Stats do not affect the player's Combat Power.
* Although a stat can go into the negatives, its effective value is displayed and calculated as 0.
* These modifications may be changed relatively easily at a whim.

### Age

* When creating a character, the player is allowed to choose an age between 10 and 17.
* Characters will advance 1 year in age every Saturday at noon (server time), either when they log in or change Channels.
* After reaching 17 years of age, the Character will no longer increase in height.
* For Pet characters, their maximum size is at Age 5. After Age 5, the pet's paws/hind legs will continually decrease in size.
* After reaching 25 years of age, the display will show age as "25 Years Old (+x Years)."
	+ The age display past 24 on NA servers will read "XX years past 25" where XX is the number of game years that have passed since the character was created or last rebirthed.
* After reaching age +25, the "Light Rays" no longer appear when you age, no message will appear, and importantly, no AP or stats will increase.
* Reaching Age 18 earns the player **"the Adult"** title. Reaching Age 30 earns the player **"the All-Knowing"**. Reaching Age 40 earns the player **"the Old"**.
* There seems to be no limit to Aging. A player can age to over a hundred without dying of "Old Age" or something of the like.
	+ As stated whenever you fall unconscious, death doesn't exist in the world of Erinn.
* You can find stats gained by aging here.
* **Trivia:** When a pet ages up, the Light Rays will appear every time until Age 25+, although pets usually stop gaining stats at Age 11.

### Ability Points

* Ability points, or AP, are required to rank up skills.
	+ To see a table of AP requirements for skills, please refer to Skill List.
* AP are earned by leveling up both base level and exploration level and by aging. Some quests reward AP as well.
* You can recover AP that has been used on skills that are Rank E and greater by using a Skill Reset Capsule.
* 4 AP are required to repair one durability point of the Brionac at a 100% success rate.

### Life

* *For the rank A enchant Life, go here.*
* *For the rank 8 enchant Life, go here.*
* Life Points, commonly referred to as Hit Points (HP), determine the character's ability to absorb damage.
	+ Rest, Magical Music effects, Healing Magics, and Life Potions can restore Life to maximum amount of Unwounded Maximum Total Life. Leveling up will restore Life completely, wounds are healed also. Using Nao Support after being knocked out will restore HP, Mana, Stamina, and Hunger completely.
		- You can use a Life Potion quickly by pressing the H key or assign it a different Hotkey via the options menu. The bottom-right most potion in your inventory is always selected when using the hotkey. The priority goes as follows: Main inventory -> Non-expiring Item Bag -> Expiring Item Bag. Potions will not be used by default from anything other than the main inventory bag. The option must be enabled in the menu.
		- Excessive use of Life Potions can result in medicinal poisoning which reduces your Intelligence and Will while increasing the effectiveness of the potion being consumed.
	+ Life will naturally regenerate at a constant rate of 1 point for every 8 seconds that pass.
* The absolute minimum Total Max Life a player can have is 1. If reduced below 1 by Enchants or Titles, the amount Life will be adjusted to 1.
* A character's Life Points being reduced to zero *usually* results in the character being knocked out. It is also possible to go in to Deadly status.
* It is possible to survive past 0 Life. This phenomenon is known as the status effect of Deadly. The chances of going into Deadly when receiving an attack are dependent upon Will.
	+ A character will always go in to Deadly status instead of being knocked out when HP was depleted by poison, negative fountain effects, or excessive use of Windmill without the use of HP Potions in between.
	+ While in Deadly status, the very next attack you receive will almost certainly knock you out. The chances of surviving are negligible and determined by the player's Will.
		- {Deadly status "caps" at -100% of maximum HP, including enchants and other bonuses.
* A player **will** enter Deadly status when the user has 50% or more Life remaining when receiving a single blow where the damage is greater than the remaining life.
* When your HP depletes to zero, there is a chance you will become "unconscious", provided Deadly did not trigger.
* The player can also become "Wounded", where the maximum amount of Life able to be healed by HP Potions is reduced. This is shown by the red area on the Life bar being replaced with black.
	+ Rest, First Aid, and Wound Remedy Potions can heal Wounds. Transformation will also reduce Wounds. Resting by a campfire will heal wounds more quickly.
* Resting in a dungeon **without** a campfire will **not** recover wounds, nor will it give any extra effects.
* Skills that add to Life include: Combat Mastery, Defense, First Aid, Rest, Sharp Mind, Wind Guard (Giants-only), and Life Drain
* See also: Hit Point Modifiers.

