- CP redirects here. For the other uses of CP, see CP (disambiguation).
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Combat Power, also abbreviated as CP, is the value that determines the relationship of the enemies compared to a player. There are 6 different relationships the enemies can have to a player. Holding down the Alt button displays one of the following relationships in front of the monster's name:
- BOSS (boss enemy)
- AWFUL (very powerful enemy)
- STRONG (powerful enemy)
- NORMAL (similar enemy, however in-game, this will appear without a tag)
- 1 Skill CP
- 2 Stat CP
- 3 Enchant CP
- 4 Skills with CP-based Ranking Requirements
- 5 Preventing and Reversing CP Growth
- 6 Monster Strength Ratings
- 7 Formula
- 8 Trivia
- 9 References
Every skill has a CP value, which generally varies with the skill's rank. Skills not listed here have a constant CP value of 0 for all skill ranks.
Only the two highest CP-giving skills contribute to skill CP, and is calculated using the formula:
Skill CP = Highest CP Giving Skill + (0.5 * 2nd Highest CP Skill)
Stat CP is the CP gained from base stats (the white stats within parentheses). As of the Life Skill Update, the CP Formula has changed. The values given by each stat to CP are currently:
Stat CP = (0.5 * Health) + (0.33 * Mana) + (0.33 * Stamina) + Strength + (0.2 * Intelligence) + (0.1 * Dexterity) + (0.5 * Will) + (0.1 * Luck)
Stat CP from Skills
- Learning or ranking skills may add to one's base stats. For a list of amount of stats gained, see here.
- Each rank is the skill's cumulative Stat CP, not how much is gained at that rank.
Stat CP from Level-up and Aging
- Leveling up and aging also provide stats. Below is a list of CP gained from starting a character at a certain age as well as CP gained for every level up and aging. *As of the Life Skill Update, these values may not be accurate.
|Newly Created Character||Change on Age Up||Change on Level Up|
|Starting Age||Initial CP||Change in Age||CP Increase||Age at
There are enchants that directly add or subtract a player's CP by a specified amount. In-game, the enchant effect does not specifically say how much CP it adds/deducts; rather, the enchant effect says "Looks Strong" if adding 500 CP, "Looks Very Strong" if adding 1,000 CP, "Looks a bit Weak" if deducting 100 CP, "Looking a little weaker" if deducting 250 CP, "Looks Weak" if deducting 500 CP, or "Looks Very Weak" if deducting 1,000 CP. See Combat Power Modifiers for a list.
Skills with CP-based Ranking Requirements
Many skills have requirements involving monsters of a certain relative CP range. While the first letter ranks are relatively easy to get, the numbered ranks start to pose a challenge.
|Kill a strong monster.||0.01||3000||30.00|
|Kill an awful monster.||0.02||3000||60.00|
|Kill a boss level monster.||0.15||450||67.50|
|Attack multiple strong monsters simultaneously.||0.65||15||9.75|
|Kill multiple strong monsters simultaneously.||1.65||15||24.75|
Although the list does not seem too difficult at first, it will be both difficult and time-consuming if one has high CP.
- For example, if a player has a CP of 695+, Zombies (which have a CP of 2,090) will be considered Awful rather than Boss, forcing the player to kill 3000 of them to gain 60 points instead of only 400 of them for the same amount of training. Killing 450 to fulfill the training requirement will grant 67.50% training.
Below is a list of every skill that has CP-related training requirements. Bolded skills have training requirements that are heavily dependent on Combat Power:
Preventing and Reversing CP Growth
CP can hinder training by slowing experience gain and extending skill training from hours to weeks. There are a few things that can be done to avoid this:
- Do not level
- Refrain from obtaining and ranking skills unless needed
- Avoid letting stats, such as HP and Strength, get too high
- Drink a Tendering Potion, which will lower your combat power temporarily, in effect raising the difficulty rating of all monsters by one level.
- Use enchantments that specifically lower CP
- Head: Thin (Rank 8 Prefix, -100) + Uncomfortable (Rank 8 Suffix, -100)
- Hands: Small (Rank 8 Prefix, -100) + Damaging (Rank 9 Suffix, -100)
- Feet: Vicious (Rank 8 Prefix, -100) + Inconvenient (Rank 8 Suffix, -100)
- Magical Clothing: Jackal (Rank 4 Suffix, -500) or Raccoon Cub (Rank 3 Suffix, -1000)
- Light Armor: Trouble (Rank A Suffix, -100)
- Heavy Armor: Marble (Rank 4 Prefix, -500) + Handicapping (Rank 9 Suffix, -100)
- All Weapons: Scrap (Rank 3 Prefix, -500) or Arc Lich (Rank 6 Prefix, -250)
- Bows/Crossbows: Broken Arrow (Rank 3 Suffix, -250)
- Shields: Abysmal (Rank 6 Suffix, -500)
- Use a Skill Reset Capsule obtained from the Item Shop or events to rank down one skill rank of a high-CP-increasing skill.
- Beware, skill training on ranks over 1 will be cleared after resetting, though a master title will be kept if you had already earned one.
- Rebirth. This will reset the player's level to 1 and their stats to the base age value.
- Note: The CP lost through rebirthing is only temporary, as it will re-accumulate as the player levels and ages.
An alternative to reducing one's CP is to fight monsters with extremely high CP. These monsters can be found most notably in higher difficulty Kitchen Dungeons and The Other Alchemist. For example, a player with around 2,000 Combat Power entering The Other Alchemist on hard difficulty will find Corrupt Alchemists (6,300 CP) and Stone Golems (6,400 CP) on either Awful or Boss while the other mobs (who have more than 7,200 CP) will appear as Boss.
Monster Strength Ratings
A monster's strength rating (Strong, Awful, etc.) is determined by the ratio of its CP to the player's CP:
|Ratio||Strength Rating||In-game Rating|
|0.8x - 1.0x||Weak||Weak|
|1x - 1.4x||Normal||Similar|
|1.4x - 2x||Strong||Powerful|
|2x - 3x||Awful||Very Powerful|
Unlike players, a fixed CP is assigned to each kind of monster depending on how difficult it is to defeat relative to other types of monsters, as opposed to its stats and skill ranks. Thus, these ratings should only be used as an estimation. For example, monsters with Passive Defenses can make an otherwise easy monster considerably more challenging.
Player CP is calculated as:
Total CP = Highest CP Giving Skill + (0.5 * 2nd Highest CP Skill) + (0.5* Base Health) + (0.33 * Base Mana) + (0.33 * Base Stamina)
+ Base Strength + (0.2 * Base Intelligence) + (0.1 * Base Dexterity) + (0.5 * Base Will) + (0.1 * Base Luck) + CP from Enchants
Players can also calculate their CP using this calculator.
- A similar concept of Combat Power is referenced in Iria: Episode 5 - Proud Heritage: The Battle, where a trio of Milletians joke about their power level.
Kotei's CP Charts: http://www.mabinogiworld.com/showthread.php?9434-Kotei-s-CP-Charts