Battle
Stats and combat power
Five stats build the numbers in battle. Strength drives physical attack and intelligence drives magic attack. Agility feeds speed, dodge and critical chance. Vitality feeds max HP and defense, and WIL feeds defense and critical chance. One stat caps at 25.
Battle numbers start from these stats plus gear. Race, personal trials and Guild Prestige then multiply them, so the stat boxes on the mercenary sheet do not show full battle strength.
Combat power
Combat power adds three shares for a mercenary: offense, healing and durability. Speed counts through the number of actions, so swapping a speed option on gear moves combat power by a lot. The ally figure in the battle forecast includes synergy effects, so it runs higher than the sum of member combat power.
Speed and the action gauge
As a battle runs, each unit adds its speed to an action gauge and acts when the gauge reaches 100. Double the speed means double the actions. Acting builds most of a unit's energy, so skills come that much more often. Speed from gear adds directly, with no multiplier. Fatigue lowers speed.
Starting gauge. Some races begin a battle with gauge already filled: Beastkin 50 · Fae 30 · Elf 20. Abyssal awakening removes it.
Guild Prestige
Guild Prestige rises each time you first defeat an abyss lord. Each level raises attack, defense and HP for every member: +6% a level up to level 5, then +4% a level. Clearing floor 999 puts you at level 95, which adds +390% to all three. The expedition screen and the mercenary sheet show your level under the stats.
Why HP can look huge
Several multipliers stack on max HP: Guild Prestige, the personal trial bonus (Personal trials), the race's HP multiplier and +15% from Guard Focus. They multiply one another, so HP can differ widely between mercenaries on the same floor. Photos play no part in this.
Bonuses that apply to gear only
Mastery. Each level adds +1% to the attack, defense and HP of the gear in the weapon and armor slots. It skips the share from stats, and it skips speed, critical, dodge and lifesteal. Mastery cap and cost
Gear effect. Dwarves get +20% from gear attack, defense and HP. Knights and monks get +20%. When both apply, only the larger one counts. Abyssals get neither.
Healers and race multipliers
Priests and taoists skip the race's attack, defense, HP and speed multipliers. They keep the race's other values, such as dodge, starting gauge and damage taken. After abyssal awakening they use the abyssal multipliers.