Stats represent the basic fighting abilities of a character. Each stat has a Stat Modifier, or Stat Mod associated with it, which multiplies the stat’s effectiveness. There are trainable stats and non-trainable stats. Trainable stats can be raised by performing different training activities. Non-trainable stats cannot normally be raised, but their stat mods adjusted by Buffs, Transformations, and in some cases Traits. Raising any trainable stat gives the character Trait Points (TP), which can be used to raise Trait ranks.

Stat Descriptions

Basic Stats

Health

Health represents a character’s current vitality. If Health reaches 0, the character is knocked out.

Stamina

Stamina is the main resource your character utilizes for skills, blocking, attacking, or movement techniques. Stamina regenerates passively. Any attack action performed by a character will stop their Stamina regeneration for 1 second. At 0 Stamina, a character is slowed down until their Stamina regenerates.

Wounds

Wounds represent the long-term battle damage of a character. A character’s Health cannot exceed their Wounds. When a character takes damage, they lose at base 10% of that damage in Wounds. So long as a character is above 15% wounds, they can join combat. If a character is below 5% wounds and knocked out while in combat, they will stay down until the combat is finished.

Fatigue

Fatigue is the long-term exhaustion of a character. A character’s Energy cannot exceed their Fatigue. Fatigue cannot be regenerated in combat. When a character expends Energy, they lose at base 10% of that energy in Fatigue.

Trainable Stats

Strength

Strength largely influences the power of Physical attacks. It also factors into the weight a character can carry.

Durability

Durability largely influences damage taken from Physical attacks. It also factors into the weight a character can carry.

Force

Force largely influences the power of Ki attacks.

Resistance

Resistance largely influences damage taken from Ki attacks.

Offense

Offense determines the accuracy of a character’s attacks.

Defense

Defense determines the rate at which a character dodges.

Energy

Energy determines the total amount of energy a character has, which is drained from many buffs and skills. Training this stat does not give the character Trait Points.

Battle Power

Battle Power is a multiplier for each stat and determines how effective a stat is. Training this stat does not give the character Trait Points.

Non-Trainable Stats

Speed

Speed affects a character’s attack rate, movement speed, charge rate, power-up rate, and the damage of speed-based skills.

Regeneration

Regeneration determines the rate at which a character heals Health and Wounds, and how long it takes for them to get up after being knocked out.

Recovery

Recovery determines the rate at which a character heals Energy and Fatigue, the energy drain of certain skills and buffs, and the power-up breakpoint percentage for each power-up tier.

Anger

Anger is a multiplier on top of Battle Power, typically activated when under 50% Health, although many Skills, Buffs, or Traits can affect how it activates.