Character attributes, also known as stats, are used to represent a character's physical capabilities. They are represented by numbers, and are used to determine the results of taking certain actions within the game, such as comparing an attacking character's Accuracy stat to their target's Evasion stat to determine the probability of hitting the target.
The character's stats can be increased with Internal Skills, Meridians, equipment, and temporary buffs from consumables such as Wuxing Pills.
Main Stats[]
There are five main stats, each influencing a variety of combat stats. The Internal Skills increase all five main stats by varying degrees and set the maximum stat boosts obtainable from equipment. A crafted piece of equipment will not increase main stats until it has been enhanced. Some Meridians increase main stats.
Brawn[]
The Brawn stat is preferred by players who use Martial Arts Skills with External-type damage and/or Melee Damage scaling (red number).
1 point of Brawn increases the following combat stats:
- +2 Max HP
- +1 Melee Damage
- +1 External Critical Hit
Dexterity[]
The Dexterity stat is preferred by players who use Martial Arts Skills with External-type damage and/or Ranged Damage scaling (green number).
1 point of Dexterity increases the following combat stats:
Breath[]
The Breath stat is preferred by players who use Martial Arts Skills with Internal Damage scaling (blue number). Breath also extends the character's underwater breathing time.
1 point of Breath increases the following combat stats:
Spirit[]
The Spirit stat is preferred by players who use Martial Arts Skills with Internal-type damage (Hard, Soft, Yin, or Yang).
1 point of Spirit increases the following combat stats:
- +1 Max Energy
- +0.2 Energy Recovery
- +1 Internal Accuracy
- +1 Internal Critical Hit
- +0.2 Internal Defense (Hard, Soft, Yin, and Yang)
Stamina[]
The Stamina is a defensive stat.
1 point of Stamina increases the following combat stats:
- +7 Max HP
- +0.07 HP Recovery
- +0.5 Resilience
Combat Stats[]
HP[]
HP, short for Health Points or simply Health, represents a character's vitality. When a character's HP drops to zero, they become seriously injured and unable to take any actions.
In-game, HP is displayed as a red bar in the HUD, showing both the current and maximum HP. If an HP-recovery buff is active, the red bar appears brighter to indicate its effect.
Health can be restored quickly by meditating using Sit and Breathe or by consuming health-recovery pills. Additionally, HP regenerates passively every 5 seconds, with the recovery rate influenced by the Stamina stat. However, while in combat mode, only the yellow portion of the HP bar can recover passively.
Energy[]
Energy is a vital resource required for using most Martial Arts Skills. If a character's Energy is fully depleted while they are seriously injured, they will die.
In-game, Energy is displayed as a blue bar in the HUD, showing both the current and maximum levels. When an Energy-recovery buff is active, the blue bar appears brighter to indicate the effect.
Energy can be quickly restored by meditating with Sit and Breathe or by consuming Energy-recovery pills. Additionally, it regenerates passively every 5 seconds, with the recovery rate determined by the Spirit stat.
Damage[]
Damage, also known as Power, is a stat that increases the damage and health-recovering properties of Martial Arts Skills. Some special effects of Internal Skills are also affected by Damage. Each skill has its own scaling factor. There are three types of Damage stats:
- Melee Damage (red number) influenced by Brawn.
- Internal Damage (blue number) influenced by Breath.
- Ranged Damage (green number) influenced by Dexterity.
The terms Melee Damage, Internal Damage, and Ranged Damage are somewhat misleading, as they can influence skills that are not strictly tied to melee or ranged attacks, nor exclusively to internal-type attacks.
Accuracy & Evasion[]
The Accuracy stat is compared to the target's Evasion stat to calculate the hit rate of damaging Martial Arts Skills. If the attacker's Accuracy is equal to the target's Evasion, the attack has a 10% chance to miss. Evasion cannot exceed 24%.
Miss probability = (Evasion - Accuracy) / (Evasion + 1) * 15 + 10
Although there is only one type of Evasion stat, there are two types of Accuracy stats:
- External Accuracy from Dexterity affects the accuracy of skills that deal External-type damage.
- Internal Accuracy from Spirit affects the accuracy of skills that deal Internal-type damage (Hard, Soft, Yin, and Yang).
Critical Hit & Resilience[]
The Critical Hit stat is compared to the target's Resilience stat to calculate the critical hit rate of damaging Martial Arts Skills. If the attacker's Critical Hit is equal to the target's Resilience, the attack has a 5% chance to critically hit, gaining a damage multiplier. An attack can critically hit even if the target is parrying.
Critical hit probability = (Critical Hit - Resilience) / (Critical Hit + 1) * 10 + 5
Although there is only one type of Resilience stat, there are two types of Critical Hit stats:
- External Critical Hit from Brawn affects the critical hit rate of skills that deal External-type damage.
- Internal Critical Hit from Spirit affects the accuracy of skills that deal Internal-type damage (Hard, Soft, Yin, and Yang).
Defense & Damage Reduction[]
Defense reduces the damage received by a percentage. Damage Reduction reduces the damage received by a fixed amount.
- External Defense/Reduction reduces the damage of External-type damage.
- Internal Defense/Reduction reduces the damage of Internal-type damage (Hard, Soft, Yin, and Yang).
Block Rating, Internal Parry & Parry Endurance[]
Parrying reduces damage received by 50%. This percentage can be increased with Block Rating and Internal Parry.
- Block Rating reduces the damage of External-type damage while parrying.
- Internal Parry reduces the damage of Internal-type damage (Hard, Soft, Yin, and Yang) while parrying.
A parried attack costs Parry Endurance equal to the power of the attack; running out of Parry Endurance will disable the parry temporarily until Parry Endurance is recovered.