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Statistics are available in many games to affect game play. In Onigiri Online, there are five primary stats, followed with eight secondary stats that are affected by the primary ones. There are also elemental affinities and weapon proficiencies which are affected differently than the secondary stats are.

Experience and Status PointsEdit

Gaining ExperienceEdit

There are many methods the player can use to gain experience. The most common methods of gaining experience consists of completing quests and killing monsters . Quest completion always provides a set amount of experience points and other benefits to the player depending on the quest. Monster experience is determined based on the player's level in relation to the level and type of the monster killed. The experience points that the player gains determines the level of their character. As he or she levels up more and more, the required amount of experience gradually increases.

Status PointsEdit

Status points are used by players to increase their five main stats: Power, Vitality, Wisdom, Mind, and Dexterity. Status points are typically gained upon level up, but may be obtained from elsewhere such as a quest or through friendship levels with Amaterasu . As the player levels up, the amount of points they obtain per level tends to increase. Every tenth level the player gains bonus points in addition to their regular points.

Experience and Status Points TableEdit

This link contains raw data on experience and status points per level. Once the data is complete, this text will be replaced with a table containing simplified data. Please be patient.

Level Awarded
Stat Points
Total Experience
to Next Level
Experience
to Next Level
1 6 90 90
2 6 360 270
3 6 980 620
4 6 2,045 1,065
5 6 3,576 1,531
6 6 5,581 2,005
7 6 8,074 2,493
8 6 11,079 3,005
9 6 14,628 3,549
10 16 18,762 4,134
11 6 23,527 4,765
12 6 28,976 5,449
13 6 35,164 6,188
14 6 42,153 6,989
15 6 50,008 7,855
16 6 58,799 8,791
17 6 68,597 9,798
18 6 79,481 10,884
19 6 91,530 12,049
20 16 104,829 13,299
21 7 119,464 14,635
22 7 135,527 16,063
23 7 153,112 17,585
24 7 172,314 19,202
25 7 193,233 20,919
26 7 215,972 22,739
27 7 240,632 24,660
28 7 267,319 26,687
29 7 296,141 28,822
30 17 327,203 31,062
31 7 360,616 33,413
32 8 396,485 35,869
33 8 434,918 38,433
34 8 484,373 49,455
35 8 538,467 54,094
36 8 597,561 59,094
37 8 662,037 64,476
38 8 732,301 70,264
39 8 808,786 76,485
40 18 891,948 83,162
41 9 982,275 90,327
42 9 1,080,281 98,006
43 9 1,186,512 106,231
44 9 1,301,544 115,032
45 9 1,425,988 124,444
46 9 1,560,490 134,502
47 10 1,705,732 145,242
48 10 1,852,436 146,704
49 10 2,010,360 157,924
50 30 2,175,148 164,788
51 10 2,367,590 192,442
52 10 2,574,540 206,950
53 11 2,796,919 222,379
54 11 3,035,702 238,783
55 11 3,291,911 256,209
56 11 3,566,622 274,711
57 12 3,850,967 284,345
58 12 4,146,136 295,169
59 12 4,453,379 307,243
60 32 4,802,671 349,292
61 13 5,211,594 408,923
62 13 5,664,502 452,908
63 13 6,165,184 500,682
64 14 6,717,696 552,512
65 14 7,326,371 608,675
66 14 7,995,840 669,469
67 15 8,731,049 735,209
68 15 9,467,273 736,224
69 15 10,210,135 742,862
70 36 10,978,998 768,863
71 16 11,995,838 1,016,840
72 16 13,105,052 1,109,214
73 17 14,313,599 1,208,547
74 17 15,628,872 1,315,273
75 18 17,058,724 1,429,852
76 18 18,501,489 1,442,765
77 19 20,006,008 1,504,519
78 19 21,521,653 1,515,645
79 20 23,205,823 1,684,170
80 40 25,264,903 2,059,080
81 21 27,490,290 2,225,387
82 21 29,893,327 2,403,037
83 22 32,486,003 2,592,676
84 22 35,280,993 2,794,990
85 23 38,291,683 3,010,690
86 24 41,532,209 3,240,526
87 24 45,017,491 3,485,282
88 25 48,763,269 3,745,778
89 26 54,816,374 6,053,105
90 47 61,496,175 6,679,801
91 27 68,857,220 7,361,045
92 28 76,958,022 8,100,802
93 29 85,861,301 8,903,279
94 30 95,634,236 9,772,935
95 31 106,348,728 10,714,492
96 32 118,081,685 11,732,957
97 33 130,915,310 12,833,625
98 34 144,937,404 14,022,094
99 35 173,234,264 28,296,860
100 66 237,069,842 63,835,578
101 30 260,225,905 23,156,063
102 30 286,405,377 26,179,472
103 30 316,061,769 29,656,392
104 30 349,716,619 33,654,850
105 30 400,682,613 50,965,994
106 20 451,648,607 50,965,994
107 20 587,143,189 135,494,582
108 20 638,109,183 50,965,994
109 20 689,075,177 50,965,994
110 20 754,421,101 65,345,924
111 20 840,014,251 85,593,150
112 20 1,105,803,200 265,788,949
113 20 1,453,853,548 348,050,348
114 20 1,905,803,200 451,949,652
115 20 2,694,573,156 788,769,956
116 20 3,515,485,615 820,912,459
117 20 4,600,564,158 1,085,078,543
118 20 6,816,541,154 2,215,976,996
119 20 9,485,481,541 2,668,940,387
120 20 15,022,680,198 5,537,198,657
121 20 21,467,274,586 6,444,594,388
122 20 29,000,811,852 7,533,537,266
123 20 37,841,056,571 8,840,244,719
124 20 48,249,350,234 10,408,293,663
125 20 60,739,302,630 12,489,952,396
126 20 76,351,743,124 15,612,440,495
127 20 96,647,915,767 20,296,172,643
128 20 162,407,515,130 65,759,599,363
129 20 372,838,233,091 210,430,717,961

