Codex
Item and skill descriptions are written for people who already play. These are the words they lean on, in plain language. Wherever one of them turns up in an item or a skill on this site it is underlined in its own colour, and it links back here.
States you build up
Conditions your own actions put you in. Almost every job has at least one, and using a skill at the wrong moment usually means wasting it.
- Combo Ready
- A short window opened by one skill in which the next one hits harder or behaves differently.
- Cast Ready
- A window in which a skill that normally needs channelling goes off instantly.
- Finisher Ready
- A window in which a job's closing skill gains its full effect.
- Duel Counter
- Charges a Duelist accumulates by fighting; several skills spend them or scale on them.
- Rolling Counter
- Charges built by an Assassin's spinning attacks, spent by the heavier follow-ups.
- Overslash Stack
- Charges that build as you keep swinging and raise the damage of the skill that consumes them.
- Harvest Mode
- A Dark Knight stance that blocks healing from skills in exchange for far heavier hits.
- Assault Mode
- A Peacekeeper stance that trades defence for the ability to cut through armour.
Timing
How long things take. Most of what separates a job that feels fast from one that feels heavy is here, not in its damage.
- Cast Time
- The channel before a skill goes off. Being hit can interrupt it.
- Fixed Cast
- The part of a cast that stats cannot shorten. Only gear made for it will.
- After Cast Delay
- The pause after a skill during which you cannot use another. Often the real limit on a rotation.
- Base Starting Cooldown
- The wait before a skill can be used again, before any gear reduces it.
- ASPD
- Attack speed: how quickly you swing between skills. Driven by AGI, and capped at the same number for every job.
- Capped at 180 for every job.
Words on gear
The vocabulary of equipment. These appear on almost every piece in the database.
- Set Bonus
- An extra effect you only get while wearing every piece of a named set.
- Piece Bonus
- What a single shadow piece gives you on its own, without the rest of its set.
- Per Refine
- A bonus that grows with each successful refine, so the same item improves as you invest in it.
- Random Options
- Bonuses rolled when an item drops. What it rolled is what it is, and the Refuge has no rerolling.
- Boss Relic
- A piece dropped by an MVP that upgrades a weapon into its relic form.
- Card Slot
- A socket for a card. How many an item has is fixed when it drops.
Attack
How damage is worked out. Worth knowing which of these your build actually scales with before buying gear for it.
- Defense Pierce
- Ignores a share of the target's armour, so heavily armoured enemies stop being immune to you.
- Magic Defense Pierce
- The same, against magic resistance.
- Critical Rate
- How often you land a critical hit.
- 1, plus 1 per 3 LUK, plus 2 more at every 10th point of LUK.
- Critical Damage
- How much extra a critical hit does when it lands.
- Ranged Damage
- A bonus that only applies to attacks made from a distance.
- Splash Range
- How far a hit spreads to enemies around the target.
- Attack Range
- How far away you can be and still hit. Measured in cells.
- Endow
- Temporarily gives your weapon an element, which changes how much damage it does to what.
Defence and survival
What keeps you standing. Monsters in the Refuge hit harder than they did and healing is slower, so these matter more than they used to.
- Perfect Dodge
- A flat chance to avoid a hit outright, no matter how accurate the attacker is.
- 1, plus 1 for every 10 points of AGI and LUK together.
- Flee
- Ordinary evasion. Works against accuracy, and stops working when you are outnumbered.
- Base level + your AGI + a tenth of it + a fifth of your LUK + 100.
- Stops working as more enemies surround you.
- Hit
- Accuracy. Enough of it and the target's evasion stops mattering.
- Base level + twice your DEX + a fifth of your LUK + 175.
- Neutral Resistance
- Reduction against plain physical damage, which is most of what hits you.
- Healing Received
- How much good a heal does on you. Some very strong gear cuts it.
- Leech
- Recovers HP from a share of the damage you deal.
- Overheal
- Healing beyond your maximum, turned into a temporary shield instead of being wasted.
