Notes

1) Symbol Key:

^ means ‘to the power of’. So 10^3 = 1000.

>= means ‘greater than or equal to’.

<= means ‘less than or equal to’.

2) Order of Operations:

As in all mathematics, expressions are simplified in the order below.

[a] Parentheses: Anything inside parentheses takes priority. When there are multiple layers of parentheses, simplify the innermost layers first.

[b] Exponents: Exponents come next. Work left to right.

[c] Multiplication and Division: Both of these operations are done next. Work left to right.

[d] Addition and Subtraction: Both of these operations are last. Work left to right.

Example:

3 – 4 * (5 + 3 ^ 3) / 8

= 3 – 4 * (5 + 27) / 8 <– First we work inside the parentheses. The Exponent takes priority over the Addition.

= 3 – 4 * (32) / 8 <– We do the addition in the parentheses.

= 3 – 4 * 32 / 8

= 3 – 128 / 8 <– Multiplication and Division have priority over the Subtraction, so we work the Multiplication left to right.

= 3 – 16

= -13

3) Rounding:

No colored brackets = Rounding not required or undetermined

“[ ]” = Round **off** the contents in the brackets to the nearest integer.

“[ ]” = Round **down** the contents in the brackets to the nearest integer.

“[ ]” = Round **up** the contents in the brackets to the nearest integer.

4) Base/Random:

Taking Nemesis’ Condemnation as an example.

Base Damage = 15

Max Damage = 29

Random Damage = Max Damage – Base Damage = 14

*Thanks to .*. .*. .*. for the updated “Nemesis” weapon information.*

Table of Contents

[1] Level Up Formulas

[2] Stat Damage Bonus

[3] Stat Bonus to Hit

[4] Blocking Ability

[5] HP, MP, & SP Formulae

[6] [empty]

[7] Who Strikes First?

[8] Special Charisma Related Info

[9] Stat Training Costs

[10] Assumed Stat Training Regimen

[11] Monster Encounter Levels

[12] Monster Scaling

[13] Standard Monster Defense

[14] Hit or Miss? (Accuracy Formulas)

[15] Calculating Average Damage Per Turn

[16] Potion Recovery

[17] Stat Rolls

[18] Monster EXP/Gold

[19] EXP/Gold Caps

[20] Equipment Prices

[21] Status Conditions

[22] [empty]

[23] Notable Post-Sweep Equipment Standards

[24] Gold from Ballyhoo per Run

[25] House Value

[1] Level Up Formulas

I = Initial level (current level), F = Final Level (the level you plan to reach) , E = Exp

**Total Exp to Level Up:**

Level <= 135: E = 10*[11*(1.1^I)]

Level >= 136: E = 10000*[0.011*(1.1^I)]

**Cumulative Exp to Get from Level 0 to F** (approximate): E = 1100*(1.1^F – 1)

**Cumulative Exp to Get from Level I to F** (approximate): E = 1100*(1.1^F – 1.1^I)

Here are (updated) values for level up in chart form:

http://i47.tinypic.com/e5gz8y.jpg

[2] Stat Damage Bonus (Per 100% Stat Bonus)

Stat Damage adds to the damage an attacker does against a target.

**Core Stat Damage**

**Melee Weapon**: STR/8

**Ranged Weapon**: STR/10 + DEX/40

**Magic Weapon**: INT*3/32

**Melee Skill**: STR/4

**Ranged Skill**: STR/5 + DEX/20

**Magic Skill**: INT*3/16

**Spells**: INT/4

**Pets** & **Guests**: CHA/15

Each hit of all player attacks (Weapons, Skills, and Spells) has a 10% chance of adding damage in the form of a Lucky Strike, which increases core stat damage by LUK/2 for that hit. On average, this bonus results in an increase of LUK/20. Pets and Guests do NOT receive this bonus. If LUK is 0, Lucky Strikes do not activate. If LUK is negative, then the attacker instead takes a stat damage penalty when Lucky Strikes activate.

