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
| Stat | What it means | What actually scales it |
|---|---|---|
| PWR | Offense. It drives damage and healing. | Base stat plus gear score. Crit also lives here. |
| TGH | Durability. It gives health and mitigation. | Base stat plus gear score. |
| MEC | Mechanics. 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.
Support and management stats
| Stat | Range | Manager read |
|---|---|---|
| Work Ethic | 1 to 9 | How quickly a raider cycles through idle work and how well they absorb knowledge. |
| Morale | 0 to 100 | Output multiplier. Wipes hurt, kills help, and low morale quietly turns close pulls sour. |
| Freshness | 0 to 100 | Raid readiness. Long farming, training, and extended pull spam wear it down. |
| Loyalty | 0 to 100 | Retention pressure. Loot, kills, and investment raise it. Low loyalty enables poaching. |
| Knowledge | 0 to 100 per boss | Fight-specific learning. It lowers future mistakes and avoidable damage taken. |
| Potential | D to A in the demo pool | Hidden 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.
| System | What it measures | Why it matters |
|---|---|---|
| Gear Score | Average ilvl across 6 slots | Raises PWR and TGH, affects raid readiness against boss recommended GS, and makes repairs more expensive. |
| Grade | Letter rank from base stats only | Keeps innate/player-trained quality visible even when gear is masking it. |
| Guild Rating | Fame plus top-roster score | Gates applicant quality bands and roster cap growth. |
| Fame | Permanent prestige from kills and achievements | One 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
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.