Status effects
What you inflict, and what gets inflicted on you. In the Refuge several of these now work on bosses, which they did not before.
- Damage over time
- Bleeding, Burning and Poison. In the Refuge all three scale off whoever applied them and off their base level, and the ticks count as your damage for experience and for the drop.
- All three are multiplied by (base level / 130) raised to the power 4.8, and then halved.
- It stops climbing at base level 130, where the multiplier is a half.
- At level 100 that is 14% of the raw formula, and at 80 it is 5%.
- The ticks count as your damage: they feed your experience and your claim on the drop.
- Poison
- Damage over time that also softens defence. Now applies to bosses.
- (((ATK + MATK) / 2) * max(VIT, DEX)) / 9, every second, times the level multiplier.
- Deadly Poison is that plus a quarter.
- It will not land the killing blow: it stops at 1 HP and keeps going.
- Against a player: the old flat 10 a tick, and it stops at half HP.
- Burning
- Fire damage over time, off your magic attack rather than your weapon.
- (MATK * max(INT, AGI)) / 3, every 3 seconds, times the level multiplier.
- MATK is the middle of your minimum and maximum magic attack.
- Fixed at the moment it lands, the same as Bleeding.
- Against a player: the old flat 30, plus 1% of their max HP.
- Frost
- Slows the target and sets up the heavier freeze.
- Frozen
- The target cannot act, and takes more from some skills while it lasts.
- Bleeding
- Damage over time that also blocks natural recovery.
- (ATK * max(STR, LUK)) / 3, every 3 seconds, times the level multiplier.
- ATK is your attack with the weapon counted in, not the number the status window shows.
- Fixed at the moment it lands, and it runs to the end of the fight.
- Against a player: the old flat 30, plus 1% of their max HP.
- Stun
- The target cannot act for a moment.
- Knockback
- Pushes the target away, measured in cells. Useful for control, awkward in a party.
- Hiding
- Drops you out of sight. Capped at a fixed two seconds in the Refuge, but it now works on bosses, insects and demons.
- Cloaking
- Move while unseen. Ordinary monsters lose you; bosses do not.
The six stats
What you put your points into. Every one of them is capped at 99, every skill scales off at least one of them, and several pay out in steps rather than smoothly: the numbers under each say where.
- STR
- Melee attack. It does not raise how much you can carry on this server.
- +1 attack per point.
- Every 10 STR: +1 attack on top of that.
- With a bow, revolver, whip, instrument, book or deck, DEX takes this role and STR falls back to a fifth of a point each.
- AGI
- Attack speed and evasion.
- +1 flee per point.
- Every 10 AGI: +1 flee on top of that.
- Every 10 AGI: +1 perfect dodge, shared with LUK.
- Attack speed, up to the 180 cap.
- VIT
- Health, defence and resistance to status effects.
- +1% of your job's base HP per point.
- +1 soft defence per point.
- Every 10 VIT: +5 soft defence and +5 soft magic defence.
- Every 5 VIT: +1 soft magic defence on top of that.
- INT
- Magic attack and SP.
- +1% of your job's base SP per point.
- +1.5 magic attack per point.
- Every 10 INT: +1 more minimum and +4 more maximum magic attack.
- DEX
- Accuracy and shorter casting, and the attack stat for a bow, a revolver, a whip, an instrument, a book or a deck.
- +2 accuracy per point.
- Every 5 DEX: +1 attack, +1 magic attack and +1 soft magic defence.
- Every 20 DEX: +1 attack on top of that.
- Shorter casting.
- With a bow, revolver, whip, instrument, book or deck it is the attack stat instead of STR, at +1 per point.
- LUK
- Criticals, perfect dodge, and a hand in most formulas.
- Every 3 LUK: +1 critical rate.
- Every 10 LUK: +2 critical rate on top of that.
- Every 10 LUK: +1 perfect dodge, shared with AGI.
- Every 5 LUK: +1 accuracy and +1 flee.
