Stats can affect Sinjid in a number of different ways, both inside and outside of battle. Increasing Sinjid stats can make battles easier to overcome. When starting a new game in Sinjid: Shadow of the Warrior, Sinjid's class can be picked which will determine both the starting values of each stat and how much it can grow after each level up.
Level[]
Level is a measure of Sinjid's overall battle power. It is incremented whenever Sinjid acquires enough EXP from battles, in which case a level up occurs. During a level up, some of Sinjid's other stats are increased, with additional bonuses gained every 5th Level up to 95. In addition, some skills requires a minimum Level in order to be learned.
EXP[]
EXP, short for Experience, is earned by emerging victorious from battles. When enough EXP has been acquired, Sinjid levels up. Any leftover EXP after the level up is carried over to the next Level. The total amount of EXP needed to level up is:
Example: Sinjid is currently Level 10, and therefore requires a total of EXP to level up to Level 11.
In normal gameplay it is not possible to have enough leftover EXP to level up more than once after a single battle or training fight as neither grants high amounts of EXP relative to Sinjid's current level. With glitches it is possible to acquire enough EXP to theoretically level up twice after one training fight. However, there is a safeguard implemented in the game which prevents multiple level ups at the same time. What the safeguard does is putting a max limit on the leftover EXP, which is below the total EXP needed to level up from the next level. Any leftover EXP over the limit is lost, unless the player makes use of a different glitch. The formula for the leftover EXP limit is:
Example: Sinjid is currently Level 1, where the 1st level up would be from Level 1 to Level 2 which requires 50 EXP. The 2nd level up is from Level 2 to Level 3 and requires 100 EXP. The leftover EXP limit while Sinjid is at Level 1 is , meaning that if Sinjid earns more than EXP from a single battle, some EXP will be lost
Skill Point[]
When Sinjid levels up, they acquire 1 Skill Point, or 2 when reaching every 5th level up to level 95. These can be spent on learning or upgrading skills. Learning or upgrading a skill always costs 1 skill point, and the amount of skill points spent on a skill will be shown at the upper left corner of each skill. Up to 10 skill points can be spent on every skill, in which point it is considered to be maxed.
Strength, Speed, Max Life and Max Mana[]
The four main stats of Sinjid are Strength, Speed, Max Life and Max Mana. These stats can be increased by the player after every level up. Different classes will have different starting values and growth rates for these stats. See the classes page for specific class values.
Strength
Most physical attacks deal extra physical damage equal to Sinjid's Strength value, the exceptions being Double Strike and Vertical Strike which have different Strength modifiers. Outside of battle, Strength is also used to determine what items Sinjid can equip. All equippable items have a Strength requirement, meaning Sinjid can only equip these items if their Strength is equal to or higher than the requirement. Every 5th level, up to 95, Sinjid Strength is increased by 2. Lastly, choosing to boost Strength after a level up will also increase Max Energy by 2, regardless of the current Strength value.
Speed
In battle, Speed determines the turn order of Sinjid and the enemies. At the very start, the unit with the highest Speed goes first, then the unit with the second highest Speed and so on. If there are any ties in Speed then the game uses a priority order in order to solve the tie: Enemy 1 > Enemy 2 > Sinjid > Shadow. Since the Shadow Replicate summon always have higher Speed than Sinjid, the Shadow will never be in a tie with Sinjid in Speed, but it may tie with an enemy.
In addition, Speed also determines the accuracy of most skills. Whenever a caster uses their chosen skill, both the caster and the target makes a Speed roll:
Speed Roll | Added value | |
---|---|---|
Caster |
Random integer between and |
, not rounded |
Target |
Random integer between and |
0 |
Hit check: |
The Total Speed is the characters Speed plus any bonuses/penalties from skills. For example, Shadow Blend passively increases Speed by 2 per skill point spent, and Vertical Strike has a Speed penalty of -2 during accuracy calculation only. If the target's Speed roll is strictly lower than the caster's Speed roll, the skill is conisdered to have hit the target, otherwise it misses. The minimum amount of Speed needed to guarantee 100% accuracy is . This check is ignored if the used skill cannot miss, like the Shadow Strike skill, in which case the skill is always considered to hit the target.
