A SpiritVale fan site

Game Mechanics

Our best current understanding of how SpiritVale's combat math works — pieced together by the community from the game client. We aim to keep it accurate, but the game changes and mistakes happen, so treat these as a helpful reference rather than gospel. Spot something off? DM Buhhhryan on Discord and we'll fix it.

Formulas

How each stat is calculated from your attributes and gear.

Weapon speed

Base Attack Delay (BAD) drives attack speed — higher is slower. Below are the dual-wield, two-hand, and ranged weapon groups, and each weapon type's BAD.

Archetypes

Each class's HP multiplier (how much Max HP scales as you level), starting attributes, and max job level. Advanced classes inherit their base class's HP multiplier and start their attributes at 1.

Caps

Elements

How much damage each attacking element (row) deals against each defending element (column). Blank means normal damage (×1.0).

×1.25 super-effective ×0.75 resisted ×0.5 heavily resisted

Experience

EXP needed for each level and the running total, up to level 165.

Stat catalog

Every stat in the game's StatType list, with its ID, name, and whether it's a percentage stat.

Status Effects

Every buff, debuff, and damage-over-time status in the game, with its element and stacking behavior.

Loading status effects…