- Every 3 LUK: +1 attack and +1 magic attack.
Elements
Every attack and every monster carries one of ten elements, and the pair decides how much of the damage lands. The table is the difference between a comfortable dungeon and a wall; endows are cheap and ignoring them is not.
- Element Table
- How much damage one element does to another, as a percentage of the hit. Down the side is the element doing the hitting, across the top the one being hit. Read from the server's own table, so a balance pass reaches this page as one command.
Down the side, the element doing the hitting. Across the top, the element being hit. The cell is how much of the damage lands.
125%110%100%, no interaction90%75% or 50%25%Element levels 1, 2 and 3
Element levels 1, 2 and 3. The row is the attacking element, the column is the defending one, and the cell is the percentage of damage that lands. Neutral Poison Ghost Undead Fire Water Wind Earth Holy Dark Neutral 100% 75% 75% 100% 100% 100% 100% 100% 90% 100% Poison 125% 50% 75% 75% 100% 100% 100% 100% 90% 100% Ghost 125% 125% 50% 125% 100% 100% 100% 100% 90% 100% Undead 100% 125% 125% 50% 100% 100% 100% 100% 90% 100% Fire 100% 100% 100% 100% 50% 75% 100% 125% 100% 90% Water 100% 100% 100% 100% 125% 50% 75% 100% 100% 90% Wind 100% 100% 100% 100% 100% 125% 50% 75% 100% 90% Earth 100% 100% 100% 100% 75% 100% 125% 50% 100% 90% Holy 110% 110% 110% 110% 90% 90% 90% 90% 50% 125% Dark 90% 90% 90% 90% 110% 110% 110% 110% 125% 50% Element level 4
Element level 4. The row is the attacking element, the column is the defending one, and the cell is the percentage of damage that lands. Neutral Poison Ghost Undead Fire Water Wind Earth Holy Dark Neutral 100% 50% 50% 100% 100% 100% 100% 100% 75% 100% Poison 125% 25% 50% 50% 100% 100% 100% 100% 75% 100% Ghost 125% 125% 25% 125% 100% 100% 100% 100% 75% 100% Undead 100% 125% 125% 25% 100% 100% 100% 100% 75% 100% Fire 100% 100% 100% 100% 25% 50% 100% 125% 100% 75% Water 100% 100% 100% 100% 125% 25% 50% 100% 100% 75% Wind 100% 100% 100% 100% 100% 125% 25% 50% 100% 90% Earth 100% 100% 100% 100% 50% 100% 125% 25% 100% 75% Holy 110% 110% 110% 110% 75% 75% 75% 75% 25% 125% Dark 75% 75% 75% 75% 110% 110% 110% 110% 125% 25% - Element Level
- Every monster has one, from 1 to 4, printed beside it on its page. Levels 1, 2 and 3 use the same table; level 4 is the only one that bites, and it bites in one direction: nothing gains, every penalty deepens.
- Corporal Elements
- Neutral, Poison, Ghost and Undead: the four the world is made of. Ghost and Undead are strong against each other.
- Natural Elements
- Fire, Water, Wind and Earth: a closed cycle, each strong against the next and weak to the one before.
- Holy
- Ten per cent more damage against all four Corporal elements, at every level. Against the four Natural ones it is the weaker side instead. Opposed to Dark: against each other they use the ordinary bonus rather than the flat ten.
- Dark
- The mirror of Holy: ten per cent more against all four Natural elements, at every level, and the weaker side against the Corporal four.
- Resisting Holy and Dark
- Being hit by Holy or Dark costs a Corporal or Natural element ten per cent up to level 3, and a quarter at level 4.
- Which Element to Use
- Defending: wear the element that is hitting you, or failing that the one that is strong against it. Attacking: use the element that is directly strong against theirs. In general, Holy against the Corporal four and Dark against the Natural four.
Ceilings
Where the game stops counting. Several of these moved in the closed test and a build that ignores them wastes whatever it spent getting there.