Status Points From QuestsEdit

Stat Points Quest
10 Quest ("To Kishinden")
25 Amaterasu (Nigimitama Lvl 2)
30 Amaterasu (Nigimitama Lvl 3)
35 Amaterasu (Nigimitama Lvl 4)
40 Amaterasu (Nigimitama Lvl 5)
40 Amaterasu (Nigimitama Lvl 6)
40 Amaterasu (Nigimitama Lvl 7)
40 Amaterasu (Nigimitama Lvl 8)

Parameters
Edit

Status Carry BonusEdit

Onigiri Online follows the "Status Carry" method of levelling, where stat points are granted to the player and the player has the option of which primary stat to invest the points into. They also have the option to hold onto the points and invest them later instead. While at lower levels, the stat points per level given is low, but as the player reaches higher levels, the player receives more per level. This though is because the amount of stat points required to increase a primary stat by one also increases as they reach higher and higher.

For example, when all stats are below 20, all of them will cost 3 stat points. But by the time they reach 50, they will require as much as 6.

Also, at every 10 levels, the player will receive a small bulk of bonus points.

Some information in this table is inaccurate. We are working on updating it, but until then here is a compilation of information we have.

Primary Stat & Description Secondary Stat Changes Affiliated Weapons
Pow Affects Attack Speed and HP Gives HP Per point. However, gives only half as much as Vitality. Details
1 P.Atk Spd per 12 Points
HP Recovery Increase
Some amount of additional Affinity to all Physical Weapons (All weapons except for Staff or Wand) per 10 Points, capping at a total of 405 Affinity at 100 Pow
Axe, Sword, Odachi
Vit Affects Defense and HP Recovery

Substantial HP per Point Details
0.5 HP Regeneration per Point
Large amount of P.Def per Point
Small amount of M.Def per Point

Spear
Wis Affects Cast Speed and SP SP per every other Point
SP Recovery per Point
? M.Cast Spd per 8 Points
1 Critical per 24 Points
Wand and Staff SP Cost Reduced per 10 Points Details
Wand
Mnd Affects Magic Defense and SP Recovery

SP per Point
SP Recovery per Point
Small amount of P.Def per Point
Large amount of M.Def per Point
Passive SP Recovery Amount Increase
Higher mind allows use of higher ranked staff skills
1 Cooldown Time Reduction per 24 Mind.