### Mana

* *For the Mana enchant, go here.*
* Mana Points (MP) are used when the player loads a Magic skill.
* Meditation, Magical Music effects, and Mana Potions can restore Mana. Leveling up will completely restore Mana.
* Mana will regenerate naturally at the rate of 3 points per minute during daytime. At night, during Eweca (6:00 PM to 6:00 AM), Mana regeneration occurs at 9 points per minute.
* Standing on a Mana Tunnel in Iria during the daytime (6:00 AM to 6:00 PM) will regenerate Mana at 5 points per second, in addition to the natural regeneration rate.
	+ This boost does not extend to pets, however.
* Skills that add to Mana include: Alchemy Mastery, Mana Shield, Mana Crystallization, Metal Conversion, Shock, Synthesis, Magic Mastery, Meditation, Thunder, Natural Shield, Fire Shield, Lightning Shield, Ice Shield, Ice Spear, and Blaze.
* See also: Mana Point Modifiers.

### Stamina

* Stamina Points are required when the player activates any Active Combat or Life skill.
* Each single-wield normal attacks take up 1x stamina (Look up Weapons for their stamina usage), while each dual-wield attack takes up 2x stamina (for Humans).
	+ It is still possible to attack with 0 stamina, however the damage will be reduced to bare-handed damage and the player will be unable to activate Combat and Life skills.
* Stamina naturally regenerates at a rate of 24 points per minute while standing.
	+ Stamina cannot be naturally regenerated while the player is using Meditation.
* As time passes, the character's fullness will gradually decrease. **The fullness decrease rate is the same for all characters.** Fullness is represented by *Food %*, which is calculated by dividing the fullness by the player's max Stamina. The Food % will normally not drop 50% (therefore, fullness will usually not drop below half the player's max Stamina).
	+ Accordingly, the higher a character's maximum Stamina is, the slower the Food % will decrease.
	+ Stamina can be recovered above the Food % limit, but Stamina regeneration will take five times longer than normal. Stamina Potions can still be used, but their effectiveness will be reduced to 20%.
		- This ultimately reduces the amount of Stamina the player can use. It is possible to reduce the Food level below 50% by using Enchants or Titles. Fountainsmay reduce Food level to 0%. It is always wise to carry some food through dungeons.
		- Beware that Food % has major effects on Stamina.
* Transformation restores most of the player's Stamina and Food %.
* Eating Food restores some of the player's fullness.
	+ Eating Food will restore the player's Stamina, but only in young characters.
* Rest, Magical Music effects, and Stamina Potions can restore the player's Stamina. Leveling up will completely restore the player's Stamina and Food %.

Skills that add to Stamina include: Production Mastery, Metallurgy, Campfire, Charge, Stomp (Giants-only), Fishing, and Alchemy Mastery.

* See also: Stamina Modifiers.

### Strength

Strength (Str) adds a damage bonus to Melee attacks and skills.