Furthermore, the damage from the skill Speed Strike scales with Speed. Much like Strength, Sinjid Speed increases by 2 when reaching every 5th level, up to 95. Lastly, Max Energy is increased by 2 if Speed is boosted during a level up, just like the Strength stat.
Max Life
A unit's Max Life determines how much punishment they can take before dying. If Sinjid's current Life reaches 0 while in battle, it results in a game over and the player must retry or reload the game. Upon choosing to retry, current Life will be set to 5 and Sinjid will be back in the overworld. Outside of battle, Sinjid's Life will drain at a rate of 2 points every second if their current Energy is at 0, assuming the game runs at constant framerate. However, this Life drain cannot put Sinjid below 1 Life.
Sinjid's current Life also carries over between battles, if the player wants to top up their life then they would need to visit one of the vendors that can heal them. Life can also be restored in battle with the Heal skill, which restores health based on a percentage of Max Life, or with Life potions which restores 80 Life per use.
Upon leveling up, Sinjid's Max Life is increased by 5 and their current Life is restored to max. Some skills also scale based on the caster's missing Life (Avenger) or the targets currnet Life (Split).
Max Mana
Mana is solely used by Sinjid, and all skills have a Mana cost. The Max Mana stat determines how many skills Sinjid can execute before running empty. Upon choosing to retry after losing a battle, current Mana will be set to 5 and Sinjid will be back in the overworld. Outside of battle, Sinjid's Mana will drain at a rate of 2 points every second if their current Energy is at 0, assuming the game runs at constant framerate. Just like life, this Mana drain cannot put Sinjid below 1 Mana. However, due to a bug in the game code, the Mana drain will stop if Sinjid's Life reaches 1 before Mana does.
Sinjid's currnet Mana also carries over between battles, and just like life it can be restored by visiting one of the vendors in the overworld. While in battle, Mana can be restored with the Charge skill, which can restore up to 250 Mana based on skill level, or with Mana potions that restores 80 Mana per use.
Upon leveling up, Sinjid's Max Mana is increased by 5 and their current Mana is restored to max. The Mana Bomb skill also scales of current Mana, dealing high damage at the expense of consuming Sinjid's entire Mana pool.
Max Energy[]
Energy is also only used by Sinjid, and it is drained by various actions. The Max Energy stat simply determines how many actions Sinjid can take before needing to refill their energy. While Sinjid is walking around in the overworld and not browsing a vendor or any other menu, Sinjid's Energy is drained at a rate of 1 point every 10 seconds, assuming the game runs at constant framerate. All non-training battles have an Energy cost that is applied after Sinjid wins a battle. If Sinjid instead loses a battle and the player decides to retry, then current Energy is set to 5. Training battles will instead drain Energy based on how many successful hits Sinjid has performed against the training dummy.
If Sinjid reaches 0 Energy while in a training battle, the game will automatically kick Sinjid out. Outside of that, Sinjid's current Energy has no impact on battle performance while fighting. While in the overworld however, Sinjid will face a few consequences. While being at 0 Energy, Sinjid's movement speed will be reduced by 33% and their current Life and Mana is drained at a rate of 2 points every second, until Sinjid's Life reaches 1. To restore Energy, Sinjid must visit either the food vendor to buy something to eat. or the old man at the room in the beginning.
Upon leveling up, Sinjid's Max Energy is increased by 3 and their current Energy is restored to max. If the player chooses to boost Strength or Speed, then Max Energy is increased by 5 instead.
Damage Types[]
- Physical Damage
- Magical Damage (Elemental Damage)
- Extra Shield Damage
Defense Types[]
- Physical Defence
- Magical Defense (Elemental Damage)
Shield Stats[]
- Shield Physical Defense
- Shield Magical Defense (Shield Elemental Defense)
- Shield Hit Points
Trivia[]
- A free skill point can be gained by talking to an NPC on the top floor that will give you a ring. If the player interacts with the moon (press Space) while they have the ring in the inventory, they gain 1 skill point.