Skill calculation formula †
About calculation formula of each ability. Let the current level be L, sqrt () be the function to find the square root.
Physical Attack Power UP (Battle) Sqrt (L - 25) * 5
Physical Attack Power Power UP (Burglary Warrior Shinkansen) Sqrt (L - 25) * 2.5
Physical Attack Power UP (Kimiobu Shinobu) Sqrt (L - 35) * 2
Spell powerfulness UP + 1 (Witches) Sqrt (L - 25) * 10
Spell power power UP + 1 (monk) Sqrt (L - 25) * 25
Spell power power UP + 1 (Tsukasa) Sqrt (L - 30) * 5
High purity synthesis (refining) Sqrt (L - 25) * 3 + 100
Number of haste (hunting) Sqrt (L)
Struggle instinct (fight) Sqrt (L - 31) * 2 + 50
AC (Punishment) 10 - (L / 3)
Blood coalition (call) Sqrt (L - 31) * 11
Honen reserve protected area (you) Sqrt (L - 35) * 3.5
Special resistance UP (you) Sqrt (L) * 5
Swallow return (Samurai) Sqrt (L - 35) * 1.6 + 15
※ Haste times and AC are rounded down to the nearest whole number. Otherwise rounded off to the second decimal place.
ALSO
STR past value of 14
- values 14 and upwards each = approx. 3-5% additional DMG.
INT/PIE past value of 16
- values 16 and upwards each exponentially increase dmg done by spells or healing achieved by cure spells; unlike STR however each point past "16" does not increase by a linear %, and here shit gets real crazy if dealing with Elves or Goblin races which can reach 20 points in INT/PIE.
(mage = int, alchemy = int, cleric = pie)
VIT = affects chances of resurrection spells working (i.e. determines % of char turning to ashes) + obviously affects level up Hit Die calculations
AGI = affects turn order + thief/hunter/ninja/bard's HIDE skill success % + thief's chance of success at stealing shit
LUC = affects _every single thing, plus other shit no one has documented_ in extremely incrementally small ways. Not even the jap wiki(s) have specifics here...