*Your physical strength. The more Strength you have, the stronger your attacks are and the more bonuses you gain from Strength-dependent skills.*

* Every 10 Str will add +4 to maximum melee damage and +~3.33(rounded down to 3) to minimum melee damage.
	+ The exact distribution is: +2.5 Str adds +1 to maximum damage; +3 Str adds +1 to minimum damage.
* Skills that add to Strength: Combat Mastery, Smash, Windmill, Stomp (Giants-only), Final Hit (Human-only), Charge, Ranged Attack, Elf Ranged Attack, Arrow Revolver (Human-only), Rest, Fireball, Throwing Attack (Giants-only), Taunt (Giants-Only), Blaze, Carpentry, Blunt Mastery, Assault Slash, and Fishing.
* See also: Strength Modifiers.
* Doing the School Classes at Ranald gives you an extra 5 STR bonus.

### Intelligence

Intelligence (Int) adds damage to Magical skills, contributes to Magic Balance, and affects the success rate of reading Books and Enchanting.

*Your rational capability. The more Intelligence you have, the more easily you can understand books and the more bonuses you gain from Intelligence-dependent skills.*

*Extra Magic Damage*

* The G13 damage formula raises magic damage by a percent defined as Magic\_Damage \* [1+(INT/2000)].
	+ Simply put, all magic damage will be increased by 1% every 20 int.
	+ These effects compound with the G13 Masteries and the effects of certain wands. (I.e 1.2x damage from Int and 1.1x damage from mastery would be 1.32x damage).
		- Damage bonus from the player's enchants as well as from int can add large amounts of damage due to the stacked multipliers.
		- The damage from Int does receive a bonus from the critical hit skill if you critical.
	+ Intelligence will add +1 to the player's magical defense for every 20 int.
		- Normal physical defense from the player's equips will not affect magic, however protection will.
* Skills that add to Intelligence include: Mirage Missile (Elf-only), Herbalism, Potion Making, Blacksmith, Musical Knowledge, Composing, and Cooking. Every magic skill except for Thunder, Meditation, and magic shields also add to intelligence.
* See also: Intelligence Modifiers.

### Dexterity

* *For the Dexterity enchant, go here.*

Dexterity (Dex) adds a damage bonus to Ranged attacks, affects Balance and Wound rate, as well as the success rate of production skills.

*Your ability to work. The more Dexterity you have, the faster and better you can create items and the more bonuses you gain from Dexterity-dependent skills.*

* Every 10 Dex adds +4 to maximum damage and +~2.85(rounded down to 2) to minimum damage to ranged attacks.
	+ The exact distribution is: +2.5 Dex adds +1 to maximum damage; +3.5 Dex adds +1 to minimum damage.
* Every 4 Dex adds +1% to balance for melee and ranged attacks.
	+ The exact formula is (Dex - 10) / 4, rounded down.
* Every 10 Dex adds +1.0% to maximum wound rate and +0.5% to minimum wound rate.
* Higher dexterity can improve the imbalance in the meter while cooking.
* Every 10 dexterity adds +1% to life skills, but anything more than 180 dex does not add any bonus. Dexterity also does not affect Potion Making, Blacksmithing, Tailoring success rate whatsoever.
* Skills that add to Dexterity include: Every life skill (except for Composing, Musical Knowledge, Rest, Carpentry, and Campfire); Combat Mastery, Enchant, Ranged Attack, Elf Ranged Attack, Magnum Shot, Arrow Revolver (Human-only), Counterattack, Mirage Missile (Elf-only),Final Shot (Elf-only), Support Shot and Sword Mastery.
* See also: Dexterity Modifiers.

### Will

Will affects the player's chance of going Deadly, as well as increasing Critical and Wound rates.

*Your mental prowess and determination. The more Will you have, the better you can survive dangerous situations and the more bonuses you gain from Will-dependent skills and Will-affected circumstances.*

* Every 10 Will adds +1.0% to Critical.
	+ The amount of Critical that is contributed by the Will stat may be calculated by: (Will-10)/10
		- Therefore, if the player has less than 10 Will, the deficit will actually add "negative Critical". (eg. 0 Will will be -1.0% Critical)
* Every 10 Will adds +2.0% to maximum wound rate and +0.5% to minimum wound rate.
* Skills that add to Will include: Critical Hit, Windmill, Smash, Thunder, Throwing Attack (Giants-only), Natural Shield, Fire Shield, Lightning Shield, Ice Shield, Axe Mastery and Fishing.
* Rest subtracts from Will. (1 point per rank)
* See also: Will Modifiers.

