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Basic Attributes are a very powerful part of a character. While armor and weapons provide a valuable amount of the defense and attack power, attributes provide the overwhelming majority of it. When looking at bonuses on Gear, be mindful of the effect of basic attribute bonuses on derived stats like Attack and Defense. Some Basic Attributes may increase some derived stats extremely irregularly.

An example: A level 86 Barbarian with 521 defense unarmored, increases his strength from 239 to 240; he gets an additional thirty-one Physical Defense! Most other levels he will get two or three points; sometimes not any.

In the extremely long run (after Rebirth), characters will receive the opportunity to reallocate their attribute points. At whatever point the player chooses, they will benefit from looking at the stat requirements of Endgame gear; one of the benefits a developer can give to the very best gear is to reduce its requirements, and PW is no exception. Armor is not affected, but weapons are: the level 99 dual axes require 299 Strength, while the Level 16 ☆Unicorn's Tragedy can be equipped with only 287. The other weapon types are only a couple of points different, but Strength is a damage-dealing stat for only three out of the twelve classes; for the nine, it makes sense to minimize it so that damage or HP can be maximized.

Basic AttributesEdit

Every class has a unique base value for their HP and MP regen, to which is added the effects, shown below, of attributes

VitalityEdit

  • Increases Maximum Health Points, value varies with class and is shown on this wiki's page for each class
  • HP recovery speed rises
  • HP recovery speed rises when meditating
  • Increases Physical Defense by ~ .5 each point. Varies widely; most levels gain nothing, 1 or 2. Breakpoints: Barbarian 86 gets +46 at Vitality 116
  • Increases Magical Defense by ~ .5 each point. Varies widely; most levels gain nothing, 1 or 2. Breakpoints: Barbarian 86 gets +19 at Vitality 120



StrengthEdit

  • Physical attack power rises. Breakpoints complex if any, mostly +0, +2, or +3, with +2 most common for 26 Physical Attack over +39 Strength points. Clearly, three points Phys Atk per two points Str is a potential formula, but hazardous to rely upon without further data.
  • Physical defensive power rises. Breakpoints: Barbarian 86 gets +31 at Strength 240, 249, 257...



MagicEdit

  • Increases Maximum Mana Points (by 12 or 14 per point depending on magic class)
  • Increases Magic Attack power (varies by magic class). Venomancer 88: 3 per point on even levels, 2 on odd, average 2.5
  • Increases Magic Defense ~ .5 per point, either +1 per point or not at all, irregular bonuses (magic classes; confirmation needed it does anything for non-magic classes, which would not be recommended in any case)
  • MP recovery speed rises
  • MP recovery speed rises when meditating



DexterityEdit

  • Accuracy rises. 86 Barbarian: 8 points per dexterity point
  • Evasion ratio rises. 86 Barbarian: 8 points per dexterity point
  • Range attack power rises
  • Dexterity +1 = Attack Rating +10
  • 100 - (Monster's Base Dodge %) x (1 / 2 ) ^ ((Attack Rating / 25) - 1) = Aim %
  • Dexterity +1 = Dodge Rating +10
  • 100 - (Monster's Base Aim %) x (1 / 2) ^ ((Dodge Rating / 25) - 1) = Dodge %
  • Physical and magical critical ratio rises. (Your critical rate has a base level of 2 or 3% and is raised by 1% per every 20 Agility.) Critical attack doubles your damage.

All basic attributes can be raised to a maximum of 525.

Starting Stats (All Races)Edit

5 Vit.
5 Str.
5 Mag.
5 Dex.


BlademasterEdit

Blademasters are close combat warriors who are potent with or without weapons. They are swift, agile, and quick to attack and evade assailants.

MHumBlademaster

Blademaster

Starting Attributes
HP: 75
MP: 45
Melee DMG 4-6
Magic DMG 1-1
Crit% 1%
Attack Rate 1.25
Hit Rate 50
Dodge Rate 50
Travel Speed 5.0
Physical DEF 3
Magic DEF ?
- Metal 2
- Wood 2
- Water 2
- Fire 2
- Earth 2


Stat Distribution

1 VIT = Max HP +15
6 STR = 4 DEF; +3 STR = DEF +1
1 MAG = Max MP +9
1 DEX = Accuracy +10, Dodge Rate +10
Level Up Bonus: Max HP +30, Max MP +18, Physical Atk +?-+?


