Stats
What each point of strength, agility, vitality, energy and command does, class by class, with the exact server formulas.
Updated on August 10, 2026Zaikan has five stats, but only the Dark Lord uses all five. Each level gives 5 or 7 points to spend, and the return on the same stat changes completely from one class to another: 1000 points of agility are worth 375 damage on an Elf and zero damage on a Dark Knight. This page has the real math, from the server code.
- 5stats
- 5 or 7points per level
- 2,793points by level 400 (7 point classes)
- no capmaximum value of a stat
The server stat law
This server changed the default MU behavior. The rule was written so that each stat has a clear job and so that nobody has to put points into a stat just because it touches five different things.
| Class | Strength | Agility | Vitality | Energy | Command |
|---|---|---|---|---|---|
| Dark Knight | main damage | speed, hit rate, defense | health and shield only | combo, skill damage, engine of the buffs | none |
| Dark Wizard | item requirement only | hit rate, defense, scales Soul Barrier | health and shield only | real damage | none |
| Fairy Elf | item requirement only | main damage and defense | health and shield only | engine of the buffs and the healing | none |
| Summoner | item requirement only | speed, defense, hit rate | real damage, and the strength of every debuff | none | none |
| Magic Gladiator | melee damage | speed, hit rate, defense | health and shield only | magic damage | none |
| Dark Lord | significant damage | speed, hit rate, defense | health and shield only | a bit of damage and it helps the raven | damage, raven, Spirit Blast and every party buff |
| Rage Fighter | barely scales | Dark Side damage, speed | main melee damage, plus health and shield | Dragon Roar damage and engine of the buffs | none |
Strength
Strength generates physical damage on four classes and is a requirement on almost every weapon and armor piece on all seven. Even on a wizard who will never swing a sword, some strength is mandatory just to wear the set.
| Class | Minimum damage | Maximum damage | Return with 1000 points |
|---|---|---|---|
| Dark Knight | Strength / 6 | Strength / 4 | 250 maximum damage |
| Magic Gladiator | Strength / 6 | Strength / 4 | 250 maximum damage |
| Dark Lord | Strength / 7 | Strength / 5 | 200 maximum damage |
| Rage Fighter | Strength / 15 | Strength / 12 | 83 maximum damage |
| Dark Wizard, Fairy Elf, Summoner | generates no damage | generates no damage | 0 |
Agility
Agility is the most shared stat in the game: it touches defense, hit rate and attack speed on every class, and on top of that it is the Elf's main damage. Its return varies more between classes than any other stat.
The numbers above already include the rule that applies to everyone: final defense is always half the base defense. The defense that comes from gear is added outside of that math.
| Class | Hit rate against monsters |
|---|---|
| Dark Knight, Dark Wizard, Fairy Elf, Summoner, Magic Gladiator | (5 × total level) + (1.5 × agility) + (0.25 × strength) |
| Dark Lord | (5 × level) + (2.5 × agility) + (strength / 6) + (command / 10) |
| Rage Fighter | (3 × level) + (1.25 × agility) + (strength / 6) |
Vitality
Vitality is the simplest stat: it gives health and it goes into the shield math. That is all, on six of the seven classes. On the Rage Fighter it is also the damage.
| Class | Base health | Health per level | Health per vitality | Health at level 400 with 1000 vitality |
|---|---|---|---|---|
| Dark Knight | 35 | 2 | 3 | 3,835 |
| Magic Gladiator | 57 | 1 | 2 | 2,457 |
| Rage Fighter | 57 | 1.3 | 2 | 2,577 |
| Dark Lord | 48.5 | 1.5 | 2 | 2,649 |
| Fairy Elf | 39 | 1 | 2 | 2,439 |
| Summoner | 39 | 1 | 2 | 2,439 |
| Dark Wizard | 30 | 1 | 2 | 2,430 |
Energy
Energy is real damage on three classes (Dark Wizard, Summoner and the magic half of the Magic Gladiator) and is the engine of the buffs on almost all the others. It also pays for mana, and on two classes it is the entire Ability Gauge.