- Max HP
- The most health a character can have.
- 50,000, at every level.
- HP bonuses past it are thrown away: at the cap, a +10% armour adds nothing.
- Two Valhalla Knight Cards worn at once raise the ceiling by 5,000.
- Heimdall's Legacy, the Pit Boss chain, raises it by 10,000 while held.
- The two add up: 65,000 for a Pit Boss with both.
- Max SP
- The most SP a character can have.
- 25,000. Nothing in the game raises it.
- ASPD Cap
- The fastest anything attacks. Attack speed past it is thrown away.
- 180 for every job, and it can be pushed.
- +1 for every 40 AGI.
- +1 per point of ASPD Limit on gear: shoes, decks, the Valhalla garments.
- +3 for knowing Frenzy; +1 each for a maxed Card Mastery and Sleight Mastery.
- The wall behind all of that is 190. Running under Frenzy pins it at 193.
- Stat Cap
- The most any one of the six stats can reach.
- 99 base points on each of the six.
- Gear goes past it: a base 99 STR with +31 from equipment is 130, and every formula reads the 130.
- Weight Limit
- How much you can carry. It comes from your base level and your job, not from STR.
- Your job's base, plus 330 per base level.
- STR adds nothing. It did on the original server, at 500 a point.
- Natural healing stops at 90% of it.
- Movement Speed Cap
- The fastest anything moves.
- 2.2 times the standing pace, which is +55% Move Speed in total.
- The best single buff counts on its own. Gear and the two class passives are added on top of it at half their value.
- The Friendly Orphan shadow set's +40% is the one bonus that skips that halving.
- Hit Ceiling
- The accuracy past which a monster cannot dodge you at all.
- You never miss a monster once your HIT is its FLEE + 100.
- The roll starts at 0 on this server, not the usual 80, which is why every monster's entry asks for a hundred more than other databases do.
- The monster pages print the number for each one.
- Flee Ceiling
- How far evasion goes. On this server it never goes all the way.
- FLEE itself has no ceiling, but what it buys does: a monster always lands 1 hit in 10, however much you carry.
- The most a monster can miss is 90%, reached when your FLEE is ten under its HIT. The monster pages print that number too.
- From the 4th monster on you it drops 20% for each one past the third.
- Perfect Dodge Cap
- The point at which every ordinary attack misses you.
- 100. At 100 every ordinary attack misses you.
- Ordinary attacks only: a skill ignores Perfect Dodge entirely.
- Critical Cap
- The point at which every hit is a critical.
- 100 makes every hit a critical, before the target's LUK is taken off.
- A monster takes a fifth of its LUK off your rate, up to 60: against 300 LUK you need 160 to crit every time.
- Defence Ceiling
- Where armour stops paying. It has no wall, only a curve.
- No wall. Each point of hard DEF is worth less than the one before: damage is scaled by (4000 + DEF) / (4000 + 10 x DEF).
- 100 DEF takes 18% off, 400 takes 81% off, and 4,000 would take 91% off; it never reaches zero.
- Soft DEF, the part from VIT and level, is taken off flat after that.
- Defense Penetration on the attacker's side removes hard DEF point for point before the curve is applied.
- Cast Floor
- How short a cast can get, and what gets it there.
- Variable cast reaches zero at 2 x DEX + INT = 400, or with -100% variable cast from gear and buffs.
- Fixed cast reaches zero only with -100% fixed cast from gear.
- Neither goes below zero: the rest of a skill's time is its animation.
- Delay Floor
- How short the pause after a skill can get.
- The pause after a skill cannot go under 0.1s, whatever your After Cast Delay reduction adds up to.
- A skill's own cooldown is separate and is not reduced by it.
- Leech Cap
- The most often a leech can trigger.
- A leech's chance is capped at 100%: chance bonuses past that add nothing.
- Leech Power adds up from every source, since patch 6 took the highest-source rule back out.
Nothing by that name. Try searching the items instead.