How Might Works

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Article by Kiera Hoogendam
How Might Works

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In raids and questing, Might functions as a neat, tidy summary of team strength.

Although a handy indicator of strength and levels, Might isn't a full reflection of a team’s effectiveness in combat. Still, it’s fun to learn what goes into it for judging team compositions at a glance.

Might Formula Overview

Summary Table

Might Components HP STR Skills Abilities FA Bond

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.
  • Every Ability and Co-Ability has hidden Might values (now visible on GamePress!).
  • Skill Might 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.

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

Weapon Thumbnail

Wyrmprint Contribution

Similarly to Weapons, Wyrmprints add equippable bonuses to HP and Strength directly. Abilities are also factored in using hidden values as listed on GamePress.

$$Wyrmprint Might = STR + HP + Abilities$$

Dragon Contribution

Dragons are slightly more complicated than other components of Might. Although they apply the standard bonuses to HP and Strength, they also have Skills and Abilities. Skills add 50 Might at Lv.1 and 100 Might at Lv.2.

Bond Level also contributes, Bond Level is multiplied by 10 and added to a dragon’s Might.

$$Dragon Might = STR + HP + Abilities + Skills + Bond \times 10$$

Increasing Team Might

Team Might is the sum total of Adventurers, Dragons, Wyrmprints, and Weapons assigned to a team:

$$Team Might = \sum { Advs + Dragons + Wyrmprints + Weapons } $$

Continuously upgrading and investing materials will quickly increase Might. Although the value can be “fluffed” with factors that aren’t useful, most upgrades for Might will improve team strength, especially since rings on the Mana Circle must be completed anyways to unbind the next one. Lower-rarity weapons and wyrmprints can always be transferred or fed to higher-rarity replacements, so investment in them will not be wasted. In order to make the most of crystals and Mana, choose adventurers carefully and invest in the most relevant and versatile ones.

Mana Circle

What Might Isn't

There are, of course, factors of damage and team strength that aren't included in Might, such as:

  • Elemental compatibility with the quest or raid enemies should absolutely be considered, as this can add 50% damage output in addition to 50% resistance.
  • Dodging and skill timing are central to damage mitigation, but not reflected by Might as those are related to player skill rather than stats.
  • Strength and relevance of skills. Damage, healing or defense may be more important depending on the goals of a quest.
  • Rarity doesn’t fully factor in to Might either, most notably for skills. This means the skill on a 3* Dragon contributes the same Might as a skill on a 5* Dragon, even though the 5* is significantly more effective.
  • Matching a dragon’s element to their Adventurer is necessary to use the dragon’s element-specific passive Ability. The bonus the Adventurer receives here in HP and Strength does *not* apply to Might! Only the passive itself gives a static amount.
  • Co-Abilities aren’t factored in at all, and redundant Co-Abilities will detract from team strength.

Despite these limitations, aiming for Might thresholds is imperative to co-op as this is the only way to indicate preparedness to other players. Ultimately, one can't go wrong with shooting for Might goals-- more than likely, it will lead to learning, experimenting, and swapping things around for the best possible team.

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About the Author(s)

Content editor and graphic designer for GamePress. Native to Austin, loves cacti and drawing.