| Class | Damage per energy | Mana per energy | AG per energy |
|---|---|---|---|
| Dark Wizard | Energy/9 up to energy/4 | 2.0 | 0.2 |
| Magic Gladiator | Energy/9 up to energy/4 | 2.0 | 0.15 |
| Summoner | Energy/9 up to energy/4 | 1.7 | 0.15 |
| Dark Lord | Energy/14 up to energy/10 | 1.5 | 0.15 |
| Fairy Elf | generates no damage | 1.5 | 0.2 |
| Rage Fighter | generates no damage | 1.3 | 1.0 |
| Dark Knight | generates no damage | 1.0 | 1.0 |
On the classes where energy gives no damage, it still scales important things: the Elf buffs (Heal, Greater Damage, Greater Defense, Bless), the three Rage Fighter buffs, the Dark Knight's Swell Life and the Wizard's Soul Barrier. All those effects use the energy of whoever casts, at the moment of the cast.
Command
Command exists only on the Dark Lord and is the most complete stat in the game. It starts at 25 and has no cap.
- Direct damage: command/12 up to command/8, which with 1000 points comes to 125 maximum damage.
- Scales the four party buffs: Crown Force adds 30 plus command/20 to each stat, Divine Force adds 25 plus command/10 damage, Divine Aura adds 40 plus command/8 defense and Battle Glory adds 5% plus command/20000 damage.
- Feeds the raven and the Spirit Blast skill.
- Adds to hit rate (command/10) and to the Ability Gauge (0.3 per point).
- Raises the maximum guild size by 0.1 per point, on top of the 0.1 per level everyone has.
- It is a requirement on three skills: Summon asks for 400, Electric Spike asks for 340 and Increase Critical Damage asks for 300.
The two bars almost nobody understands
SD, the shield
SD is the yellow bar. It absorbs 90% of every hit you take: only 10% reaches your health while there is shield left. When SD hits zero, all the damage goes straight to your health. There are effects that pierce the shield entirely, and there are effects that shift that proportion in both directions.
Maximum SD = 1.2 × (strength + agility + vitality + energy) + final defense + (total level² / 30)
The level term grows squared, so it dominates late in the game: at total level 1500 it alone is worth 75,000 shield. SD regenerates 1% of the maximum every 3 seconds anywhere, and 2% in a safe zone.
AG, the Ability Gauge
AG is the purple bar and it is the second resource for skills. Many skills charge mana and AG at the same time, and some, like the Dark Lord's Earthshake and Electric Spike, charge AG only. It regenerates 2 flat points every 3 seconds, plus a percentage of the maximum that varies by class (the Dark Knight recovers 5% per tick, the rest around 3%).
| Class | AG per energy | AG per agility | AG per strength | AG per command |
|---|---|---|---|---|
| Dark Knight | 1.0 | 0.2 | 0.15 | 0 |
| Rage Fighter | 1.0 | 0.2 | 0.15 | 0 |
| Dark Wizard | 0.2 | 0.4 | 0.2 | 0 |
| Fairy Elf | 0.2 | 0.2 | 0.3 | 0 |
| Summoner | 0.15 | 0.25 | 0.2 | 0 |
| Magic Gladiator | 0.15 | 0.25 | 0.2 | 0 |
| Dark Lord | 0.15 | 0.2 | 0.3 | 0.3 |
Where the points come from
| Source | How many points | Note |
|---|---|---|
| Level 1 to 400, 5 point classes | 1,995 | more after Gain Hero Status |
| Level 1 to 400, 7 point classes | 2,793 | Magic Gladiator, Dark Lord and Rage Fighter |
| Find the 'Scroll of Emperor' quest | 10 | level 150, DK, DW, FE and SU only |
| Treasures of MU quest | 10 | level 150, DK, DW, FE and SU only |
| Gain Hero Status quest | +1 per level, forever | level 220, second classes only |
| Evidence of Strength quest | 20 | level 380, every class |
| Infiltrate The Barracks of Balgass quest | 10 | level 400, every class |
| Into the 'Darkness' Zone quest | 30 | level 400, every class |
| The three Cent trials | 100 in total (20, 30 and 50) | total level 800 |
| Fifth class quest | 200 | total level 1200 |
What if I spend my points wrong
There is a point redistribution command, `/resetstats`, which returns your stats to the class base value and hands back every point you spent, so you can distribute them again. It is enabled on the server.