Toram Trait System

Trait System

Traits are special abilities that can appear on weapons and armor. Use this page to check how transfers work, estimate blacksmith fees, and look up trait effects by name or trigger.

Trait Transfer UI

Transfer Rules

Trait Transfer is handled at the City Blacksmith under Customize Equipment. The equipment stays intact on success or failure; only the attached traits change.

Allowed Transfer Traits can only move between matching base equipment types. For example, OHS to OHS works, but OHS to THS does not.
Success Rate Using the same item gives a 100% transfer rate. A different item of the same type starts at 10%, before Radiant Chance or hammer effects.
Target Trait The target's current trait is replaced whenever you attempt a transfer. Success moves the source trait over; failure gives the target Radiant Chance.

Radiant Chance And Magic Hammer

Radiant Chance Radiant Chance is gained from failed transfers. Each level adds 10% to future transfer success, up to Lv9.
Double Radiant Chance When both pieces have Radiant Chance, their success bonuses are added together. If the transfer fails, the higher Radiant Chance level goes up by 1.
Magic Hammer Magic Hammers lower the success rate on purpose, down to 0%, making it easier to build Radiant Chance. Mixing hammer grades changes the possible level increase.

Transfer Fee Calculator

Enter the equipment type, source value, target value, and trait tier to estimate the spina needed for one transfer attempt.

10,000

Trait List

67 trait types are available. Search by stat, trigger, scaling note, or condition to narrow the list.

STR

Common Effects

STR increases by 1 * Tier.

INT

Common Effects

INT increases by 1 * Tier.

VIT

Common Effects

VIT increases by 1 * Tier.

AGI

Common Effects

AGI increases by 1 * Tier.

DEX

Common Effects

DEX increases by 1 * Tier.

MaxHP

Common Effects

MaxHP increases by 200 * Tier.

MaxMP

Common Effects

MaxMP increases by 10 * Tier.

ATK

Common Effects

ATK increases by 5 * Tier.

MATK

Common Effects

MATK increases by 5 * Tier.

DEF

Common Effects

DEF increases by 10 * Tier.

MDEF

Common Effects

MDEF increases by 10 * Tier.

Accuracy

Common Effects

Accuracy increases by 3 * Tier.

Dodge

Common Effects

Dodge increases by 3 * Tier.

ASPD

Common Effects

ASPD increases by 50 * Tier.

CSPD

Common Effects

CSPD increases by 50 * Tier.

Natural HP Regen

Common Effects

Natural HP Regen increases by 15 * Tier.

Natural MP Regen

Common Effects

Natural MP Regen increases by 5 * Tier.

Critical Rate

Common Effects

Critical Rate increases by 1 * Tier.

Critical Damage

Common Effects

Critical Damage increases by 1 * Tier.

Exp Gain

Common Effects

EXP gained from monsters increases by 3% * Tier.

Pet EXP Gain

Common Effects

EXP gained by pets increases by 6% * Tier.

Battlecast

Damage Triggered

Dealing damage to a target increases CSPD by 20 * Tier for 6 seconds. Max 20 stacks.

Blood Regen

Damage Triggered

Dealing damage to a target restores 200 * Tier HP. HP restored increases based on STR. Activates once every 3 seconds.

  • STR HP Recovery increment: +Total STR

Blood Spell

Damage Triggered

Dealing damage to a target restores 200 * Tier HP. HP restored increases based on INT. Activates every 3 seconds.

  • INT HP Recovery increment: +Total INT

Bunker Edge

Damage Triggered

Dealing damage to a target increases Physical Pierce by 1% for 5 seconds. Activation Power 20 * Tier. Max 10 stacks.

Bunker Magica

Damage Triggered

Dealing damage to a target increases Magic Pierce by 1% for 5 seconds. Activation Power 20 * Tier. Max 10 stacks.

Counter Evasion Mana

Counter / Defense

Restores 20 * Tier MP when the target performs an Evasion (excluding events). MP restored increases based on INT. Activates once every 6 seconds.

  • INT MP Recovery increment: +Base INT/(20-3*Tier)

Counter Evasion Power

Counter / Defense

When the target performs an Evasion (excluding events), Attack increases by 100 for 5 + 5 * Tier seconds. Higher DEX leads to a greater increase. Activates once every 20 seconds.

  • DEX ATK increment: +Base DEX/5

Counter Rage

Counter / Defense

When taking damage from a target, Aggro increases by 10% * Tier for 12 seconds.

Counter Speed

Counter / Defense

When taking damage from a target, ASPD, CSPD, and Action Speed increase by 2% * Tier for 3 seconds.

Critical

Damage Triggered

Dealing damage to a target increases Critical Rate by 1 for 3 seconds. Effect duration increases based on CRT. Max 10 * Tier stacks.

  • Duration refreshes each time you hit the target, even at full stack.
  • CRT Duration increment: +CRT/15

Critical Rebound

Miss / Graze

If your attack is MISS, Critical Rate increases by 4 * Tier for 60 seconds. Max 5 stacks.

Cursed Weapon

Damage Triggered

Dealing damage to a target reduces Max HP by 1% for 3 seconds, but increases ATK and MATK by 1 * Tier. Max 99 stacks.

  • "Max HP" refers to MaxHP% status on equipments, skills, etc.

Dash Defence

Counter / Defense

When using Evasion, for 3 seconds, Physical and Magical Resistance increase by 2% * Tier. Max 3 stacks.

Dash Power

Counter / Defense

When using Evasion, for 3 seconds, ATK increases by 10 * Tier and ASPD increases by 50 + 50 * Tier. Max 3 stacks.

