Adventurer Contribution

Adventurers' Might values-- which comes mainly from their stats-- make up the bulk of Team Might.

An Adventurer’s might is the sum of five components: Strength, HP, Abilities, Skills, and Force Attacks:

$$Adv Might = STR + HP + Abilities + Skills + FA$$

Strength and HP as listed on the character page, including any applicable bonuses.

and as listed on the character page, including any applicable bonuses. Every Ability and Co-Ability has hidden Might values ( now visible on GamePress! ).

and has hidden Might values ( ). Skill Might depends solely on unlocked Skill Levels, regardless of how useful the actual skill may be:

depends solely on unlocked Skill Levels, regardless of how useful the actual skill may be: Lv.1 Skills add 100 Might.



Lv.2 Skills add 200 Might.



Lv.3 skills add 300 Might.

Force Attacks add 60 Might when unlocked and 120 Might upon upgrade.

Adventurer Might is mainly a reflection of leveling and progression on the Mana Circle; unlocking more nodes adds might, regardless of the qualitative effects. This is good for overall strengthening the character, but selective players may wish to pick and choose nodes to conserve Mana.

Weapon Contribution

Weapons contribute Might quite directly based on HP and Strength, including any Dojo bonuses from the Halidom Castle. Elemental weapons also have their own Skills, which contribute Might similarly to Adventurers’ skills but with different values-- these add 50 points at Lv.1 and 100 points at Lv.2.

$$Weapon Might = STR + HP + Skills$$