Characteristic

**Characteristics**, often referred to as statistics or stats, are what defines your character's potential. These are normally boosted by level, equipment or Characteristic Scrolls. Some characteristics can be altered by resetting them.

See also: Equipment, Equipment by effects

## Basic characteristics

The six basic characteristics are Vitality, Wisdom, Strength, Intelligence, Chance and Agility. These can be increased permanently by distributing the characteristic points you gain at each new level (see soft caps), by using Characteristic Scrolls or Characteristic Food. They can also be increased (and *decreased*) with equipment and, during battle, buffs.

Strength, Intelligence, Chance and Agility also have an elemental nature to them. For each point that these characteristics are increased, the character can do 1% more damage in the corresponding element.

###  Vitality (Vit)

*For the Iop spell with the same name, see Vitality (spell).*

* Increases HP by 1 per point.

Vitality increases your character's Health Points. Each Vitality point gives 1 extra HP (unless you are a Sacrier, in which case you will gain 2 HP per Vitality point).

Equipment boosts in vitality are different from boosts in HP. With Vitality, your maximum health will increase and remain at 100%. However, a boost in HP increases maximum health, but does not conserve the total amount.

For equipment see Vitality equipment, there is also Vitality penalty equipment.

###  Wisdom (Wis)

* Increases AP Loss Resistance by 1 per 10 points.
* Increases MP Loss Resistance by 1 per 10 points.
* Increases AP Reduction by 1 per 10 points.
* Increases MP Reduction by 1 per 10 points.

Since update 1.60, wisdom is not related to exp gain anymore.

*See AP and MP loss for more information.*
Wisdom increases the amount of experience received from fights. It also helps avoid AP and MP losses and makes you better at removing AP and MP from enemies.

For equipment see Wisdom equipment, there is also Wisdom penalty equipment.

###  Strength (Str)

* Increases Neutral and Earth element damage.
* Increases Pods (carrying capacity) by 5 pods per point.

For equipment see Strength equipment, there is also Strength penalty equipment.

###  Intelligence (Int)

* Increases Fire element damage.
* Increases Healing efficiency by 1% per point.

For equipment see Intelligence equipment, there is also Intelligence penalty equipment.

###  Chance (Cha)

* Increases Water element damage.
* Increases Prospecting by 1 per 10 points.

For equipment see Chance equipment, there is also Chance penalty equipment.

###  Agility (Agi)

* Increases Air element damage.
* Increases Dodge by 1 per 10 points.
* Increases Lock by 1 per 10 points.

For equipment see Agility equipment, there is also Agility penalty equipment.

## Primary characteristics

The primary characteristics are listed below. These are not considered *basic* only because the characteristic points that a player gains at each level cannot be used to increase these characteristics.

### Energy

Energy can be thought of as your character's life force. You lose energy when you are defeated by a monster or by another player in a non-challenge fight. If your energy reaches zero, you will become a ghost.

The base value for everyone is 10,000. When defeated by a monster, you lose 10 energy per character level. When defeated by another player, you lose 10 energy per alignment level and 100 per alignment rank. When defeated in a fight against a Perceptor, you lose 3,000 additional energy.

The quickest way to restore energy is by eating certain food items. Another way is by either logging off or switching to merchant mode while your character is in a tavern/inn or in a house. Characters regain 1 energy point per minute of disconnection anywhere, and 2 energy points per minute if they are disconnected in taverns/inns, class temples, or houses. Your character will recover energy even if you log back in and play an alternate character. When you log back in as the resting character, a notice in the chat window will tell you how much energy was gained.

For Usable Items which replenish Energy see Energy Items.

###  Health Point (HP)

Health points keep your character alive in combat. If you reach 0 HP, your character is removed from the battle. If everyone on your side is defeated, your character may die, see death for details. If not, you will be restored to 1 HP when the battle ends (unless you received a level as a result of the battle, in that case all HP will be restored).

Each player character starts with 55 HP and gets 5 extra HP per level. Total HP is affected by Vitality.

When not in combat you recover 1 HP per second normally (this rate increases when using the Emotes /sit and /rest). It may also be restored by using certain foods and certain spells, leveling up your character will restore your HP to its maximum.

For Usable Items which replenish HP see HP Items.

###  Action Point (AP)

Action Points (AP) allow you to cast spells or attack with a weapon during combat. AP used will be removed from the AP gauge, which will then fill up again at the beginning of each turn.

The base value for every class is 6 AP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to perform more actions during their turn, and will accept a decrease in their base value if they are getting a desired gain in other stats.

Reaching level 100 permanently increases the base value to 7 AP.

You can only have a maximum of 12 AP (so +5 AP from equipment if above level 100 and +6AP if below it). Although you are able to equip extra equipment with more AP, the AP bonus will not be included.