**Minimum Stat Damage** = 0.25 * (Core Stat Damage) * (Attack’s Stat Multiplier)

**Maximum Stat Damage** = 0.75 * (Core Stat Damage) * (Attack’s Stat Multiplier)

For these formulas above, the minimum and maximum depend on whether Lucky Strikes activate. The minimum and maximum damage values for non-Lucky Strikes should exclude the +LUK/2 bonus, and the minimum and maximum values for Lucky Strikes should include the +LUK/2 bonus.

**Average Core Stat Damage, with Lucky Strikes Included**

**Melee Weapon**: STR/8 + LUK/20

**Ranged Weapon**: STR/10 + DEX/40 + LUK/20

**Magic Weapon**: INT*3/32 + LUK/20

**Melee Skill**: STR/4 + LUK/20

**Ranged Skill**: STR/5 + DEX/20 + LUK/20

**Magic Skill**: INT*3/16 + LUK/20

**Spells**: INT/4 + LUK/20

**Pets** & **Guests**: CHA/15

**Average Stat Damage** = 0.5 * (Core Stat Damage) * (Attack’s Stat Multiplier)

A few skills and spells use different formulas for stat damage. Most notably, the Heal Wounds spell series uses END/4 instead of INT/4. Other than weapons that use their “special” attack every turn, most weapons do NOT take stat damage on their specials. In the future, players are expected to get Lucky Strike stat damage on their special attacks. In this event, the stat multiplier will be the weapon’s built-in Special Lucky Strike value.

[3] Stat Bonuses to Hit

Stat Bonus to Hit adds to the likelihood the attacker’s hit lands against a target. The increase will not guarantee that you will land more hits, but the *chance* of any attack landing will improve accordingly.

**Melee Weapon/Skill**: [STR/16 + DEX/16 + LUK/20]

**Ranged Weapon/Skill**: [DEX/8 + LUK/20]

**Magic Weapon/Skill**: [INT/16 + DEX/16 + LUK/20]

**Spells**: [INT/16 + DEX/16 + LUK/20]

**Pets** & **Guests**: [CHA*7/60]

A few skills and spells use different formulas for stat bonus to hit. Other than weapons that use their “special” attack every turn, most weapons do not take stat bonus to hit on their specials.

[4] Blocking Ability

**Blocking Bonus from Stats**: [DEX/10 + LUK/20]

[5] HP, MP, & SP Formulae

**Player HP** = [(120 + 6*Level)(1 + END/200)]

**Player MP** = [(100 + 5.5*Level)(1 + INT/100)]

**Player SP** = 100 + 5*Level

**Player SP Regeneration** = 10 + [Level / 5]

**Player Fleeing Cost** = Monster’s Current SP

The Fleeing cost is capped at 150 SP.

*Thanks to Zizzy and Z for the original SP formulas.*

[7] Who Strikes First?

Player Luck = P

Monster Luck = M

**First Strike Roll**:

Player: X = Random # Roll (1,100) + P

Monster: Z = Random # Roll (1,100) + M

If X > Z, player goes first. If X = Z then there is a 50% chance of either player or monster going first. If Z >X, monster goes first.

**Chance of First Strike Formula**:

C = Chance Player Goes First

If P >= M + 100,

C = 1

Else If P <= M – 100,

C = 0

Else If P <= M,

C = (100 + P – M)^2 / 20000

Else If P > M,

C = 1 – (100 – P + M)^2 / 20000

All answers of C will be in decimal form. To change to a percentage, multiply by 100.

*Thanks to Kalanyr, Yagno2000, and Captain Rhubarb.*

[8] Special Charisma Related Info

MAJOR NOTE: “Training Difficulty” is in the process of being phased out. Pets in the future will always get their turn (unless some unique circumstance takes it away).

