Spirits

At a glance

  • Spirits have a level and eight grades (one per in-game stat: Speed, Health, Critical Rate, Defense, Critical Damage, Resist, Focus, Attack).

  • Each Spirit has a class specialty stat, and the opposite stat in that pair is always 0. During Beta, Spirits granted as starter/campaign rewards use B in their class specialty stat. For each of the remaining 3 stat pairs, one side rolls a grade from A–E and the other side is always 0.

  • Your level sets a single trait strength that applies to every stat; grades then scale how much of that strength each stat gets (from 0 up to A).

  • Higher level means higher base power (BRS) and higher trait strength, so all stats grow as you level.

  • Grade 0 means the stat gets a reduced share (40%) of the trait strength; grade C is 100%; grade A is 140%.

  • Health uses the same formula but is rounded to a whole number; other stats keep one decimal place.

How it works

  1. The game converts your level into a Battle Rating Score (BRS) and a base trait value using fixed curves.

  2. For each of the eight stats, the game takes that base trait value and multiplies it by the stat's grade multiplier (0.4 for 0, 1.0 for C, 1.4 for A, etc.).

  3. That trait contribution is added to a BRS-based baseline for that stat to produce the final value.

Worked example

A level 70 Spirit with grades: Speed A, Health 0, Critical Rate C, Defense 0, Critical Damage C, Resist 0, Focus C, Attack 0.

  • BRS: 749

  • Base trait value from level: 53

Resulting in-game stats:

Stat
Value

Speed

33.5

Health

736

Critical Rate

28.2

Defense

20.3

Critical Damage

56.5

Resist

20.3

Focus

28.2

Attack

20.3

Example calculation

Speed (grade A): base = 0 + (749 × 0.02) = 14.98; trait part = (53 × 0.25) × 1.4 = 18.55; total = 33.53 → 33.5.

Advanced reference

Formulas

  • BRS(level) = round(300 + ((level - 1) × 6.5))

  • TraitValue(level) = piecewise linear interpolation from the trait-value anchors below.

  • For each stat: statValue = (baseValue + (BRS × brsMultiplier) + ((TraitValue × multiplier) × gradeMult)) × gradeBns (health rounded to integer; others to 1 decimal).

Trait value anchors (current)

Level
Trait Value

1

5

20

17

30

30

40

41

50

48

60

51

70

53

100

56

Trait map

Stat
Base Value
BRS Multiplier
Trait Multiplier

speed

0

0.02

0.25

health

0

0.7

10

criticalRate

0

0.02

0.25

defense

0

0.02

0.25

criticalDamage

0

0.04

0.5

resist

0

0.02

0.25

focus

0

0.02

0.25

attack

0

0.02

0.25

Grade values

Grade
BNS
Mult

0

1

0.4

E

1

0.6

D

1

0.8

C

1

1

B

1

1.2

A

1

1.4

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