Combat stats
Every Sword x Staff combat stat — the four core attributes plus crit, block, damage-boost and resistance modifiers, with the game's own English labels.
Sword x Staff combat runs on 20 stats built on four core attributes — HP, ATK, DEF and SPD — layered with crit, block, damage-boost and resistance modifiers. Stats split into 6 offensive, 8 defensive and 2 utility values. Where they come from: classes set your base ratios, gear and companions scale them, and skills add the active modifiers. Every name below is the game's own English label, accurate to the live game.
Core stats
The four base attributes every character and companion is built on. Your class sets their ratios (e.g. Mages skew ATK, Knights skew DEF); gear and companions scale them with the percentage-based gear rolls.
HPcoreTotal health. The four base attributes are set by your class and scaled by gear and companions.
ATKcoreBase damage output before crit, element and damage-boost modifiers.
DEFcoreMitigates incoming damage. Classes split into high-DEF (Knight line) and glass-cannon profiles.
SPDcoreTurn order / action frequency in combat. Higher SPD acts sooner and more often.
Offensive stats
Modifiers that multiply your damage on top of raw ATK — crit, flat damage boosts, the debuff-landing stat, and the PvP / PvE-specific bonuses. Most come from gear rolls and the skills you summon.
Crit RateoffensiveChance for a hit to critically strike.
Crit DMGoffensiveBonus damage dealt by a critical strike (crit multiplier).
DMG BoostoffensiveFlat percentage increase to all damage dealt.
Base Effect Hit RateoffensivederivedChance for your debuffs / status effects to land. Listed in lang as Effect Hit Rate; companions carry the base form.
PvP Bonus DMGoffensiveExtra damage dealt specifically in player-vs-player combat.
PvE Bonus DMGoffensiveExtra damage dealt specifically against monsters (player-vs-environment).
Defensive & utility stats
Mitigation (block, resistances, damage reduction) plus the two utility stats — Accuracy, which counters enemy blocks, and Healing Boost, the support multiplier. Companions carry the sturdiness side (Resilience, Effect RES); high-DEF classes anchor the front line.
Block RatedefensiveChance to block an incoming attack and reduce its damage.
Block EfficiencydefensiveHow much damage a successful block prevents (block strength).
Crit RESdefensiveReduces the enemy's chance to land a critical hit on you.
DMG RESdefensiveFlat percentage reduction to all damage taken.
- Resiliencedefensive
Companion sturdiness stat that softens burst / control pressure.
Base Effect RESdefensiveResistance to incoming debuffs and status effects (Effect RES).
PvP DMG RESdefensiveReduces damage taken specifically in player-vs-player combat.
PvE DMG RESdefensiveReduces damage taken specifically from monsters (player-vs-environment).
AccuracyutilityAccuracy — counters an enemy's Block Rate so your attacks connect for full damage.
- Healing Boostutility
Increases the strength of healing you deal (Healing Boost) — the support stat.
Stat names are the game's own English labels, and the glyphs are the game's own property icons. The stats themselves are verified against the game's own values — the class base stats, the companion battle stats and the props that roll on gear. The "Combat Power" / power-rating weighting that turns these stats into one number is NOT publicly available — that calculation is server-side and not public, so this is a stat glossary, not a power formula. Categories and one-line descriptions are derived from each stat's name; the row marked derived (Base Effect Hit Rate) takes its label from the game's Effect Hit Rate value, as the base variant has no separate one. Healing Boost has no icon because the game ships a blank glyph for it.