**Attack Rate** = 67 + (CHA – Training Difficulty)/2

*Formula from Chii via Sora Aeragorn.*

**Charisma Needed for 100% Attack Rate** = 66 + Training Difficulty

Some pets have a negative Training Difficulty but will display a value of 0, so the true attack rate may be higher. “Friendly” pets will usually have a Training Difficulty of -66. Pets released 2012 or later also use a Training Difficulty of -66. Some older pets will have attack rates specific to them.

[9] Stat Training Costs

Stats are trained in increments of five.

**Cost to Train Once** = [10*1.25^(NewValue/5)]

**Cost of Training Stats with Z-Tokens** = [1.25^(NewValue/5)/2], with a minimum of 1

**Approximate Cumulative Gold Cost** = [(1.25^(NewValue/5) – 1.25^(OldValue/5))*50 – (NewValue – OldValue)*0.1]

Training Cost Spreadsheet: File – Image

[10] Assumed Stat Training Regimen

**Available Stat Points** = Level*5

**Primary Stat** (PStat) = MAX(10; MIN(MROUND(Level*2.1462+10.399; 5); 5*Level; 200))

**Secondary Stat** (SStat) = MAX(0; MIN(MROUND(Level*2.1462+8.2528; 5); 5*Level – PStat; 200))

**Tertiary Stat** (TStat) = MROUND(MIN(MAX(0; 0.7123*Level-19.111; 5*Level-400); 200); 5)

**Quaternary Stat** (QStat) = MIN(MAX(0; 5*Level-600); 200)

You can view a table of each stat value (in five-level increments) here

[11] Monster Encounter Levels

**Single Monsters**

Min Monster Level = [0.75*CharacterLevel] – 5

Max Monster Level = [1.15*CharacterLevel] + 1

**Pack Monsters**

Min Monster Level = [0.75 * (CharacterLevel – 20)]

Max Monster Level = CharacterLevel – 18

Note: Yonder lowers the Min Monster Level by 5 and increases the Max Monster Level by 5.

[12] Monster Scaling

**Level** = Your Level + 5

NOTE: Level-scaling maxes out at the original level * 2.5 . If the monster would be scaled above that point, then it is simply set at the maximum. This can set the level at a fraction.

**Strength** = (Current Level/Normal Level)*Normal Strength

**Dexterity** = (Current Level/Normal Level)*Normal Dexterity

**Intellect** = (Current Level/Normal Level)*Normal Intellect

**Endurance** = (Current Level/Normal Level)*Normal Endurance

**Charisma** = (Current Level/Normal Level)*Normal Charisma

**Luck** = (Current Level/Normal Level)*Normal Luck

[13] Standard Monster Defense

**Defense** = [0.2815*Level + 13.52]

Note: This equation does not account for a monster’s DEX or LUK, so [DEX/10 + LUK/20] should be added for the stat-adjusted Defense rating. This formula is a “best guess” based off monster data collected so far. This formula may be incorrect by one point of Defense — if you find such an example, please contact me, and I will try to resolve the example. If a monster Defense deviates by more than one point, then this monster either has a “lean” (in which case the difference is usually a multiple of five), or it is a monster released on older balance standards.

For those interested in a Standard Adjusted Monster Defense, you can use this formula:

Standard AMD =ROUND((0.2815*Level + 13.52) + ROUND(MAX(0; MIN(MROUND(Level*2.1462+8.2528; 5); 5*Level – MAX(10; MIN(MROUND(Level*2.1462+10.399; 5); 5*Level; 200)); 200))/10 + MROUND(MIN(MAX(0; 0.7123*Level-19.111; 5*Level-400); 200); 5)/20))

To use this formula in Excel, you may need to use commas in place of the semicolons. Also replace “Level” with the cell you reference.

