Reference Page

Stats And Progression

The demo has no character levels. Power comes from base stats, gear score, fight knowledge, and how healthy the human mess inside your guild feels this week.

Core combat stats

StatWhat it meansWhat actually scales it
PWROffense. It drives damage and healing.Base stat plus gear score. Crit also lives here.
TGHDurability. It gives health and mitigation.Base stat plus gear score.
MECMechanics. It reduces avoidable mistakes and helps sidestep danger.Base stat, training, and boss knowledge. Gear does not raise it.

The cleanest thing to remember is this: gear makes people stronger and tougher, but it does not make them smarter. A fresh recruit in borrowed best-in-slot can still stand in the fire.

Crit chance10%
Crit effect2x damage or healing
MEC gear scalingNone

Support and management stats

StatRangeManager read
Work Ethic1 to 9How quickly a raider cycles through idle work and how well they absorb knowledge.
Morale0 to 100Output multiplier. Wipes hurt, kills help, and low morale quietly turns close pulls sour.
Freshness0 to 100Raid readiness. Long farming, training, and extended pull spam wear it down.
Loyalty0 to 100Retention pressure. Loot, kills, and investment raise it. Low loyalty enables poaching.
Knowledge0 to 100 per bossFight-specific learning. It lowers future mistakes and avoidable damage taken.
PotentialD to A in the demo poolHidden long-term training ceiling. Scouting can reveal it on applicants.

Freshness breakpoints

Below 70, tired raiders start paying an execution tax. Above 90, they gain a small sharpness edge.

Loyalty breakpoints

At 50 and above, raiders are safe from poaching checks. Below 50, they are in the rumor mill.

Knowledge gains

Wipes give +2 knowledge. Kills give +5. War Room levels multiply the gain.

Morale floor on wipes

Wipes cannot drag morale below 40, which prevents a full hopeless spiral.

Gear score, grades, and rating

Each raider has six gear slots: weapon, helmet, chest, legs, boots, and ring. Gear score is the average item level across those slots. Dungeon gear auto-equips. Raid gear does not. It waits in the pending pile until you assign it.

SystemWhat it measuresWhy it matters
Gear ScoreAverage ilvl across 6 slotsRaises PWR and TGH, affects raid readiness against boss recommended GS, and makes repairs more expensive.
GradeLetter rank from base stats onlyKeeps innate/player-trained quality visible even when gear is masking it.
Guild RatingFame plus top-roster scoreGates applicant quality bands and roster cap growth.
FamePermanent prestige from kills and achievementsOne half of guild rating and part of your public race story.

Grade and gear score are deliberately separate because the game wants you to understand whether a raider is strong because they are talented, because they are geared, or both.

Training details

Session cost40 gold
Base session length960 seconds
Stat gain+1 base stat
Negative quirk cure chance8% per session
Demo applicant ceilingNo S potential in the pool
Potential capsD35, C45, B55, A65, S75

Training is the direct answer to weak MEC and weak long-term base stats, but it is expensive and competes with facility upgrades, repairs, and scouting. It is best used intentionally rather than sprayed evenly across the whole roster.

If you are deciding where training belongs in the larger season plan, the next page to read is Strategy Guide.