Engineer

Damage Triggered

Dealing damage to a target increases ATK and MATK by 5 + 5 * Tier, and also CSPD by 10 for 20 seconds. Higher TEC leads to a greater increase. Activates once every 10 seconds.

  • TEC ATK MATK increment: +TEC/(6-Tier)
  • TEC CSPD increment: +TEC*5/(6-Tier)

Fighting Magica

Damage Triggered

Dealing damage to a target increases MATK by 1 * Tier for 4 seconds. Max 300/Tier stacks.

Fighting Power

Damage Triggered

Dealing damage to a target increases ATK by 1 * Tier for 2 seconds. Max 300/Tier stacks.

Foreseen Evasion

Counter / Defense

When the target performs an Evasion (excluding events), Anticipate increases by 5% * Tier for 12 seconds.

Gearshift

Damage Triggered

Dealing damage to a target increases ASPD by 20 * Tier for 3 seconds. Max 20 stacks.

Graze Mana

Miss / Graze

Restores 10 MP if your attack is a Graze. Activation Power 10 * Tier.

Graze Mana Boost

Miss / Graze

If your attack is a Graze, for 15 seconds, MaxMP decreases by 350 - 50 * Tier, but Short and Long Range Damage increases by 1%, and Accuracy increases by 60 * Tier. Max 3 stacks.

Graze Precision

Miss / Graze

If your attack is a Graze, Accuracy increases by 20 * Tier for 30 seconds. Max 5 stacks.

Guarded Advantage

Counter / Defense

When the target performs a Guard (excluding events), Guard Break increases by 5% * Tier for 12 seconds.

Guarded Magica

Counter / Defense

When the target performs a Guard (excluding events), MATK increases by 50 for 5 + 5 * Tier seconds. Higher DEX leads to a greater increase. Activates once every 20 seconds.

  • DEX MATK increment: +Base DEX/10

Guarded Recovery

Counter / Defense

Restores 500 + 500 * Tier HP when the target performs a Guard (excluding events). HP restored increases based on STR. Activates once every 6 seconds.

  • STR HP Recovery increment: +Base STR*2^(Tier-1)/2

Health Barrier

Damage Triggered

Dealing damage to a target increases Physical Barrier and Magic Barrier by 2 * Tier for 6 seconds. Higher MTL leads to a greater increase. Max 100 stacks.

  • A barrier that appears after its cooldown period ends will follow current Health Barrier stack.
  • MTL Barrier increment per stack: +MTL/(6-Tier)

Life Purge

Counter / Defense

When taking damage from a target, for 20 seconds, MaxHP decreases by 1% * 2^(Tier-1), but ASPD increases by 50 * 2^(Tier-1). Max 5 stacks.

Lucky Experience

Damage Triggered

Dealing damage to a target increases EXP Gain by 1% * Tier for 77 seconds. Max number of stacks increases based on LUK. Max 10 stacks.

  • LUK Stack increment: +LUK/(30-5*Level)

Magica Rebound

Miss / Graze

If your attack is a MISS, MATK increases by 10 * Tier for 30 seconds. Max 10 stacks.

Mana Combat

Counter / Defense

Restores 1 * Tier MP when taking damage from a target. MP restored increases based on VIT.

  • VIT MP Recovery increment: +Base VIT/(20*(6-Tier))

Mana Rebound

Miss / Graze

Restores 100 MP if your attack is a MISS. Activation Power [10|20|30|50|100].

Mega Power Rebound

Miss / Graze

If your attack is a MISS, for 90 seconds, ATK increases by 100 * Tier, Critical Rate increases by 25 + 25 * Tier, and Accuracy decreases by 9999.

Nimble

Damage Triggered

Dealing damage to a target increases Dodge by 1 * Tier for 6 seconds. Max 30 stacks.

Power Rebound

Miss / Graze

If your attack is a MISS, ATK increases by 10 * Tier for 30 seconds. Max 10 stacks.

Precision

Damage Triggered

Dealing damage to a target increases Accuracy by 1 * Tier for 6 seconds. Max 30 stacks.

Spirit Blow

Damage Triggered

Dealing damage to a target restores 2 * Tier MP. MP restored increases based on AGI. Activates once every 6 seconds.

  • AGI MP Recovery increment: +Total AGI/(90-15*Tier)

Spirit Shot

Damage Triggered

Dealing damage to a target restores 2 * Tier MP. MP restored increases based on DEX. Activates once every 6 seconds.

  • MP Recovery increment: +Total DEX/(90-15*Tier)

Vengeful Life

Counter / Defense

When taking damage from a target, MaxHP increases by 50 * 2^(Tier-1) for 180 seconds. Max 140 - 20 * Tier stacks.

Vengeful Magica

Counter / Defense

When taking damage from a target, MATK increases by [10|15|30|60|90] for 30 seconds. Max [90|60|30|15|10] stacks.

Vengeful Mana

Counter / Defense

When taking damage from a target, Max MP increases by 5 * 2^(Tier-1) for 180 seconds. Max 35 - 5 * Tier stacks.

Vengeful Power

Counter / Defense

When taking damage from a target, ATK increases by [10|15|30|60|90] for 30 seconds. Max [90|60|30|15|10] stacks.

Vengeful Samurai

Counter / Defense

When taking damage from a target, Unsheathe Power increases by 100 for 9 seconds. Max 1 * Tier stack.

Flinch Unavailable

Unavailable

Can no longer inflict [Flinch].

Stun Unavailable

Unavailable

Can no longer inflict [Stun].

Tumble Unavailable

Unavailable

Can no longer inflict [Tumble].

Immobilization Unavailable

Unavailable

Can no longer inflict [Immobilization].