[14] Hit or Miss? (Accuracy Formulas)

**Attacker Value (weapon)** = [Weapon BTH + Armor BTH + Stat BTH]

**Attacker Value (weapon special)** = [Weapon BTH + Weapon Special BtH]

**Attacker Value (spells)** = [Spell BTH + Stat BTH]

**Attacker Value (pet/guest)** = [Pet/Guest BtH + Stat BtH]

**Roll** = Rolls a Random # (1-100)

**Defender Value** = [Blocking Defense + Dex/10 + Luk/20]

If Attacker Value + Roll > Defender Value, then it hits. Otherwise it misses. Certain special actions, like healing spells, will always hit.

**Chance to Hit**

Chance to Hit = (100 + Attacker Value – Defender Value) / 100

Chance to Hit is in decimal form. It will always lie between 0 and 1 (inclusive).

*Big thanks to Aelthai for rounding mechanics.*

[15] Calculating Average Damage Per Turn

For the calculations below, convert all Resistance, Special Rate, hit rates, base%, random%, and stat% (include Special Lucky Strike%) into decimals.

**Average Lucky Strike Stat** = LUK/20†

**Normal Weapon Power** = (Weapon Base) * (Armor Base) + (Weapon Random) * (Armor Random) / 2 + (Stat Damage) * (Armor Stat) / 2

**Weapon Special Power** = (Weapon Base) * (Special Base) + (Weapon Random) * (Special Random) / 2 + (Average Lucky Strike Stat) * (Special Lucky Strike) / 2†

**Average Weapon Damage** = Resistance * [Weapon Hit Rate * (1 – Special Rate) * (**Normal Weapon Power**) + (Weapon Special Hit Rate) * (Special Rate) * (**Weapon Special Power**)]

**Average Spell Damage** = Resistance * (Hit Rate) * [Base + Random / 2 + (Stat Damage) * (Spell Stat) / 2]

**Average Pet/Guest Damage** = Resistance * (Hit Rate) * [Base + Random / 2 + (Stat Damage) * (Companion Stat) / 2]

† Special Lucky Strikes are currently not enabled.

When calculating average damage for weapons with a 100% special rate, disregard **Weapon Special Power**. Just calculate **Normal Weapon Power** using the built-in Base/Random/Stat multipliers as the Armor Base/Random/Stat multipliers, and then calculate **Average Weapon Damage** using Special Rate = 0.

Besides weapons with a 100% special rate, a handful of older weapons deal stat damage on their special. For these weapons, add (Stat Damage) * (Weapon Stat) to the Weapon Special Power.

For player weapon and armor comparisons, Dev’s Weapons Spreadsheet is available.

For player spell comparisons, JMill’s Spell Comparison Spreadsheet is available.

For player pet comparisons, JMill’s Pets and Guests Spreadsheet is available.

*Thanks to Everest for the updated damage comparison links.*

[16] Potion Recovery

**Health Potion Healing**

HP recovered drinking one Health Potion = (50 + Level/3) to (100 + Level/3 + LUK/2 + END/2)

HP recovered drinking two Health Potions = (100 + Level/3) to (200 + Level/3 + LUK/2 + END/2)

**Mana Potion Healing**

MP recovered drinking one Mana Potion = (50 + Level/3) to (100 + Level/3 + LUK/2 + INT/2)

MP recovered drinking two Mana Potions = (100 + Level/3) to (200 + Level/3 + LUK/2 + INT/2)

[17] Stat Rolls

**Roll**: Rolls a Random # (1-100)

**Bonus**: A bonus added to the roll. Usually Bonus = Stat/5, where Stat is the value of the stat used for the roll.

**Difficulty**: The value the player must reach to win a roll

If Roll = 100, the roll instantly succeeds. If Roll = 1, the roll instantly fails.

Otherwise, if Roll + Bonus >= Difficulty, then the roll succeeds.

If the roll still has not succeeded, the roll will fail unless the player can defy the roll (see Roll Defiance below).

**Probability of Success** = 1.01 + Bonus – Difficulty.

Probability is in decimal form. 0.01 <= Probability <= 0.99 due to Instant Failures and Instant Successes when rolling 1 and 100.