For equipment see AP equipment, there is also AP penalty equipment.

###  Movement Point (MP)

Movement Points (MP) allow you to move your character during combat. Moving your character one space on the grid requires one MP, whenever you move, the MP used will be removed from the MP gauge, which will then fill up again at the beginning of each turn.

The base value for every class is 3 MP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to be able to move further during their turn, and will accept a decrease in their base value if they are getting a desired gain in other stats.

Reaching level 100 has no effect on the base value of MP.

You can only have a maximum of 6 MP (so +3 MP from equipment). Although you are able to equip extra equipment with more MP, the MP bonus will not be included.

For equipment see MP equipment, there is also MP penalty equipment.

###  Initiative (Init)

Initiative determines turn order in combat. The higher your Initiative, the greater chance your character has of playing before the others. Taking damage lowers your character's Initiative, so it is best to start a fight with full HP.

The combatant with highest initiative goes first, then the highest initiative on the other team, then second highest on the first team, second highest on the second team, etc.

Each Strength, Intelligence, Chance or Agility point gives 1 Initiative point.

For equipment see Initiative equipment, there is also Initiative penalty equipment.

***How to calculate initiative***

Initiative = (Strength + Intelligence + Agility + Chance + Initiative Bonus) \* (HP remaining/Total HP)

###  Prospecting (PP)

*See Drops for more information.*

Prospecting increases your chances of getting drops from monsters at the end of a fight.

The base value for every class is 100 Prospecting.

Every 10 Chance points yields 1 Prospecting point.

For equipment see Prospecting equipment, there is also Prospecting penalty equipment.

###  Range (Ra)

Range increases the maximum distance at which you can cast your spells (provided their range is modifiable and not fixed).

You can only have a maximum of 6 Range. Although you are able to equip extra equipment with more Range, the Range bonus will not be included.

For equipment see Range equipment, there is also Range penalty equipment.

###  Summons (Sum)

*See Summon for more information.*

Summons determines the maximum number of summons you can control at once in a fight.

A Summon (or Invocation) is a creature you create by certain Spells. It will fight for you (or otherwise aid you in some manner), but you cannot directly control its actions.

All characters have the possibility to summon one creature, regardless if the character has any summoning spells or not.

Certain Spells, along with Equipment may increase this amount. The creatures over the limit won't be killed, but you won't be able to summon other creatures until the summoned creatures in the fight is again lower than your summons stat.

For equipment see Summons equipment.

### Pods (Carrying Capacity)

*Note : In French, "poids" means weight.*

Characters start with a base of 1,000 Pods and gain 5 pods per level.

Pods can also be gained from professions, for more information see Profession#Pod Bonus.

A character with items weighing more than its carrying capacity is typically called "overloaded". While overloaded, the character cannot exchange with NPCs or Perceptors and cannot run, it can, however, walk, use potions, Zaaps and exchange with other players. While gathering, any resources that would make the character overweight are lost, and no experience is gained from gathering. You cannot become overweight by withdrawing items from the bank, or by making an exchange with another player. Exchanging is not permitted by the game if the items you receive will make you overweight, however you may give enough items in return so that you would not be overloaded. If you are overloaded already, the other player in the exchange cannot offer items in the exchange bar at all. When overloaded, f2p players cannot initiate an exchange, but p2p players can. All overloaded players can accept an exchange. All other ways of gaining inventory items have the possibility of making you overloaded, such as defeating a monster or purchasing a subscription pet that includes resources (such as Croum).

Each Strength points yields 5 Pods.

For equipment see Pods equipment, there is also Pods penalty equipment.

## Secondary characteristics

###  AP Reduction

*See AP and MP loss for more information.*

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Every 10 Wisdom points yields 1 AP Reduction point.

For equipment see AP Reduction equipment.

For weapons that can remove AP see AP Reduction weapons.

### File:AP Loss Resistance.svg AP Loss Resistance

*See AP and MP loss for more information.*

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Every 10 Wisdom points yields 1 AP Loss Resistance point.

For equipment see AP Loss Resistance equipment, there is also AP Loss Resistance penalty equipment.

###  MP Reduction

*See AP and MP loss for more information.*

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Every 10 Wisdom points yields 1 MP Reduction point.

For equipment see MP Reduction equipment, there is also MP Reduction penalty equipment.

### File:MP Loss Resistance.svg MP Loss Resistance

*See AP and MP loss for more information.*

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Every 10 Wisdom points yields 1 MP Loss Resistance point.

For equipment see MP Loss Resistance equipment, there is also MP Loss Resistance penalty equipment.

###  Critical Hit (CH)

*See Critical Hit for more information.*

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For equipment see Critical Hit equipment, there is also Critical Hit penalty equipment.