### Luck

Luck affects the player's Critical Hit rate, as well as the chances to score a Lucky Finish and Lucky Bonus.

*A mysterious and inexplicable phenomena that helps you. The more Luck you have, the more often good things happen to you and the more bonuses you gain from Luck-related skills.*

* Lucky Finish/Bonus rate is increased with Luck, however the player may still get Lucky Finishes with 0 Luck.
* Every 5 Luck adds +1.0% to Critical.
	+ The amount of Critical that is contributed by the Luck stat may be calculated by *(Luck - 10)/5*.
		- Therefore, if the player has less than 10 Luck, the deficit will actually add "negative Critical". (eg. 0 Luck will be -2.0% Critical)
* Luck **does not** increase success rate of production or repairs.
	+ The exception to this is Weaving Theatre Mission passes, which is solely based on the Luck stat.
* Luck **does not** increase item drop rate.
* There are no skills that increase Luck. The only way to gain Luck is through enchants, leveling up (includes Exploration) while age 14 or younger, Artisan Upgrade, long term food effects from Hazelnut Mushroom, Titles, or aging from 10-14.
* See also: Luck Modifiers.

### Damage

*The amount of damage you deal to enemies when you attack them with physical weapons like swords and bows.*

* Damage is the amount of regenerative HP an enemy will lose when a player attacks.
	+ The HP loss inflicted on an enemy is not permanent and will regenerate over time if no further attack is made (assuming the enemy has not been killed), unlike wounds caused by a player's injury rate.
* A player's damage stat is displayed as a range between a minimum and maximum value. Any given attack on an enemy will inflict an amount of damage whose value is somewhere within that range.
	+ When a weapon is equipped, the Attack attribute of that weapon is added to a player's Damage stat.
	+ Without a weapon equipped, your bare hands are treated as a Normal 3-hit weapon with 0~8 attack, 10% critical, and 30% balance.[1]
* For enemies that naturally recover HP very quickly, a player must either be able to cause large amounts of damage per attack or be able to cause wounds (permanent HP loss) with their injury rate stat.
	+ In Iria's dungeons, enemies in Recovery Rooms will regenerate HP lost from a player's damage much faster when they are in their rest cycle but will **not**regenerate the HP lost to wounds caused by a player's injury rate.
* Strength increases the amount of damage caused by melee attacks, where a +2.5 strength increase adds +1 to maximum damage and a +3 strength increase adds +1 to minimum damage. (Every 15 Strength, 6 Max Damage is added as well as 5 Minimum Damage)
* Dexterity increases the amount of damage caused by ranged attacks, where a +2.5 dexterity increase adds +1 to maximum damage and a +3.5 dexterity increase adds +1 to minimum damage. (Every 35 Dexterity, 14 Max Damage is added as well as 10 Minimum Damage)
* Intelligence increases the amount of damage caused by magical attacks, see the Intelligence section on this page for more information as the relationship is not linear and has some qualifications.
* See also: Damage Modifiers.
* A player's minimum damage cannot exceed their maximum damage. If the minimum damage would be higher than the maximum, the minimum damage will be lowered to the player's maximum damage.

