Term Description
Health Points (HP) The amount of health available. Can be recovered with the use of healing items or spells. If an Arisen or pawn's HP reaches 0, they will need to be revived.
Stamina (ST) The amount of energy available; will diminish with the use of actions and skills. Will recover when refraining from using any action or skill. If ST reaches 0, character will stop for a moment to pant from lack of breath.
Level (Vocation Level) The level for current or selected Vocation. Increasing Vocation Levels will unlock access to newer Custom Skills, Abilities and certain quests.
IR (Item Rank) The average Item Rank of the weapons and armour equipped, with the exception of lanterns, secondary weapons, vocation-only items e.g. special arrows or elixirs, and jewellery.
Strength A measure of the character's own physical fortitude. The greater the number, the higher the physical damage inflicted to enemies.
Physical Attack A measure of a weapon's physical strength. The greater the number, the higher the physical damage inflicted to enemies.
Physical Defence Reduces the amount of physical damage inflicted by an enemy.
Magick A measure of the character's own magickal fortitude. The greater the number, the higher the magickal damage inflicted to enemies.
Magickal Attack A measure of a weapon's magickal strength. The greater the number, the higher the magickal damage inflicted to enemies.
Magickal Defence Reduces the amount of magickal damage inflicted by an enemy.
Knockback The strength to knock enemies away or down. The higher the number, the easier to knock the enemy down.
Stagger Chance Increases the likelihood and ability of staggering an exhausted large enemy and bringing it down. Additionally, the higher the number, attacks will deplete more of a large enemy's stamina bar when it goes berserk.
Fatigue Ability The ability to tire or wear out an enemy; makes it easier to exhaust a large enemy's stamina bar when it goes berserk.
Stun Ability The ability to stun an enemy.
Endurance The ability to withstand an enemy's attacks; the higher it is, the more likely to resist from being knocked back.
Health Recovery The higher the number, the more HP can be recovered through healing (the white portion of HP bar).
Guard Power Applicable to Shields and Greatshields; the power to withstand an enemy's attack by blocking. The higher the number, the more you are able to withstand more powerful Knockback attacks when blocking.
Force Stock Units Applicable to Greatshields; the amount of stored energy that can be used to cast elemental attributes on the party or activate Custom Skills.
Secret Ability Abilities that can only be acquired by filling in the Dragon Force Augmentation skill tree or from special events. These abilities still need to be equipped in order to use them; see Archibald in order to do so.