###  Heals

*See Healing for more information.*

Heals work similar to plus Damage, just increases Healing effects.

For equipment see Heals equipment, there is also Heals penalty equipment.

For weapons that can heal see Healing weapons.

###  Lock

*See Dodging for more information.*

If your character's lock is higher than the dodge of another, your character has the ability to disable the opponent from escaping. Useful for "tanks" as it will allow the tank to dodge-lock an opponent while his/her allies attack the dodge-locked victim.

Every 10 Agility points yields 1 Lock point.

For equipment see Lock equipment, there is also Lock penalty equipment.

###  Dodge

*See Dodging for more information.*

Dodge determines your character's ability to escape a "tackle" or "dodge-lock". A higher amount of dodge means that your character is more likely to succeed in moving away from an enemy when directly next to each other.

Every 10 Agility points yields 1 Dodge point.

For equipment see Dodge equipment, there is also Dodge penalty equipment.

## Damage characteristics

###  Damage (Dmg)

*See Damage for more information.*

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For equipment see Damage equipment.

###  Power (Pow)

*See Damage for more information.*

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For equipment see Power equipment.

###  Critical Damage

Critical Damage works like regular Damage, but only on a Critical Hit.

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For equipment see Critical Damage equipment, there is also Critical Damage penalty equipment.

###  Neutral

*See Element for more information.*

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For equipment see Neutral Damage equipment, there is also Neutral Damage penalty equipment.

###  Earth

*See Element for more information.*

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For equipment see Earth Damage equipment, there is also Earth Damage penalty equipment.

###  Fire

*See Element for more information.*

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For equipment see Fire Damage equipment, there is also Fire Damage penalty equipment.

###  Water

*See Element for more information.*

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For equipment see Water Damage equipment, there is also Water Damage penalty equipment.

###  Air

*See Element for more information.*

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For equipment see Air Damage equipment, there is also Air Damage penalty equipment.

###  Weapon Skill

*See Weapon Skill for more information.*

This statistic increases damage done with a weapon.

Currently only the spell Weapon Skill can increase this statistic.

###  Reflect

*See Damage for more information.*

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For equipment see Reflect equipment.

###  Trap Damage

*See Damage and Trap for more information.*

Trap Damage works like regular Damage, but for Traps.

For equipment see Trap Damage equipment.

###  Trap Power

*See Power and Trap for more information.*

Trap Power works like regular Power, but for Traps.

For equipment see Trap Damage equipment.

###  Pushback Damage

*See Damage for more information.*

Pushback Damage works like regular Damage, but for Pushbacks.

Pushback is when a character or monster hits an obstacle before it could be pushed back the entire distance it should have been.

For equipment see Pushback Damage equipment, there is also Pushback Damage penalty equipment.

## Resistance characteristics

###  Neutral (fixed)

*See Resistance for more information.*

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For equipment see Neutral Resistance equipment, there is also Neutral Resistance penalty equipment.

###  Neutral (%)

*See Resistance for more information.*

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For equipment see Neutral Resistance equipment, there is also Neutral Resistance penalty equipment.

###  Earth (fixed)

*See Resistance for more information.*

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For equipment see Earth Resistance equipment, there is also Earth Resistance penalty equipment.

###  Earth (%)

*See Resistance for more information.*

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For equipment see Earth Resistance equipment, there is also Earth Resistance penalty equipment.

###  Fire (fixed)

*See Resistance for more information.*

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For equipment see Fire Resistance equipment, there is also Fire Resistance penalty equipment.

###  Fire (%)

*See Resistance for more information.*

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For equipment see Fire Resistance equipment, there is also Fire Resistance penalty equipment.

###  Water (fixed)

*See Resistance for more information.*

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For equipment see Water Resistance equipment, there is also Water Resistance penalty equipment.

###  Water (%)

*See Resistance for more information.*

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For equipment see Water Resistance equipment, there is also Water Resistance penalty equipment.

###  Air (fixed)

*See Resistance for more information.*

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For equipment see Air Resistance equipment, there is also Air Resistance penalty equipment.

###  Air (%)

*See Resistance for more information.*

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For equipment see Air Resistance equipment, there is also Air Resistance penalty equipment.

###  Critical Resistance

Reduces damage in the same way that normal resistances does, but only when the target is hit by a Critical Hit.

For equipment see Critical Resistance equipment, there is also Critical Resistance penalty equipment.

###  Pushback Resistance

Reduces damage in the same way that normal resistances does, but only when the target is hit by Pushback Damage.

For equipment see Pushback Resistance equipment, there is also Pushback Resistance penalty equipment.

## Quasi-characteristics

These are attributes that could be considered characteristics, but are usually treated separately.

* Character's Level and Experience
* Professions and profession levels
* Alignment and alignment levels
* Spells, spell levels and Spell Points