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This article contains starting statistics for each class. It also includes statistic increases for each class, both from leveling up and from assigning attribute points.

Starting Statistics[ | ]

Statistics of each class at level 1. Note that the physical and magic damage shown is affected by the weapon they have equipped by default after being created. Archers are also affected by the ammunition they have equipped.

Key:

  • Health = Base Hit Points at level 1.
  • HP Regen. = Base HP regenerated per second at level 1.
  • MP = Base Mana Points at level 1.
  • MP Regen. = Base MP regenerated per second at level 1.
  • Phys. Attack = Base physical attack at level 1, with default weapon equipped.
  • Mag. Attack = Base magic attack at level 1, with default weapon equipped.
  • Accuracy = The rate at which a character successfully lands a physical attack at level 1.
  • Evasion = The rate at which a character successfully dodges a physical attack at level 1.
  • Move. Speed = Base ground speed in meters per second. Note: all classes have a base air speed of 5.0 m/s
  • Chi per Hit = Chi gained per normal attack.
  • Main Attribute = The attribute that increases the damage of the class' main attacks/skills. For classes with Magic as their main damage attribute, adding Strength will affect the damage of their melee attacks.
Class Health HP Regen. (per second) Mana MP Regen. (per second) Phys. Attack Magic Attack Accuracy Evasion Move. Speed (m/s) Chi per Hit Main Attribute
Archer 65 2 55 1 7-11 1-1 40 30 5.2 5 Dexterity
Assassin 65 2 50 1 4-6 1-1 40 30 5.2 5 Dexterity
Barbarian 85 2.5 35 0.5 5-9 1-1 40 40 4.9 5 Strength
Blademaster 75 2 45 1 4-6 1-1 50 50 5.0 5 Strength
Cleric 50 1 70 2 4-4 6-7 25 10 4.8 3 Magic
Duskblade 65 2 55 1 4-6 1-1 40 30 5.2 5 Dexterity
Edgerunner 75 2 45 1 4-6 1-1 50 50 5.0 5 Strength
Mystic 50 1 70 2 4-4 6-7 25 10 4.8 3 Magic
Psychic 50 1 70 2 4-4 4-6 25 10 4.8 3 Magic
Seeker 75 2 45 1 4-6 1-1 50 50 5.0 5 Strength
Stormbringer 50 1 70 2 3-5 5-7 25 10 4.8 3 Magic
Technician 65 2 55 1 4-6 1-1 40 30 5.2 5 Dexterity
Venomancer 60 1.5 60 1.5 4-4 6-7 35 30 5.1 4 Magic/
Strength[1]
Wizard 50 1 70 2 4-4 6-7 25 10 4.8 3 Magic
  1. ^  In Fox Form a venomancer's skill damage is based on Strength; in human form their skill damage is based on Magic.

Statistic Increases[ | ]

The rate at which a class' statistics increase through leveling up or assigning attribute points.

Key:

  • HP Gain per Vitality Point = Hit Points (HP) gained per Vitality (Vit) point spent in attributes.
  • HP Gain per Level = HP gained per level.
  • MP Gain per Magic Point = Mana Points (MP) gained per Magic (Mag) point spent in attributes.
  • MP Gain per Level = MP gained per level.
  • Accuracy Gain per Dexterity Point = Accuracy gained per Dexterity (Dex) point spent in attributes.
  • Evasion Gain per Dexterity Point = Evasion gained per Dexterity point spent in attributes.
Class HP Gain per Vitality Point HP Gain per Level MP Gain per Magic Point MP Gain per Level Accuracy Gain per Dexterity Point Evasion Gain per Dexterity Point
Archer 13 26 11 22 8 6
Assassin 13 26 11 22 8 6
Barbarian 17 34 7 14 8 8
Blademaster 15 30 9 18 10 10
Cleric 10 20 14 28 5 2
Duskblade 13 26 11 22 8 6
Edgerunner 15 30 9 18 10 10
Mystic 10 20 14 28 5 2
Psychic 10 20 14 28 5 2
Seeker 15 30 9 18 10 10
Stormbringer 10 20 14 28 5 2
Technician 13 26 11 22 8 6
Venomancer 12 24 12 24 7 6
Wizard 10 20 14 28 5 2

See Also[ | ]

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