#### Damage Calculations

The final damage dealt on a monster is calculated in the following steps:
1. Base damage plus all additional damages (from enchants, stats except Int, skills)
2. Skill Multiplier (if applicable)
3. Deduct by Enemy Defense
4. Deduct by Enemy Protection
5. Intelligence Bonus Damage (if applicable)
6. Elemental Multiplier (if applicable)
7. Passive Defense (if applicable)

### Wounds

* Wounds appear on your Life bar in black. Wounds are the parts of your life that cannot be healed by life potions or Healing.
* To recover from wounds, you must Rest, use/receive First Aid, or receive treatment from a town healer. Wound Remedy Potions and Transformation will also reduce wounds.
	+ More wounds can be recovered by First Aid if you are resting while receiving the aid.
* **Note: You cannot recover wounds by resting if you are in a dungeon**
	+ You can recover wounds in a dungeon only if you are resting next to a Campfire or using a Recovery Booster.
* Magical attacks will never wound.
* It's possible to have 100%(+) Wound. You will stay in deadly until the wounds are healed.

### Injury

*The chance that an attack you deal to an enemy will injure them. Injuries cannot be treated with potions or healing magic.*

* Injury rate is the percentage of your damage that is inflicted as wounds on the enemy.
	+ For example, if you have an injury rate of 10~20% and you hit 100 damage on an enemy, you will inflict 10~20 points of wound to the enemy as well as the damage. Note that wounds are not the same as damage.
* Injury rates are most useful on enemies that naturally recover HP very quickly. This includes Iria's Recovery Type rooms.
* Dexterity, Will, certain Transformation Skills and the use of ranged weapons increases the injury rate.
* Magic attacks cannot inflict wounds, and thus are not affected by the injury stat.
* Protection will decrease the wound rate by the amount of protection. (I.e if the target has 20% protection and you have 10~30% injury, you will cause 0~10% of your damage in wounds.)
* See also: Injury Modifiers.

### Critical

*The chance that an attack you deal will inflict deadly damage to your enemies. Your Critical rate is affected by your Luck and Will.*

* Determines the chance to score a Critical Hit.
* Critical % from weapons do not count toward Magic Critical chance unless using a Wand.
	+ However, Critical % increase from enchants will apply to Magical Critical chance.
		- Be aware that the increase will not be the full amount specified on the enchant; it is rather multiplied by a Constant, unique for each spell, that is less than 1.
	+ Critical chance increase from Axe Mastery, Crossbow Mastery, and Lance Mastery as well as their skill's master titles will be applied to Magic Critical chance provided the player has the respective weapon equipped.
* Every 10 Will adds +1.0% to Critical.
* Every 5 Luck adds +1.0% to Critical.
* Critical chance is reduced by 2.0% for every Protection point on the target.
	+ There are some skills that ignore this, however.
* Effective Critical chance is capped at 30%.
* See also: Critical Modifiers.

### Balance

*The likelihood that your attacks will deal damage close to the max damage you are capable of. The more Balance you have, the higher the chance. Balance is affected by Dexterity and skill ranks.*

* Affects damage output from the player.
* **For Melee**: A Player's DEX stat, enchants, and Combat Mastery skill rank all affect balance.
* **For Archery**: A Player's DEX stat, enchants, and Ranged Attack skill rank all affect balance.
* For Combat Mastery and Ranged Attack, each rank gives an additional 1% Balance when using Melee or Ranged attacks, respectively. For example, Rank B is +5%, Rank 6 is +10%, and Rank 1 would be +15%.
* INT influences Magical balance.
* Barehanded balance is 30%. Thus, *most* weapons would increase the player's balance.
* Balance is capped at 80% for melee and ranged weapons, and 100% for magic.
* Balance can be perceived as a standard Normal Distribution Curve. The equation for calculating median damage is: ((*Max Damage* - *Min Damage*) × *Balance*) + *Min Damage*. In other words, the median damage is the weighted average of maximum damage and the minimum damage, with the *Balance* as the weight.
	+ In layman's terms, Balance determines where in your damage range your hits will land. So if you had a damage range of 10~20, and 0% balance, your hits would, on average, land on the bottom of your damage range for 10 damage. Likewise, with 80% balance, your hits would, on average, hit 8/10ths of the way up your damage range for 18 damage.
	+ If balance can be labeled as a Normal Distribution Curve, then the following pattern tends to occur: 50% of the time, the player will land a damage that is greater than the mean damage (before applying Defense, Protection, Elements, and Skill Multipliers) calculated by the above formula. Conversely, the other 50% of the time, the player will hit less than the mean damage. Thus, although a player may have 100% Magic Balance, they will not hit their full damage all of the time.

