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The Alchemist Code Wiki
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==Attributes== Every attribute will fall under one of these categories: stats, elemental assistance/resistance, status assistance/resistance and bonus parameters. Every attribute on a unit has a base score, plus additional factors that may increase or decrease them. ===Stats=== These are the scores that can be viewed in the unit information screen. Note that different jobs use different stats to calculate their ability damage formulas, although in general Physical Attack is used by most physical damage units and Magic Attack by most magic damage units. {| |- | [[File:ui icon stat hp.png|alt=HP]] || '''[[HP|Health Points]]''': The unit will die when this reaches 0. All units start with their HP full. Some buffs can increase [[Max HP]] without increasing current HP. |- | [[File:ui icon stat mp.png|alt=Jewels]] || '''[[Max Jewels|Jewels]]''': The mana pool that a unit draws from when using a skill. Also referred to as MP/MPmax. For calculations, '''MP''' refers to the portion of '''MPmax''' that a unit starts a battle with (also referred to as [[Initial Jewels|initial jewels]]). |- | [[File:ui icon stat atk.png|alt=PAtk]] || '''[[PATK|Physical Attack]]''': Used in most damage formulas. Note: some damage formulas do not use PATK, making the stat useless. |- | [[File:ui icon stat def.png|alt=PDef]] || '''[[PDEF|Physical Defense]]''': Determines damage reduction when receiving physical attacks. |- | [[File:ui icon stat mag.png|alt=MAtk]] || '''[[MATK|Magic Attack]]''': Used in some damage formulas. Also used to determine healing from skills. Note: some damage formulas do not use MATK, making the stat useless. |- | [[File:ui icon stat mnd.png|alt=MDef]] || '''[[MDEF|Magic Defense]]''': Determines damage reduction when receiving magical attacks. |- | [[File:ui icon stat dex.png|alt=DEX]] || '''[[DEX|Dexterity]]''': Influences attack accuracy (hit rate). |- | [[File:ui icon stat spd.png|alt=AGI]] || '''[[AGI|Agility]]''': Determines how quickly and how often a unit can take an action (more specifically, affects how quickly a unit's charge time fills up). |- | [[File:ui icon stat cri.png|alt=CRIT]] || '''[[CRIT|Critical]]''': Determines how often a unit will land a critical hit when attacking. Note that only basic attacks and attack which explicitly say they can crit can land a critical hit. |- | [[File:ui icon stat luk.png|alt=LUCK]] || '''[[LUCK|Luck]]''': Reduces the chance of receiving a critical hit when taking damage. |- | [[File:ui icon stat combo.png|alt=COMBO]] || '''Combo''': Determines the chance of activating a combo attack (blue aura). |- | [[File:ui icon stat mov.png|alt=MOVE]] || '''[[MOVE|Move]]''': The number of tiles a unit can move. |- | [[File:ui icon stat jmp.png|alt=JUMP]] || '''[[JUMP|Jump]]''': How high a unit can jump when moving between tiles. |} ===Elemental Assistance & Resistance=== Every unit has a single element (which can not change). Additionally, the unit will have an elemental assistance score for each element (such as Fire Assist) and an elemental resistance score for each as well (such as Light Resist). Elemental resistance will reduce the damage received from attacks by units with that element by 25%, and if the skill is elemental, it can also add/subtract 25% (the two effects will add together, for a total of 50% if both the unit and skill are a resisted element). Elemental assistance in effect reduces the elemental resistance of a defender. Since assist only applies to the unit's element and a unit's element does not change, assist attributes for any other element are in effect, useless. The elemental resistance reduction from a skill is determined instead by its own assist score (not the units). By this, each unit has each one of these scores: * '''Element''' (the unit's