WizardEdit

Wizards are hot tempered but warm hearted masters of the conjuring arts. They can utilize the elements of water, fire, and earth to their advantage.

FHumWizard

Wizard

Starting Attributes

HP: 50
MP: 70
Melee DMG 4-4
Magic DMG 6-7
Crit% 1%
Attack Rate 1.25
Hit Rate 25
Dodge Rate 10
Travel Speed 4.8
Physical DEF 3
Magic DEF ?
- Metal 2
- Wood 2
- Water 2
- Fire 2
- Earth 2


Stat Distribution

1 VIT = Max HP +10
6 STR = 4 DEF; 3 STR = DEF +1
1 MAG = Max MP +14
1 DEX = Accuracy +5, Dodge Rate +2
Level Up Bonus: Max HP +20, Max MP +28


ArcherEdit

Archers utilize wooden equipment like bows and arrows and other long range weapons to ward off attackers and would be enemies.

MElfArcher

Archer

Attributes

HP: 65
MP: 55
Melee DMG 7-11
Magic DMG 1-1
Crit% 1%
Attack Rate 0.67
Hit Rate 40
Dodge Rate 30
Travel Speed 5.2
Physical DEF 3
Magic DEF ?
- Metal 2
- Wood 2
- Water 2
- Fire 2
- Earth 2


Stat Distribution

1 VIT = Max HP +13
6 STR = 4 DEF; +5 STR = DEF +1
1 MAG = Max MP +10
1 DEX = Accuracy +8, Dodge Rate +6
Level Up Bonus: Max HP +26, Max MP +22

ClericEdit

Clerics can heal, curse, and can call on the elements of thunder and wind to do their bidding. They can even raise fallen comrades in battle.

FElfCleric

Cleric

Starting Attributes

HP: 50
MP: 70
Melee DMG 4-4
Magic DMG 6-7
Crit% 1%
Attack Rate 1.25
Hit Rate 25
Dodge Rate 10
Travel Speed 4.8
Physical DEF 3
Magic DEF ?
- Metal 2
- Wood 2
- Water 2
- Fire 2
- Earth 2


Stat Distribution

1 VIT = Max HP +10
6 STR = 4 DEF; +5 STR = Physical DEF +1
1 MAG = Max MP +14
1 DEX = Accuracy +5, Dodge Rate +2
Level Up Bonus: Max HP +20, Max MP +28

BarbarianEdit

Barbarians are strong and often serve as the front-line defenders on the battlefield. They mainly rely on their brute strength during attacks.

MUnBarbarian

Barbarian

Starting Attributes

HP: 85
MP: 35
Melee DMG 5-9
Magic DMG 1-1
Crit% 1%
Attack Rate 0.91
Hit Rate 40
Dodge Rate 40
Travel Speed 4.9
Physical DEF 3
Magic DEF ?
- Metal 2
- Wood 2
- Water 2
- Fire 2
- Earth 2


Stat Distribution

1 VIT = Max HP +17
6 STR = 4 DEF; +4 STR = DEF +1
1 MAG = Max MP +7
1 DEX = Accuracy +8, Dodge Rate +8
Level Up Bonus: Max HP +34, Max MP +14

VenomancerEdit

Venomancers are very adept in using poison, and can tame animals to fight with them. Each pet that is tames has its own attributes and skills that can be used in combat.

FUnVenomancer

Venomancer

Attributes

HP: 60
MP: 60
Melee DMG 4-4
Magic DMG 6-7
Crit% 1%
Attack Rate 1.25
Hit Rate 35
Dodge Rate 30
Travel Speed 5.1
Physical DEF 3
Magic DEF ?
- Metal 2
- Wood 2
- Water 2
- Fire 2
- Earth 2


Stat Distribution

1 VIT = Max HP +12
6 STR = 4 DEF; +5 STR = DEF +1
1 MAG = Max MP +12
1 DEX = Accuracy +7, Dodge Rate +6
Level Up Bonus: Max HP +24, Max MP +24

Links Edit

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