Staff
Dex Affects Cooldown Time and Critical 1 Critical per 12 Points
1 Cooldown Time Reduction per 12 Dex.
1 P.Atk Spd per 24 Points
Crit Attack Up per 10 points
Bow, Twin Sword
Status Points required to increase stat
Stat Required Points Stat Required Points Stat Required Points
3 3 70 11 90 19
23 4 74 12 92 20
35 5 77 13 94 21
45 6 79 14 96 22
52 7 82 15 97 23
57 8 84 16 99 24
62 9 86 17 100 25
67 10 89 18 Stat Cap is 100

Pow (Power)Edit

Power, or in otherwords strength, is the stat of choice for Axe, Katana and Odachi users. Each point adds HP in addition to Affinity to supplement the melee nature of these weapons. The HP it gives is half as much as the HP each point of Vit gives. Players who prioritize damage may choose to add Power as a secondary stat as it also gives P. Atk Spd in addition to bonus Affinity to all physical weapons every 10 points.

Vit (Vitality)Edit

Vitality raises the player's maximum potential defense capability, with raised Max HP and P. Def stats. Due to the defensive nature of the stat, it is also the Spear's primary attribute, allowing the user to take a lot of punishment. Some players opt for Vit as a secondary stat due to the high amount of Max HP it gives, allowing more room for mistakes.

P. Def Bonus BonusEdit

Vit Additional P. Def
10 8
20 17
30 32
40 53
50 80
60 113
70 152
80 197
90 248
100 305

Wis (Wisdom)Edit

Wisdom helps when dealing magic damage with a Wand and increases the speed at which a magic skill is casted. It also encourages the usage of said skills by providing an abundant SP pool and high recovery rate to work with. In addition, it decreases the normally high SP costs of Wand and Staff skills, but not any other skills. As Wis provides a small amount of Critical, Critical-based characters may choose to add this as their secondary stat to boost damage output. Note that, unlike Dex, Wis only increases the rate of critical hits, but not their damage.

Table showing Wis and SP Reduction
Wis SP Reduction
0 0
10 5
20 10
30 16
40 24
50 32
60 40
70 50
80 65
90 80
100 100

Mnd (Mind)Edit

Mind aids the player with Staff spells, in particular, there are Mnd thresholds for certain healing spells to start healing a decent amount. Occasionally, buffs such as Invigorate or spells such as Resurrection have a chance at failure, which Mnd decreases. That being said, Mnd grants M. Def in addition to Max SP and SP Recovery, shielding the healer from ranged attacks which are primarily magic-based while giving them the SP to continually grant heals. Most players opt for at least some amount of Mnd, to cast Rapid Storm, a Staff Ougi, on themselves for additional movement speed as well as the ability to juggle Invigorate with other players for high amounts of SP. In addition, Mnd adds to the passive sp recovery rate as shown in the table below:

Passive SP Recovery Addition Due To Mind
Mind (Rounded Down) Passive SP Recovery Bonus
0 4
10 10
20 14
30 18
40 24
50 30
60 36
70 44
80 54
90 64
100 74

Dex (Dexterity)Edit

Dexterity is the main stat of Bows and Twin Swords. Granting Critical, Critical Attack Bonuses, as well as Cooldown Reduction and Affinity, it can be considered the best DPS stat after a player has reached maximum affinity. Characters that add this as their primary stat are usually glass cannons. Due to the damage output that Dex can provide, some choose to add this as their secondary stat.

Dex Critical Attack BonusEdit

Dex Attack Bonus on Critical Hit
10 50
20 110
30 180
40 260
50 350
60 450
70 560
80 680
90 810
100 950

Visible StatisticsEdit

Max HPEdit

  • The maximum amount of HP your character can have at one time.
  • You die when it reaches 0.
  • Is increased by Pow and Vit based on your character's level, scaling exponentially. Vit gives 2 times as much Max HP as Pow.
  • Is given by: ( 1.01^(Level-1) * (100+(Level-1)*20) * (1+(Pow+Vit*2)/300) ), rounded down.