element) * [[File:FireElement.png|frameless|20x20px]]'''FireAssist''' & '''FireResist''' * [[File:WaterElement.png|frameless|20x20px]]'''WaterAssist''' & '''WaterResist''' * [[File:WindElement.png|frameless|20x20px]]'''WindAssist''' & '''WindResist''' * [[File:ThunderElement.png|frameless|20x20px]]'''ThunderAssist''' & '''ThunderResist''' * [[File:LightElement.png|frameless|20x20px]]'''LightAssist''' & '''LightResist''' * [[File:DarkElement.png|frameless|20x20px]]'''DarkAssist''' & '''DarkResist''' List of skills that can [[Reducing Elemental Resistance|Reduce Elemental Resistance]] ===Status Assistance & Resistance=== A unit may have any of the below status effects applied to it. Each effect may have a value (such as the damage of poison), as well as a turn count (which may be infinite, such as from a Bishop's Regeneration passive). * [[File:Cond death sentence.png|frameless|20x20px]]'''[[Death Sentence]]''': After a certain number of turns, the unit will die. ** A DeathSentence effect can define a DeathTurnCount, which determines the number of turns the units has to live. ** At the beginning of the units turn, the turn count will reduce by one. If it reaches 0, the unit dies. ** Timer does not count down while the unit is in the air from a jump attack or if the unit is afflicted with stone. ** Does not end unless cured or the unit dies. ** Default DeathTurnCount: 3 turns * [[File:Cond poison.png|frameless|20x20px]]'''[[Poison]]''': At the end of the unit's turn, it takes damage. ** A poison effect can define a PoisonRate (% of the unit's HPmax) and a PoisonFixed (deal a fixed amount) and will deal the highest of the two. ** For multiple effects, only the highest damage is applied. ** Default Length: 3 turns ** Default PoisonRate: 10% (PoisonFixed is 0 by default) * [[File:Cond regen.png|frameless|20x20px]]'''[[Auto Heal]]''': At the beginning of a unit's turn, it will restore HP. ** An autoheal effect can define an AutoHealRate (% of the unit's HPmax) and an AutoHealFixed (heal a fixed amount) and will heal the highest of the two. ** For multiple effects, only the highest healing is applied. ** Default Length: 3 turns ** Default AutoHealRate: 10% (AutoHealFixed is 0 by default) * [[File:Cond good sleep.png|frameless|20x20px]]'''[[Good Sleep|GoodSleep]]''': At the beginning of a unit's turn, if the unit is asleep, it will restore HP and Jewels. ** Heals for 10% of HPmax and restores 5% of MPmax. ** No default length is defined. * [[File:Cond auto jewel.png|frameless|20x20px]]'''[[Auto Jewel Charge|Auto Jewel]]''': At the beginning of a unit's turn, it will generate Jewels. ** An autojewel effect can define an AutoJewelRate (% of the unit's MPmax) and an AutoJewelFixed (generate a fixed amount) and will use the highest of the two. ** For multiple effects, only the highest value is applied. ** Default Length: 3 turns ** Default AutoJewelRate: 10% (AutoJewelFixed is 0 by default) * [[File:Cond disable heal.png|frameless|20x20px]]'''[[Disable Heal]]''': Prevents this unit from restoring HP. ** Specifically, reduces healing skills to 0 and disables HP regeneration from AutoHeal and GoodSleep (but still restores Jewels) ** Default Length: 3 turns * [[File:Cond blind.png|frameless|20x20px]]'''[[Blind]]''': Reduces a units hit and avoid rates. ** A blind effect can define a BlindHitRate and a BlindAvoidRate which will act as BuffScales for HitRate and AvoidRate, respectively. ** For multiple effects, the effect which gives the highest of this formula will be what is used for the buff: <code>abs(BlindHitRate) + abs(BlindAvoidRate)</code> ** Default Length: 3 turns ** Default BlindHitRate: -15%, Default BlindAvoidRate: -15% * [[File:Cond confuse.png|frameless|20x20px]]'''[[Berserk|Berserk/Confuse]]''': Forces a unit to attack on auto, while augmenting its stats. (Essentially, Berserk) ** A confuse effect can define a ConfuseAtkRate and a ConfuseDefRate which will act as BuffScales for PATK, MATK, PDEF and MDEF, respectively. ** For multiple effects, the effect which gives the highest of this formula will be what is used for the buff: <code>abs(ConfuseAtkRate) + abs(ConfuseDefRate)</code> ** Default Length: 3 turns ** Default ConfuseAtkRate: 10%, Default ConfuseDefRate: -10% ** Disables: Player control, Combos, Skills, Items * [[File:Cond rage.png|frameless|20x20px]]'''[[Rage]]''': Forces a unit to attack on auto, only