**Roll Defiance**: If a stat roll neither succeeds nor instantly fails, a player may be allowed to pay SP to “defy” a stat roll. When available, the player must pay [0.3*Point] *for each point* the player fell short of the roll Difficulty. For example, a player that gets a Roll + Bonus of 84 against a Difficulty of 88 must pay a cost of [0.3*85] + [0.3*86] + [0.3*87] +[0.3*88] = 26 + 26 + 27 + 27 = 106 SP.

**Fast Defiance Cost Formula** = [0.15 * ((Difficulty + 2)^2 – (Roll + Bonus + 2)^2)]

If a player lacks the SP to defy the roll or declines to pay the cost, the roll will fail. If the player defies the roll, the player will win the stat roll and lose the required SP.

Note: The Fast Defiance Cost Formula will produce an error of 1 SP in 10% of possible outcomes.

[18] Monster EXP/Gold

**EL**: The enemy’s Level

**GoldLean**: Value between 0 and 2 describe the distribution of reward between Gold and XP. 0 means XP only, 2 means Gold only, and 1 means a “normal” split, with roughly three times as much XP as gold.

Gold = ROUND(GoldLean*(1.055^EL + 8 + 1.055^(EL^1.085)))

XP = ROUND(2*3*(1.055^EL + 8 + 1.055^(EL^1.085)) – 3*Gold)

These rewards take an additional multiplier: ((T^2 + 15*T – 1)/15)*(P^1.75)*G*X

G is 1 for AQ and 2 for WF

X is 1.1 for an X-Guardian and 1 otherwise. For X-Guardians, the extra 0.1 is rolled in automatically for Gold, but it is applied after battle for XP.

P is the number of monsters in the enemy “pack.” This value is 1 unless an enemy title uses (2), (3), (4), in which case those numbers are used instead.

T is the monster’s “power.” A normal monster is 1, a boss is 2, an elite boss is 3, etc.

A table showing the rewards of a standard monster with a GoldLean of 1 can be seen here: refer to this table (which also contains standard equipment prices).

*Thanks to Aelthai/Kalanyr for these formulas and explanations, which have been copied almost word for word. Thanks to whackybeanz and IMR for reward multiplier correction.*

[19] EXP/Gold Caps

**PL**: Player Level

**AQ Daily Exp Cap** = (1.055^PL + 8 + 1.055^(PL^1.085)) * 900

**AQ Daily Gold Cap** = (1.055^PL + 8 + 1.055^(PL^1.085)) * 300

**AQ X-Guardian Daily Exp Cap** = (1.055^PL + 8 + 1.055^(PL^1.085)) * 990

**AQ X-Guardian Daily Gold Cap** = (1.055^PL + 8 + 1.055^(PL^1.085)) * 330

**WF Daily Exp Cap** = (1.055^PL + 8 + 1.055^(PL^1.085)) * 1200

**WF Daily Gold Cap** = (1.055^PL + 8 + 1.055^(PL^1.085)) * 400

I herd u liek ~~mudkipz~~ tables, so here you go.

Regardless of your circumstance, these daily caps translate to winning 300 battles against standard monsters of your level.

NOTE: This formula does not seem to be behaving properly at the moment. Your results may vary by a few percent.

*Thanks to BlackAces/Dev/TCO/Aelthai/Kalanyr for the updated caps.*

[20] Equipment Prices

**Equipment Costs**

**Standard item cost** = (3.5 * 1.11^L + 26.5) * S * M

Equipment Scalars (S)

Weapon, shield, spell, skill: 1

Armor: 2

Pet: 0.5

Misc item: 0.25

Mastercraft Multiplier (M)

Standard: 1

Mastercraft: 1.1

If an item is “compressed” to include two features (like an armor that allows a player to use a skill), the cost scalars are added together. The item also takes on a 1.1 Mastercraft cost multiplier. For example, an armor with a skill built-in takes a combined (S * M) cost multiplier of (2 + 1)*1.1 = 3.3, and a Misc item that can cast a spell takes a combined (S * M) cost multiplier of (0.25 + 1)*1.1 = 1.375.

