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There are various stats that affect an Adventurer's survivability and power. The two basic stats, HP and Strength, will show up directly on an adventurer's stat breakdown, and will increase or decrease with equipped items, and Halidom facilities. Complex stats will still directly affect an Adventurer's durability and damage, but will not be visible anywhere in game.

Basic Stats[ | ]

Stat Description
HP A numerical value displaying health. If it reaches 0, the character can no longer take part in battle.
Strength A numerical value displaying attack power. The larger the number, the more damage the character deals.
Experience Used to increase level.
Level A numerical value showing growth. As level increases, so does HP and Strength.
Might An indication of power based on all types of stats, abilities, and skills. Used to unlock maps, and does not directly affect damage.

Offensive Stats[ | ]

Stat Description
Critical Rate The chance of a hit of an attack or skill to deal critical damage.

The base critical rates (not including any abilities from any source) are:

  • 2% for sword-, blade-, dagger-, lance-, bow-, wand-, staff-, and manacaster-wielding adventurers
  • 4% for axe-wielding adventurers
Critical Damage How much extra damage a critical hit of an attack or skill will deal.
Skill Damage The damage of skills and damaging afflictions from skills used by an adventurer.
Force Strike Damage The damage of force strikes and damaging afflictions from force strikes used by adventurers.
Punisher/Bane Damage How much extra damage will be dealt to enemies while they are in specific states and/or classes.

Defensive Stats[ | ]

Stat Description
Defense Determines how much damage is taken by an attack.
Shield Prevents damage from a single attack that deals a total of damage below a specific threshold.
Life Shield Prevents damage up to a specified HP value, wears down as it nullifies damage. Can defend against multiple attacks before life shields are regenerated.
Elemental Resistance Reduces damage taken by attacks of a specific elemental type.
Affliction Resistance Reduces the chance for an adventurer to be afflicted by a negative condition. 100% of a specific affliction's resistance grants an adventurer or enemy immunity to that affliction.

Utility Stats[ | ]

Stat Description
Recovery Potency Determines the strength of healing effects.
Regen Potency Determines the strength of regenerative effects.
Skill Gauge The skill gauge is the onscreen representation of the cost for an adventurer to use their skills. Once the gauge is full, the skill's icon will light up, be in color, and be available for use.
Skill Haste Determines the rate at which an adventurer gains SP from attacks to charge their skill gauges.
Skill Prep Gives a flat percentage of an adventurer's skill gauges at the start of a map, or after activating certain effects.
Dragon Gauge The dragon gauge is a two-part vertical bar, an onscreen representation of the cost for an adventurer to shapeshift. Once the gauge is filled to at least 1 bar, the dragon icon will light up and the adventurer will be able to Shapeshift. The dragon gauge can overcharged to save two charges.
Dragon Haste Determines the rate at which an adventurer's dragon gauge fills.
Shapeshift Prep Gives a flat percentage of an adventurer's dragon gauge at the start of a map.
Dragon Time The time in which an adventurer will remain in their shapeshifted form. Dragon time gets reduced by taking damage while in shapeshifted form.
Buff Skill Time The duration of buffs affecting an adventurer.
Debuff Skill Time The duration of debuffs (also including bleeding) affecting an enemy.

Enemy Stats[ | ]

Stat Description
Class Enemy creature type.
Overdrive An enemy state in which it receives increases to its attack and defense modifiers.
Break An enemy state in which it receives decreases to its attack and defense modifiers.
Base Overdrive Determines the base amount of damage an enemy must take to put it into the Overdrive state.
Base Break Determines the base amount of damage an enemy must take in the Overdrive state to put it in the Break state.
Break Duration Determines how long it takes for an enemy to return to its base state upon entering the break state.
Barrier Prevents all damage to shielded enemy. Can be broken with a large number of basic attacks, a single force strike, or attacks while shapeshifted.
Overwhelm The value varies between enemies, but bosses usually have 99,999.
Move Speed The value is usually between 1-5.
Turn Speed The value varies among enemies, with mobile bosses having 360 or 630.
Super Armor The value is usually between 1-4, but raid bosses have 99.
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