### Knocked Unconscious

* When your HP reaches zero upon receiving a hit, your character will be knocked unconscious; the body will suffer from incapacitation and has fallen and is unable to do anything.
	+ There is a chance that the character does not become knocked out, and instead goes into the Deadly status with the remainder of the damage inflicted as negative HP.
	+ The chance that this occurs is dependent on the percentage of HP the player has remaining and Will stat upon receiving the hit.
	+ Players with full HP cannot be knocked out in a single blow, and will go into deadly 100% of the time.
* Upon being knocked out, the player has a chance to drop any equipped items that are not blessed.
	+ Blessed items have a chance to lose their blessings upon being knocked out.
	+ Equipment that cannot be dropped, such as spirit weapons, will never drop when the player is knocked out.
	+ Dropped items will lose any Holy Flame effect.
* When unconscious, the player will receive the following message:

*"You are completely knocked unconscious.*

*You are unable to rise again on your own.*

*But you are in Erinn, the world where death does not exist. Being unable to move does not equate to death.*

*You are now about to make a choice.*

*Even though you may not be able to move your body, you can make a decision on how your body will be revitalized."*
* When you are knocked out, you have several options:
	+ Revive at Town (Minor EXP cutdown).
	+ Revive at Spot (Field-only. Major EXP cutdown).
	+ Revive at Goddess Statue (Dungeon-only. Normal EXP cutdown).
	+ Revive at Dungeon (Dungeon-only. Minor EXP cutdown).
	+ Revive by Nao (requires Nao Soul Stone. Extremely minor EXP cutdown + Blessing on all equipped items).
	+ Revive by Player (requires one Phoenix Feather, Party Phoenix Feather, or Advanced Phoenix Feather. Very minor EXP cutdown).
	+ Revive at Campfire Tent (requires Camp Kit in use. Can only be used by the one who made the Tent. Very minor EXP cutdown).
	+ Players revived with an Advanced Phoenix Feather will lose a little more EXP than usual.
	+ If you revive by Town or Goddess Statue, any fallen equipment will get sent to the Lost and Found.
	+ If you revive by Spot or Nao, any fallen equipment must be picked up.
		- If the player fails to retrieve the items within the time limit, they will be sent to the Lost and Found.

### Magic Stats

#### Magic Damage

*The amount of damage you deal to enemies when you attack them with magic skills. Your Magic Attack is affected by your Intelligence. Every 1 point of Magic Attack increases damage by 1%.*

* Damage range that the spell will inflict on the enemy (Before calculating Defense, Protection, and Elements).
* For Bolt magics, this is calculated by:
	+ Bolt Magic min Damage = Spell min damage + Minimum damage enchants\*Spell Damage Constant + Wand min damage\*Spell Damage Constant + Int bonus
	+ Bolt Magic max Damage = Spell max damage + Maximum damage enchants\*Spell Damage Constant + Wand max damage\*Spell Damage Constant + Int bonus
* For Adv magics, this is calculated by:
	+ Intermediate Magic Min Damage = Spell min damage + Minimum damage enchants\*Spell Damage Constant
	+ Intermediate Magic Max Damage = Spell max damage + Maximum damage enchants\*Spell Damage Constant
	+ Ego wands do not increase adv magic damage.
* The Damage Spell Constants are as follows:
	+ Icebolt: 0.07
	+ Firebolt: 0.38
	+ Lightningbolt: 0.42
	+ Ice Spear: 0.1
	+ Fireball: 0.48
	+ Thunder: 0.6
* Example: If a player had +50 max and +10 min on their gear, then thunder would receive 50 \* .6 or 30 more max and 10 \* .6 or 6 more min.
* This effect is amplified by the G13 Int formula, Bolt, and Elemental Masteries.
* In G13 the damage formula is change to the following:
	+ [Base + (Damage\_Enchant\_Bonus \* Spell Constant)] \* (1 + Magic\_Attack / 100) \* (1 + Other Bonus).
		- Other Bonus is the sum of all other increases to magic damage.