attacking its rage target. ** Generally, the rage target will be the unit the inflicted the effect. ** Will end if the rage target dies. ** Default Length: 3 turns ** Disables: Player control, Combos, Skills, Items * [[File:Cond charm.png|frameless|20x20px]]'''[[Charm]]''': Forces a unit to attack its allies on its turn. ** Will end if the unit takes damage. ** Default Length: 3 turns ** Disables: Player control, Combos, Skills, Items * [[File:Cond petrify.png|frameless|20x20px]]'''[[Petrify]]''': Skips the units turn. ** The unit is considered dead (but can still be cured, treating it again as alive). In [[Mystic Tower Veda]], any units petrified at the end of the floor will die. ** Does not end unless cured. ** Disables: Player control, Turn from being taken, Combos, Reactions, Dodges * [[File:Cond sleep.png|frameless|20x20px]]'''[[Sleep]]''': Skips the units turn. ** GoodSleep can cause the unit to heal or restore jewels. ** Will end if the unit takes damage. ** Default Length: 3 turns ** Disables: Player control, Turn from being taken, Combos, Reactions, Dodges * [[File:Cond stun.png|frameless|20x20px]]'''[[Stun]]''': Disables the unit from most actions. ** Outside of Roxanne, stuns usually end by the beginning of the units turn, meaning it prevents dodging, reacting, charge skills, etc. ** Default Length: 1 turn ** Disables: Player control, Turn from being taken, Combos, Reactions, Dodges, Charge Skills * [[File:Cond paralyze.png|frameless|20x20px]]'''[[Paralyze]]''': At the beginning of a unit's turn, it has a chance to not be able to move or take an action (but can still change facing direction). ** A paralyze effect can define a ParalyzeRate, which will be the % that the unit can not act. ** For multiple effects, only the highest ParalyzeRate is used. ** Default Length: 3 turns ** Default ParalyzeRate: 80% ** Disables: Movement, Attacks, Skills, Items, Reactions * [[File:Cond slow.png|frameless|20x20px]]'''[[Slow]]''': Reduces the number of tiles a unit can move. ** A slow effect can define a SlowValue, which determines how many tiles a unit can move. ** For multiple effects, only the lowest SlowValue is used. ** Since this effect replaces a unit's MOV stat entirely, in theory, it could actually increase the unit's MOV, providing the SlowValue was higher then the unit's MOV. ** Default Length: 3 turns ** Default SlowValue: 1 tile * [[File:Cond bind.png|frameless|20x20px]]'''[[Bind]]''': Prevents a unit from moving. ** Default Length: 3 turns ** Disables: Movement * [[File:Cond daze.png|frameless|20x20px]]'''[[Daze]]''': Prevents a unit from attacking. ** Default Length: 3 turns ** Disables: Attacks * [[File:Cond silence.png|frameless|20x20px]]'''[[Silence]]''': Prevents a unit from using skills. ** Default Length: 3 turns ** Disables: Skills, Reactions * '''DisableKnockback''': Prevents a unit from getting knocked back from a knockback skill. ** The assist/resist values for this effect are '''AssistKnockback''' and '''ResistKnockback'''. Unlike most status effects, they do not influence the application of the DisableKnockback effect. ** Instead, these are used to increase and decrease the chance of a knockback of occurring. If the target has the DisableKnockback effect, they will be ignored. ** Does not end unless removed. * [[File:Cond buff.png|frameless|20x20px]]'''DisableBuff''': Prevents a unit from receiving any buffs. ** The assist/resist values for this effect are '''AssistBuff''' and '''ResistBuff'''. Unlike most status effects, they do not influence the application of the DisableBuff effect. ** Instead, these are used to increase and decrease the chance of a buff from being applied. If the target has the DisableBuff effect, they will be ignored. ** AssistBuff does not seem to be included in the code. ** Default Length: 3 turns * [[File:Cond debuff.png|frameless|20x20px]]'''DisableDebuff''': Prevents a unit from receiving any debuffs. ** The assist/resist values for this effect are '''AssistDebuff''' and '''ResistDebuff'''. Unlike most status effects, they do not influence the application of the DisableDebuff effect. ** Instead, these are used to