For a table of equipment costs and the number of wins needed to obtain them, refer to this table (which also contains full monster rewards). The sheet assumes the player is fighting standards monsters with the same level as the equipment.

[21] Status Conditions

**Status System Save Roll Formula**

**Major**: (MajorInflictStatistic – MajorResistStatistic)/5, minimum -20, maximum +20

**Level**: (InflictLevelStatistic – ResistLevelStatistic)/5, minimum -20, maximum +20

**Minor**: (MinorInflictStatistic – MinorResistStatistic)/10, minimum -10, maximum +10

**Additional Modifiers**: (NetInflictModifiers – NetResistModifiers), minimum -20, maximum +20

**Save Roll Difficulty** = 51 + (Major + Level + Minor + Additional Modifiers)

**Resist Status Roll** = Random # Roll (1,100)

If Resist Status Roll < Save Roll Difficulty, the status condition is applied. Otherwise the status condition is not applied.

**Poison Damage**

**Base Damage**: [[4 + 0.5*PoisonLevel + 0.005*(PoisonLevel^2)]/2] * 0.1

**Random Damage**: {[[13 + 1.25*PoisonLevel + 0.005*(PoisonLevel^2)]/2] + [(200 + 8.8*PoisonLevel)/200] * [[[(2.1462*PoisonLevel + 10.399)/5]*5]† / 8]} * 0.1

† = Min 10, Max 200

Poison damage is applied for ten turns.

**Burn Damage**

**Base Damage**: [[4 + 0.5*BurnLevel + 0.005*(BurnLevel^2)]/2] * 0.2

**Random Damage**: {[[13 + 1.25*BurnLevel + 0.005*(BurnLevel^2)]/2] + [(200 + 8.8*BurnLevel)/200] * [[[(2.1462*BurnLevel + 10.399)/5]*5]† / 8]} * 0.2

† = Min 10, Max 200

Burn damage is applied for five turns.

*New status condition info thanks to In Media Res*.

[23] Notable Post-Sweep Equipment Standards

**Note**: Sweep standards are always in flux. Some “swept” equipment may now be on outdated standards.

**Note**: This section is a work in progress.

**Balance Spreadsheets**

Weapons/Pets/Spells

Armors

Shields

Misc Items

Regarding these sheets, be advised that many balance rules are not stated or have since changed. These include but are not limited to the following:

* AQ items now use “WF” (swept) prices.

* The “Random” value for weapons/spells/pets may be rounded differently to account for a favorable/unfavorable rounding of an item’s “Base” value.

* Armors that optimize two Resistances will take a penalty to those Resistances equal to (Good – Defensive). Armors with high Offense do the same. Armors with high Defense or low Defense may also take a penalty or discount equal to this amount.

* Misc items with element-ignoring effects will not take a full *8 upkeep cost.

* Damage/BtH modifiers generally presume the effect is for a Melee weapon. Spells may only receive half the effect for the same cost.

**Definitions**

**Level**: Equipment Level

Equipment level is the level a piece of equipment is intended for purchase.

**PLvl**: Power Level

The Power Level for an item is the equipment’s intended purchase level plus any bonuses. Guardian-only and Ballyhoo equipment will get a bonus of at least 3 levels. Equipment bought with Tokens gets a bonus of at least 10 levels.

**MPLvl**: MP Level = [PLvl*3/4 + Level/4]

**Wild**: Wild Factor

**OffLean**: Offensive Lean on an armor. It can range from “Defensive” (0.8, in other words “80%”) up to “Offensive” (1.25, in other words “125%”). The most common lean on swept armors is “Average” (1, in other words “100%”). The Offensive Lean of an armor indirectly affects how good an armor can be in terms of Defense and Resistance.

Wild Factor is a value between 0 and 1 describing the distribution of power between “base” damage (guaranteed damage, if the attack hits) and “random” damage (extra damage potentially awarded if the attack hits). An “average” attack will use a value of 0.5 .