#### Magic Balance

* Magic Balance determines the average damage of your spells.
* It is actually a hidden stat, and not displayed on the character screen.
* Magic Balance is determined solely by Int as of G7.
* Magic Balance is capped at 100%.
* The formula for Magic Balance is as follows:
	+ [(Int-10) / 4] + 30 + (magic\_mastery\_correction) + [(enchant\_bonuses)(spell\_constant)][2]
		- Magic Mastery Correction is a special constant that depends on the player's Magic Mastery rank.
			* Each additional Magic Mastery rank adds +1 to this constant. Rank F Magic Mastery is equal to 1; Rank 6 is equal to 10. Rank Novice is 0.
			* Ignoring any possible enchant bonuses, one can obtain a Magic Balance of 100% with:
				+ 290 INT (Rank Novice Magic Mastery)
				+ 230 INT (Rank 1 Magic Mastery)
		- Enchant Bonuses are enchants that affect normal damage balance. The total damage balance effects of a player's enchants are tallied up and multiplied by the Spell Constant.
		- Spell Constant is a special number that varies from spell to spell. The spell constants are as follows:
			* Icebolt: 0.4
			* Firebolt: 0.4
			* Lightning Bolt: 0.2
			* Ice Spear: 0.5
			* Thunder: 0.4
			* Fireball: 0.5
* Only wands affect the balance of spells; other weapons have no effect on spellcasting.
* See also: Balance Modifiers.

### Defense/Protection

*The amount of damage you absorb when you're hit by a physical attack. The more Defense you have, the less damage you take.*

*The amount of damage you absorb when you're hit by a magic attack. The more Magic Defense you have, the less damage you take. Your Magic Defense is affected by your Intelligence.*

*The amount of an enemy's critical attack you block. The more Protection you have, the more you block. Displayed as a ratio.*

* Defense reduces damage received by the specified amount.
	+ Certain skills ignore the defense stat.
* Protection reduces damage received by that %. It also reduces wounds and Criticals received.
	+ Certain skills ignore the critical rate reduction of protection.
	+ Life Drain, Spear of Light, Shadow Spirit, and Wings of Rage, are the only skills that can completely ignore protection.
* Defense is calculated before Protection. (Please go here for a more thorough explanation.)
* Note that any monster with 100% Protection will negate all damage to 1.
	+ Monsters that have level 3 of any Passive Defense will gain 100% protection to the corresponding attack.
		- Lower levels of Passive Defense will still reduce damage, however this should not be confused with protection.
	+ Certain monsters are immune to traditional forms of attack and must be attacked with a specific weapon or skill or in a certain way in order to deal damage. When attacking these monsters, the message *"The weapon isn't making any impact!"* will flash on the player's screen.
* The Defense skill adds to base physical defense.
* In G13, the Defense stat is split into Magic Defense and Physical Defense.
	+ Magical Defense comes from the player's Intelligence stat.
	+ Physical Defense from equips will no longer reduce magic damage.
	+ Protection's functions are unaltered.
* See also: Defense Modifiers and Protection Modifiers.

## Status Effects

**Status effects** are special conditions that a character is put into or applied onto the enemy via using a certain skill, ability or from an in-game effect.

* Some status effects that are not evident may not be on this chart; status effects are not limited to what this chart shows.
	+ Not all status effects have an icon; you may be put into a status effect without any indication. For example, using the Charge skill will invoke the Charge status effect.
* All status effects are temporary under normal conditions.
	+ Some may disappear during logout or changing channels, some, like Potion Poisoning, will not.