Reference Page

Stats And Progression

Every raider is max level from day one. Power comes from base stats, Item Level, 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 Item Level. Crit also lives here.
TGHDurability. It gives health and mitigation.Base stat plus Item Level.
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 100The one recovery meter AND the output multiplier. Wipes hurt, kills and loot help, working drifts it toward 70, and a raider parked at Camp charges it toward 100.
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.

Morale meter reads

LOW below 55, OKAY in the middle, GOOD at 85 and up. A charged-up roster simply hits harder; there is no separate tiredness stat anymore.

Loyalty breakpoints

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

Knowledge gains

Wipes give +3 Knowledge. Kills give +5. Work Ethic, Lore Nerd, and War Room levels can multiply the gain.

Morale floor on wipes

Wipes cannot drag morale below 40, which prevents a full hopeless spiral. The one exception: EXTEND calls cost 3 morale from everyone and ignore the floor. That is the price of greed.

Item Level, grades, and rating

Each raider has six gear slots: weapon, helmet, chest, legs, boots, and ring. Item Level is the average ilvl 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
Item LevelAverage ilvl across 6 slotsRaises PWR and TGH, affects raid readiness against the boss recommendation, 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 Item Level 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 cost10 gold
Base session length80 seconds
Stat gain+1 base stat
Negative quirk cure chance8% per session
Demo applicant ceilingNo S potential in the pool
Potential capsD35, C45, B55, then a hard demo cap of 63 per stat
Demo grade ceilingB+ (63 per stat, 189 total)

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.

General EXP

General EXP is not a character level. It is a slow second source of base-stat growth. Every 200 EXP automatically converts into +1 class-weighted PWR, TGH, or MEC point, skipping any stat already capped by that raider's Potential. Focused Training remains the direct way to choose exactly which stat receives +1.

EventGeneral EXP per participating raider
Complete a Questing circuit5
Complete a Dungeon Run6
Scheduled raid pull1
First-ever kill of that boss+10
First-ever Tier 1 final-boss kill+10 additional
Camp, recruiting, loot assignment, Training, or Raid Prep0

Repeat boss kills receive only the scheduled-pull award. Raid Knowledge is separate and remains specific to one boss.

Raid Prep

Session length100 seconds
Session cost15 gold
Knowledge gain+2 for the current fight
War RoomMultiplies the gain
Raid Prep cap60 Knowledge
General EXPNone

Raid Prep trains boss-specific Knowledge without changing PWR, TGH, MEC, or General EXP. Actual pulls remain the only route from the Raid Prep cap of 60 to full mastery.