A Different Approach
Status in Luna Obscura have a very different system compared to traditional RO.
Instead of the usual 6 stats (or 6 stats + 6 traits from Renewal), it uses a new Body and Mind System.
This system ensures you always have flexibility to build your character based on its strongest points, no matter what you prefer.
Key aspects of the Stats
Availability
When starting at Lv1, players have 2 Body and 2 Mind points available.
- Receive +2 points of each per level up, up to a maximum of 200 Body and 200 Mind Points at Lv 100
- Allocating stats costs 1 point up to 20
- It costs 2 points from 21 to 40
- It costs 3 points from 41 to 50
A spread of 50/50/21/2/1/1 is the highest, most specialized amount possible with the points received at max level. Job Levels do not grant any stat points.
Restrictions
- There is a hard cap of 50 to a given stat from points gained on level up
- There is a hard cap of 50 on bonuses granted from equipment, skills, and other sources
- No stat can go past 100 total under any circumstance
- Body and Mind points can only be spent on their respective sections
Resets
- Resetting status points can be done anytime by speaking with Lucy in the Cathedral
- There is a fixed price of 1000z per Base Level
- Resetting up to Lv10 has no cost
- The price is reduced as the Cathedral Level goes up (1% per level)
- Status are always reset when job changing
Stat Calculator
A basic calculator to check status spread and its bonuses is available below. Note that it cannot save preferences and is just for quick testing.
[Currently not available]
Body and Mind Stats
Body Stats
Secondary bonuses (like move speed, soft defense, etc) are detailed in the next section.
The % bonus modifier varies based on skills, conditions, combos, and targets.
| Code | Name | Bonuses |
|---|---|---|
| BRV | Bravery | * +1 Physical ATK per point * Affects OPENER skills |
| SFT | Swiftness | * +1 Move Speed per point * +1 Action Speed per point * +1% Cast Speed per point * Affects MOVEMENT skills |
| END | Endurance | * +5 Max HP per point * +1 Soft DEF per point * +1 Healing Received per point * Affects PROTECTION skills |
| REF | Reflex | * +2% Parry Damage per point * +0.01s Quickstep Immunity * +1 Dodge every 2 points * Affects REACTION skills |
| GRI | Grit | * +1 HP Regen per 5 points * +1% Debuff Efficiency per point * +1% Posture per point * Affects DEBUFF skills |
| PRE | Precision | * +1 Critical Strike per point * +1% Proc Chance per point * Affects CRITICAL skills |
Mind Stats
Secondary bonuses (like healing power, buff efficiency, etc) are detailed in the next section.
The % bonus modifier varies based on skills, states, and targets.
| Code | Name | Bonuses |
|---|---|---|
| FAI | Faith | * +1 MATK per point * Affects SIMPLE skills |
| RST | Restoration | * +1 Healing Power per point * +1% Status Resistance per point * Affects DEFENSIVE skills |
| WIS | Wisdom | * +1 Max SP per point * +1 Soft MDEF per point * +1 SP Gain per 10 points * Affects RESOURCEFUL skills |
| AFN | Affinity | * Boosts Masteries and Signets * Affects MASTERED skills |
| INS | Insight | * +1 SP Regen per 5 points * +1% Buff Duration per point * -1% SP Upkeep per point * Affects CONTINUOUS skills |
| ATN | Attunement | * +1% HP/SP Regen Speed per point * -0.5% Action Delay per point * -0.25% Skill Cooldown per point * Affects SPECIAL skills |
Detailed Status Information
Key Information
- Damage dealt is calculated based on ATK and MATK regardless of other scalings a given skill may have
- If a magic skill says "+ 2% per WIS", the bonus scales off your base damage
- High flat values are essential for percentage scaling to matter