**Melee Power**: Melee Power designates the amount of damage done by a Melee weapon supported by stats but disregarding the weapon’s special, excluding the effect of Lucky Strikes. This amount of damage is similar to what a Melee weapon does in an armor with an Offensive Lean of 0.9 (often called “mid-defensive”) when including the weapon’s special. A mid-defensive armor is commonly assumed when considering sources of damage not coming from a player’s weapon, so this unit “Melee Power” plays an important role in balance.

**Spells**

**Spell Base Damage** = [2*(1 – Wild)*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)]

**Spell Random Damage** = [4*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)] – 2*(Spell Base Damage)

**Spell Stat Multiplier** = 1 + 0.066*PLvl

**BTH per Hit** = [PLvl/4]

**MP Cost** = [38.1 + 2.3375*MPLvl + 0.01125*(MPLvl^2)]

Spells fully supported by stats will do roughly 2 * (Melee Power).

**Weapons**

**Weapon Base Damage** = [(1 – Wild)*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)/(1 + 0.03*PLvl)]

**Weapon Random Damage** = [2*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)/(1 + 0.03*PLvl)] – 2*(Weapon Base Damage)

**BTH per Hit** = [PLvl/8]

**Armors**

**Base Multiplier** = (1 + 0.03*PLvl) * OffLean

**Random Multiplier** = (1 + 0.03*PLvl) * OffLean

**Stat Multiplier** = (1 + 0.066*PLvl) * OffLean

**BTH per Hit** = [PLvl/8]

**Pets**

**Pet Base Damage** = [0.4*(1 – Wild)*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)]

**Pet Random Damage** = [0.8*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)] – 2*(Pet Base Damage)

**Pet Stat Multiplier** = [(100 + 6.6*PLvl) * 0.75] / 100

**BTH per Hit** = [PLvl/4]

Pets fully supported by stats have power roughly equal to 0.4 * (Melee Power). Pets not supported by CHA are assumed to be worth 0.2 * (Melee Power).

**Guests**

**Guest Base Damage** = [0.6*(1 – Wild)*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)]

**Guest Random Damage** = [1.2*(5.25 + 0.5625*PLvl + 0.00375*PLvl^2)] – 2*(Guest Base Damage)

**Guest Stat Percentage** = [(100 + 6.6*PLvl) * 1.125] / 100

**BTH per Hit** = [PLvl/4]

**Upkeep MP Cost** = [[38.1 + 2.3375*MPLvl + 0.01125*(MPLvl^2)]*0.175]

Guests fully supported by stats have power roughly equal to 0.6 * (Melee Power).

**Common Damage Multipliers**

SP Cost (instead of MP): *0.75 (applied before rounding)

Magic Weapon Base/Random Damage: *0.75 (applied before rounding)

Mastercraft (if bonus is applied to damage): *1.05

Two Forced Allied Elements: *1.05, or *1.1 on the less powerful elemental attack (for all attack types, applied to spells before rounding)

Two Forced Neutral Elements: *1.1, or *1.2 on the less powerful elemental attack (for all attack types, applied to spells before rounding)

Two Forced Poorly-Related Elements: *1.155, or *1.31 on the less powerful elemental attack (for all attack types, applied to spells before rounding)

Two Forced Opposite Elements: *1.2, or *1.4 on the less powerful elemental attack (for all attack types, applied to spells before rounding)

Choice of Two Elements: *0.9 (for all attack types, applied to spells before rounding)

Element-Seeking: *0.8

Harm-element: *0.9 (for all attack types, applied to spells before rounding)

Auto-Hit: *0.85

Healing: *0.9 (also receives *0.85 for Auto-Hit)

Accuracy Lean (BtH Mod = Equipment BtH – Standard BtH Per Hit): *85/(85 + BtH Mod)

**Golden Rule of Multipliers**: Multipliers are used so any two pieces of equipment with the same PLvl in the same equipment category have similar levels of usefulness. Items with behaviors that make them more versatile will generally be made weaker in other ways. Likewise, items that are harder to use effectively will generally be made more powerful.

