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
| Stat | What it means | What actually scales it |
|---|---|---|
| PWR | Offense. It drives damage and healing. | Base stat plus Item Level. Crit also lives here. |
| TGH | Durability. It gives health and mitigation. | Base stat plus Item Level. |
| 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 | The 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. |
| 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. |
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.
| System | What it measures | Why it matters |
|---|---|---|
| Item Level | Average ilvl across 6 slots | Raises PWR and TGH, affects raid readiness against the boss recommendation, 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 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
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.
| Event | General EXP per participating raider |
|---|---|
| Complete a Questing circuit | 5 |
| Complete a Dungeon Run | 6 |
| Scheduled raid pull | 1 |
| First-ever kill of that boss | +10 |
| First-ever Tier 1 final-boss kill | +10 additional |
| Camp, recruiting, loot assignment, Training, or Raid Prep | 0 |
Repeat boss kills receive only the scheduled-pull award. Raid Knowledge is separate and remains specific to one boss.
Raid Prep
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.