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HP & SP

[Hit Points (HP)]
• When HP drops to 0, you die.

[Spell Points (SP)]
• SP is used to cast skills.

[HP mod]
• Each job has an inherent HpMod stat, which acts as a multiplier in some HP calculations.
• Some bonuses may increase or reduce your HpMod.

[Base HP (T1)]
• All characters start with a StartHp of 100.
• StartHp is modified by your HpMod.
• When your base level increases, you gain BaseLvlHp.
• The HP gained is based on your job tier. Each base level gives:
    • T1: +20 HP
    • T2: +25 HP
• BaseLvlHp is modified by your HpMod.
T1BaseHp is a combination of your StartHp and BaseLvlHp.

[Base HP (T2)]
• When you reach a T2 job, you'll be base level 55.
• Your T1BaseHp is modified by your T2 job's HpMod.
• T2 jobs then gain a universal 1.3x modifier on the T1BaseHp.

[VIT HP (per VIT)]
• Each point of VIT increases your BaseHp by +0.85%.
• Does not modify HP gained from gear, skills, or other bonuses.
• Per VIT HP is not modified by your HpMod.

[VIT HP (Breakpoints)]
• Every 10 VIT, you gain +50 HP.
• Breakpoint VIT HP is modified by your HpMod.

[HP Calculations (T2)]
T1BaseHp = (100\*T1HpMod)+(54\*(20\*T1HpMod))
T2StartHp = ((T1BaseHp\*HpMod)\*1.3)
BaseHp = T2StartHp+(BaseLvl-55)\*(25\*HpMod)
VitPerHp = BaseHp\*(VIT\*0.85)/100
VitBreakpointHp = (50\*(VIT/10))\*HpMod
MaxBaseHp = BaseHp+VitPerHp+VitBreakpointHp
• Gear, skills, and other bonuses are then added.

[SP Calculations]
• SP is calcualted the same way as HP, with the following differences:
    • When your base level increases, you gain BaseLvlSp.
    • The SP gained is based on your job tier. Each base level gives:
        • T1: +3 HP
        • T2: +6 HP
    • Each point of INT increases your BaseSp by +0.4%.
    • Every 10 INT, you gain +10 SP.


[References]
HP/SP Regen
VIT
Lives