# How Stats works?

### <mark style="color:yellow;">Primary Stats</mark>

Stats play a crucial role in determining victory in battles within the game. There are four primary stats: strength, agility, vitality, and energy. Each class in the game has its own unique computation to determine how points allocated to these stats impact their effectiveness in combat.

| Stats                                           | Class                                                                      | Description                                                           |
| ----------------------------------------------- | -------------------------------------------------------------------------- | --------------------------------------------------------------------- |
| <mark style="color:yellow;">**Strength**</mark> | <mark style="color:red;">BM</mark> / <mark style="color:yellow;">ME</mark> | <p>Raises<br>- Attack<br>- Hit Rate</p>                               |
| <mark style="color:yellow;">**Agility**</mark>  | <mark style="color:green;">All Class</mark>                                | <p>Raises<br>- Defense<br>- Magic Defense<br>- Evasion<br>- Speed</p> |
|                                                 | <mark style="color:yellow;">ME</mark>                                      | <p>Raises<br>- Attack</p>                                             |
| <mark style="color:yellow;">**Vitality**</mark> | <mark style="color:green;">All Class</mark>                                | <p>Raises<br>- Health Points</p>                                      |
| <mark style="color:yellow;">**Energy**</mark>   | <mark style="color:blue;">SM</mark>                                        | <p>Raises<br>- Magic Attack</p>                                       |

### <mark style="color:yellow;">Secondary Stats</mark>

In addition to the stats, each stat has subcategories that further impact the player's abilities and performance in the game. These subcategories provide additional depth and specialization within each stat. Here are some examples:

<table><thead><tr><th width="137"></th><th width="293"></th><th>Other notes</th></tr></thead><tbody><tr><td><mark style="color:yellow;"><strong>Strength</strong></mark></td><td>Attack</td><td></td></tr><tr><td></td><td>Hit Rate</td><td><p>default <strong>70</strong>; Minimum <strong>20</strong>; </p><p><em>Hit Chance</em> = Hit - Opponent Evasion</p></td></tr><tr><td></td><td></td><td></td></tr><tr><td><mark style="color:yellow;"><strong>Agility</strong></mark></td><td>Speed</td><td></td></tr><tr><td></td><td>Defense</td><td></td></tr><tr><td></td><td>Magic Defense</td><td></td></tr><tr><td></td><td>Evasion</td><td>default <strong>0</strong>; </td></tr><tr><td></td><td></td><td></td></tr><tr><td><mark style="color:yellow;"><strong>Vitality</strong></mark></td><td>HP</td><td></td></tr><tr><td></td><td></td><td></td></tr><tr><td><mark style="color:yellow;"><strong>Energy</strong></mark></td><td>Magic Attack</td><td></td></tr></tbody></table>

### <mark style="color:yellow;">Item Exclusive Stats</mark>

Players can exclusively access specific stats only when they have equipped the corresponding item that grants them.

<table><thead><tr><th width="261"></th><th>Other notes</th><th data-hidden></th></tr></thead><tbody><tr><td>Damage Increase %<br><em>(Final damage)</em></td><td><em>Final Damage</em> = (Damage * Crit/Exe) * DI %</td><td></td></tr><tr><td>Critical Chance</td><td></td><td></td></tr><tr><td>Critical Damage %</td><td><p>default: <strong>20%</strong>; </p><p>Not Displayed to avoid confusion</p></td><td></td></tr><tr><td>Excellent Damage Chance</td><td></td><td></td></tr><tr><td>Excellent Damage %</td><td><p>Default: <strong>40%</strong>; </p><p>Not Displayed to avoid confusion</p></td><td></td></tr><tr><td>Double Damage Chance</td><td><em>Final Damage</em> = DI % Result x 2</td><td></td></tr><tr><td>Ignore Defense %</td><td><em>Opponent Final Defense</em> = Opponent Final Defense - ID %</td><td></td></tr><tr><td>Damage Decrease %<br><em>(Final damage)</em></td><td><em>Opponent Final damage</em> = Double Damage Result - DD %</td><td></td></tr><tr><td>Reflect Damage</td><td><em>Reflect Damage</em> = Opponent Final Damage * RD %</td><td></td></tr></tbody></table>