HP RecoveryEdit

  • The Rate at which your character recovers HP, at an amount proportional to your Pow. Is increased by your Vit.

Max SPEdit

  • The maximum amount of SP your character can have at one time.
  • Your character expends SP to use skills. You can't use skills if you have insufficient SP.
  • Is given by: (1.01^(Level-1))*(100+(Level-1)*2)+(Wis/2+Mnd)^1.2, rounded down.

SP RecoveryEdit

  • The rate in which the player regains SP when guarding with a staff or wand. Is increased by your Wis primarily and Mnd secondarily.

AttackEdit

  • A value used to calculate how much damage your character deals. Uses your weapon's maximum damage when calculating the Attack value in your status screen.
  • Additional attack will increase a player's damage in a non-linear fashion. That is to say, a 10% increase in attack will provide more than a 10% increase in damage.

P. DefEdit

  • Your character's resistance to physical damage.
  • Suffers from diminishing returns, although the damage you receive presumably scales linearly with your Defense.

M. DefEdit

  • Your character's resistance to magical damage.
  • Suffers from diminishing returns, although the damage you receive presumably scales linearly with your Defense.

CriticalEdit

  • The percential chance of inflicting a critical blow. The innate amount of critical you have is 5.
  • The amount of critical you have is calculated as 5 + Dex/12 + Wis/24 truncated (rounded down).

ChakraEdit

  • The character's capability to equip magatama depending on its chakra weight.
  • Depends on the character's level and Amaterasu's Nigimitama level.
Level Max Chakra*
1 21
2 22
3 23
4 24
5 25
6 26
7 27
8 28
9 29
10 32
11 33
12 34
13 35
14 36
15 37
16 38
17 39
18 40
19 41
20 44
21 45
22 46
23 47
24 48
25 49
26 50
27 51
28 52
29 53
30 56
31 57
32 58
33 59
34 60
35 61
36 62
37 63
38 64
39 65
40 68
41 69
42 70
43 71
44 72
45 73
46 74
47 75
48 76
49 77
50 80
51 81
52 82
53 83
54 84
55 85
56 86
57 87
58 88
59 89
60 92
61 93
62 94
63 95
64 96
65 97
66 98
67 99
68 100
69 101
70 104
71 105
72 106
73 107
74 108
75 109
76 110
77 111
78 112
79 113
80 116
81 116
82 117
83 117
84 118
85 118
86 119
87 119
88 120
89 120
90 123
91 123
92 124
93 124
94 125
95 125
96 126
97 126
98 127
99 127
100 130
101 130
102 131
103 131
104 132
105 132
106 133
107 133
108 134
109 134
110 135
111 135
112 136
113 136
114 137
115 137
116 138
117 138
118 139
119 139
120 140
121 140
122 141
123 141
124 142
125 142
126 143
127 143
128 144
129 144
130 145

*Note that Amaterasu provides 3 extra chakra per Nigimitama level

Weapon AffinityEdit

Affinitymax1

A Graph showing the correlation between main stat and affinity. Does not include Pow Bonuses for obvious reasons, and the formula shown is not 100% accurate, so be careful of errors if using it to calculate extremely exact values. The full graph will be uploaded to the wiki once more values have been obtained.


Affinitymax3
Affinity is maxed at 3000 up to and including level 100. From levels 101 to 110, the player gains 100 affinity per level for a max for 4000. From levels 111 to 115, the player will gain 400 affinity per level for a max of 6000. Adding more status points after Affinity is maxed does not increase damage anymore.

In the photos, I have a bow equipped. As you can see, the Twin Sword Affinity increased when I added DEX, but the Bow Affinity and Attack didn't increase because it's Affinity was already maxed.

Base Affinity is given by
(1.01^(main stat -1))*(20+6*(main stat -1)) rounded down.
Pow affinity bonuses are then added if applicable.