increase and decrease the chance of a debuff from being applied. If the target has the DisableDebuff effect, they will be ignored. ** AssistDebuff does not seem to be included in the code. ** Default Length: 3 turns * [[File:Cond disable support.png|frameless|20x20px]]'''[[Disable Support]]''': Prevents a unit from casting non-attack/non-damage skills (reactives included), the opposite of the daze status. ** Default Length: 3 turns * [[File:Cond stop.png|frameless|20x20px]]'''[[Stop]]''': Stops CT from increasing, preventing the unit from taking its turn. ** Default Length: 35 Game Clock Cycles ** Disables: Turn from being taken, Combos, Reactions, Dodges * [[File:Cond quicken.png|frameless|20x20px]]'''[[Quicken]]''': Increases CT change rate by a percentage. ** Removed if delay is inflicted on the unit. ** Default Length: 35 Game Clock Cycles * [[File:Cond delay.png|frameless|20x20px]]'''[[Delay]]''': Decreases CT charge rate by a percentage. ** Removed if quicken is inflicted on the unit. ** Default Length: 35 Game Clock Cycles Like the elements, a unit can have assistance and resistance scores for each status effect. Assistance determines chance of inflicting that status effect on an attack while resistance reduces the chance when receiving an attack. ====For More Information==== * List of skills can [[Remove/Inflict Status/Buffs/Debuffs]] * [[Status Effect Skills|Skills Applying/Removing Conditions/Status Effects]] === Alchemic Effects === Some units apply Alchemic Effects. These are not considered status effects and are not prevented by status protection. Each effect has a specific way to be removed. Bishop jobs also have a skill to remove these effects. * [[File:Cond bomb.png|frameless|20x20px]]'''Alchemic Overload (Bomb)''': Inflicts a 3 turn delayed explosion based on how much damage you dealt when you applied bomb. ** Units with 0 jewels are immune to bomb. ** Can stack up to 5 times. If you go above 5 stacks it overwrites the oldest one. ** Removal: Can be dispelled by using up 80% of the jewels you had when bomb was applied to your unit. * [[File:Cond slip.png|frameless|20x20px]]'''Alchemic Crush (Slip/Bleed)''': 20% of the damage you dealt when applying Bleed will be dealt repeatedly over every turn (with no turn limit). Reduces '''physical''' damage the unit deals by 50% ** No stack limit ** Removal: Can be dispelled by healing your unit 3 times (Auto heal works too, so a unit with auto heal automatically dispels it after 3 turns). * [[File:Cond freeze.png|frameless|20x20px]]'''Alchemia Freeze (Freeze)''': Freezes your unit (similar to the Stop status effect) ** Duration: 7 Game Clock Cycles (1/5th of the stop duration) ** Removal: Can be dispelled by receiving damage, but any damage dealt to the unit is increased by 50 (works as a mod like All ATK) while frozen. ===Unit Type Advantage and Tags=== Units in the game have types. Some unit abilities, gear, and leader skills specify increased damage against a specific enemy type, such as "Strong vs Machines" or "Strong vs Demons." Other common enemy types include Humans, Monsters, Airborne, Beasts. On top of these common types, units can have other additional tags that can modify damage when attacked. Those include gender for Humans (Male, Female), material (Metal, Plant), raid-specific types (Gigantic, Eldritch, Holy Beast), miscellany (Undead, Insect, Hybrid, Demi-Human, Templar) and a special Sin type (Envy, Sloth, Lust, Gluttony, Wrath, Pride, Greed). "Strong vs Sin" modifiers are currently gained by maxing Gate 4 (Gluttony) of a unit's [[Enlightenment]], often +20 against one type and +40 against another. There are also strong vs sin bonuses on [[Memento Leader Skills]]. It's worth noting that units commonly have multiple tags, and attacks against them with corresponding strength modifiers can deal significantly more damage. Unit attack abilities that specify enemy type modifiers can have varying degrees of strength modifiers: * "Strong vs Enemy Type": +50 * "Very Strong vs Enemy Type": +80 * "Powerfully Strong vs Enemy Type": +120 These values are labeled as "killerBonus" in the damage formula. On