**Status Effect / Damage Compensation**

Attacks without status effects are the “standard” actions. If a player does an action that applies or attempts to apply a negative status effect on the enemy, the particular item will directly do less damage than a standard action. The usual rule is:

Damage Reduction: (Expected Status Attempt Rate) * [50 – (Enemy’s Save Bonus)] * (Effect Value)

The Expected Status Attempt Rate is almost always affected by the attack’s hit rate. If a special with a BtH Mod of -5 requires both of its hits in a two-hit special to connect to attempt a status effect, and the status effect is only attempted 50% of the time when that condition is met, then the Expected Status Attempt Rate is 0.8 (first hit lands) * 0.8 (second hit lands) * 0.5 (50% chance to try) = 0.32.

The Effect Value is a measure of the status effect’s usefulness. Some examples are included below.

Turn Loss with no extra effect: 1.4 * (Melee Power)

Frozen/Petrification: 1.6 (Melee Power)

Poison/Burn/etc: (Turns of Poison/Burn/etc) * (Poison/Burn/etc’s Damage Per Turn)

Blind: [(BtH Reduction)/70] * (Turns of Blinding) * 1.4 * (Melee Power)

Damage reductions apply *before* multi-element multipliers.

**Enemy Power Multipliers**

Monsters may receive difficulty multipliers to place them above or below standard. Below are common multipliers:

Mook: 0.5

Champion: 1.25

Elite: 1.5

Boss: 2

However, monsters are not required to use these multipliers in particular. Monsters with power multipliers of 1.4 or 0.9 are possible in their own right.

*Special thanks to Aelthai, Kalanyr, and Lord Barrius for these formulas and parameters. Correction thanks to ArchMagus Orodalf.*

**Elemental Wheel**

The Elemental Wheel is used to describe the relationship of elements. Pairs of elements that are close on the wheel are said to be more related than those farther away.

Earth and Light are considered to be three positions apart since they are connected through Light <–> Energy <–> Fire <–> Earth.

For equipment that is forced to attack with two elements, the distance of those two elements determines how much (more) damage the attack can do.

Allied Elements: 1 position apart

Neutral Elements: 2 positions apart

Poorly-Related Elements: 3 positions apart

Opposite Elements: 4 positions apart

Attacks that force more than two elements will receive multipliers according to the difficulty of using such attacks effectively. The more elements used and the farther apart the elements are on the wheel, the greater the damage multiplier.

**Other bits**

“Heal Wounds” spells have +20 added to their PLvl and MPLvl and receive a *1.3 multiplier instead of the *0.9 *0.85 that the sweep standards call for. These spells were given stats based off an old standard, but their influence on the game makes them worth mentioning.

*Thanks to the Knights of Order for the publishing these standards. Thanks to BexnDan for finding an omission and Roblos for fixing BtH on weapon/armor. Thanks to zekefreed777 for identifying confusion between “Multiplier” and “Percent.” Thanks to Watashig for pointing out obsolete rounding behavior in armor standards. Thanks to KlawdStrife for BtH typos.*

[24] Ballyhoo

**L**: Player Level

**Gold**: Gold per Run

**XP**: Experience per Run

**Gold** = [6.5*L + 10]

**XP** = 10*L + 50

**Note:** Unlike gold, the character’s chance to get experience is not 100%. Experience is only awarded to players under level 100.

*Thanks to Captain Rhubarb via etching for the updated formula.*

[25] House Value

Value = [Price * (0.9 + [Days Owned]/700)]

“Price” is the original purchase Z-Token price, “Value” is the current Z-Token sellback, “Days Owned” is the number of days the player has owned the house.

Put more plainly, a house’s value is about (90 + Weeks Owned)% of the purchase price, updated daily based off the time of day you purchased the house.