Pow Affinity BonusesEdit

Pow Physical Weapon Additional Affinity
10 9
20 21
30 41
40 69
50 105
60 149
70 201
80 269
90 329
100 405

ElementsEdit

Visible ElementsEdit

Within combat, each attack or skill offers different kinds of elemental bonuses. Some monsters are weak to certain elements while other monsters may be strong to them. The elemental bonuses also apply to defense. For example, having a high fire affinity will reduce damage taken by fire type damage. The elements are as follows:

  • Fire: Fire is an element that attempts to immolate its targets, inflicting smalls bursts of damage over a few seconds. Shorter duration but more damage per tick in comparison to poison.
  • Ice: Ice can freeze its target, impeding all of their actions for a few seconds.
  • Lightning: Lightning zaps its targets with electricity which may cause paralysis and negate its targets' ability to attack or cast abilities. However, they can still move despite the constant flinch animation.
  • Rain: Rain inflicts water damage.
  • Mountain: Mountain inflicts earthly damage.
  • Wind: Wind deals damage using the speed of the wind.
  • Holy: Holy strikes with heavenly energy.
  • Dark: Dark based abilities are evil in its ways, often sacrificing a part of the caster's stats in their use.
  • Slice: Slice, as its name indicates, is an attack where a blade cuts the enemy. Slice is often used by Axe, Odachi and Sword. It is occasionally used by Twin swords and spear, and rarely used by other weapons.
  • Impact: Impact, as its name indicates, is an attack that uses brute force to inflict blunt damage. Twin swords use this attack style for many of their skills. Wand and staff use this attack style for their basic attack combos.
  • Pierce: Pierce, as its name indicates is an attack that attempts to stab the enemy with a sharp attack. The bow and spear are the weapons that often offer this kind of attack style.
  • Poison: Poison is a specialized element that injects poison into its target, inflicting damage over a span of time. Longer duration but less damage per tick in comparison to fire.

Hidden Elements-Currently RemovedEdit

These Elements were previously used in the game but have since been removed. It was speculated that they had no effect during the time that they were implemented and are now displayed as "[Effect Does Not Exist]".

  • Flight: Flight damage is a rather unique elemental. It is not known which weapons offer this type of element. It is speculated to promote damage that is caused by charging or jumping (Exa: the Daruma's leap attack).
  • Multihit: Multihit is similar to flight element in that not much is known about it. It does exist, however, as players can identify weapons that give bonuses to the multihit element. Many monsters will also resist multihit.

Hidden StatsEdit

Hidden stats are statistics that are not directly visible in numbers within the game, but do play a role in the gameplay.

Passive SP RecoveryEdit

Passive SP recovery is the amount of SP that is recovered per "tick" or roughly every 7 seconds. It depends on the total amount of Mind rounded down to a multiple of 10 and the total Max SP divided by 50, rounded down such that the equation is as follows:
Passive SP Recovery=Passive SP due to Mnd + Rounded Down(SP Total/50)

Character typeEdit

Character type affects the starting and bonus stats that your character receives. These are Strong, Reliable, Cautious, Kind, and Daring. The stats they prioritize are as follows:

Type Stat Priority
1 2 3 4 5
Power Pow Vit Wis Mnd Dex
Defensive Vit Mnd Dex Pow Wis
Cautious Wis Dex Mnd Vit Pow
Kind Mnd Wis Pow Dex Vit
Daring Dex Pow Vit Wis Mnd

Subsequently, the stats each type provides as the player's level increases are as follows:

Level Stat Priority
1 2 3 4 5
Base 7 7 5 5 2
10 +2 +2 +1 +1 +0
20 +5 +4 +3 +3 +2
30 +8 +7 +5 +5 +3
40 +10 +10 +7 +7 +5
50 +13 +12 +9 +9 +6
60 +16 +15 +11 +11 +8
70 +18 +18 +13 +13 +9
80 +20 +19 +15 +15 +10
90 +23 +22 +17 +17 +12
100 +25 +24 +18 +18 +13
105 +26 +25 +18 +18 +13
110
115

Note that the initial bonuses you receive at Lv1 are your base stats, which can be increased by status points, while the bonuses you receive through leveling up are additional stats, shown after the + in your status screen.

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