occasion, abilities labeled as "Strong vs Enemy Type" actually have a higher modifier tier, possibly due to a mistranslation. ===Bonus Parameters=== Miscellaneous attributes fall into this category. * '''EffectRange''': Increases range of attacks and skills. (Note: Does not seem to increase range on melee attacks/skills; '''Needs confirmation''') * '''EffectScope''': Alters the area of effect the attack/skill hits, as in "5x5 diamond" or "3 (lateral line)" * '''EffectHeight''': Increases the height range the attack/skill hits. * '''[[Hit Rate]]''': Increases chance to hit. * '''[[Evasion Rate]]''': Increase chance to avoid being hit. * '''[[Critical Rate]]''': Increase chance of landing a critical attack. * '''GainJewel''': Increases the number of jewels gained when making a normal attack by a flat amount. * '''UsedJewelRate''': Reduces the jewel cost of skills. * '''ActionCount''': Unknown * '''[[Guts Rate]]''': Percentage chance of surviving a killing blow (surviving with 1 hp). * '''AutoJewel''': Generates a fixed number of jewels each turn (not to be confused with the AutoJewel status effect). * '''ChargeTimeRate''': Reduces CT needed to take a turn. * '''CastTimeRate''': Reduces the cast time needed to on relevant skills. * '''BuffTurn''': Increases the number of turns that buffs cast by this unit will last. * '''DebuffTurn''': Increase the number of turns that debuffs cast by this unit will last. * '''CombinationRange''': Increases the number of tiles away that a unit can be to be considered for a combo attack. * '''HpCostRate''': Reduces the hp cost for skills that cost hp. * '''SkillUseCount''': Increase the number of uses on each skill. * '''PoisonDamage''': Increases the damage that poison inflicted by this unit will do by a percentage. PoisonFixed is scaled by this value while PoisonRate is added to. * '''PoisonTurn''': Increases the number of turns that poison inflicted by this unit will last. ===Formula=== For every attribute, the score is determined by the following formula: FinalValue = (FinalBase + BuffAdds) * BuffScale FinalBase = (BaseScore + BaseAdds) * BaseScales BaseScore = levelScale(UnitBase, UnitLevel) * JobScale ====BaseScore==== For stats (except MOV and JUMP), every unit has a base score, which is scaled according to the unit's level. That number is then multiplied by a value determined by the current job of that unit to give the BaseScore of that unit. The base value for MOV and JUMP usually are solely determined by the job. Some units may also increase/decrease these values by a flat amount, regardless of job. Nearly every other attribute has a base value of 0, though some units and jobs can specify other values. ====BaseAdds==== These include flat increases or decreases that add to the BaseScore, including equipment, gear and skins. Nearly every value from equipment, gear and skins will take be a BaseAdd. Specific to gear: For any given attribute, the '''add''' value will be equal to the highest value for that attribute among all equipped gear. This means having two gear that supply PATK will only give the benefit of the highest value (they do not stack). ====BaseScales==== After adding the BaseScore with all BaseAdds, this value is then multiplied by the sum of all the BaseScales. There is no known BaseScales so this is in effect adding 0%. In theory, the maximum value restriction on gear does not apply to gear with attribute scales. ====BuffAdds==== These include flat increases or decreases that add to the FinalBase from skills and effects. Both passive (including leader skills) and active effects are included. Some attributes act as a percentage so most increases to these will take the form of an add (such as elemental resistance). ====BuffScales==== After adding the FinalBase with all BuffAdds, this value is then multiplied by the sum of all the BuffScales. Example: The leader skill Pure Water's Trance increases PATK of water units by 30%. A water unit that has this effect as well as a Bard's Song of the Warrior Lv. 1 (Increases PATK by 10%) will have a total BuffScale to PATK of 40%.
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