Stat
From Isleward Wiki
(Redirected from Armor)
Version 0.3.3: This article is up to date for the latest version of Isleward.
Stats[edit]
Stats determine a character's attributes, such as damage, health, and mana. You can view your stats in the character sheet by pressing the J
key. Your character's stats can be improved by wearing better equipment. Stats may also be temporarily affected by aura runes.
You can find in-depth info here
Basic[edit]
- Level
- Main Article: Character Level
- The level of your character determines the maximum health and equipments you can use. The maximum level is capped at 20. You can only use equipment with a level requirement equal to or lower than your character's level (except when the item has level reduction). You can level up by gaining experience points.
- Experience Points (XP)
- Main Article: Experience Point
- Experience points are used to level up your character. You will gain experience by killing monsters, completing quests and by gathering. The experience required to level up is:
XL * 5 + XL * 10 * (XL^2.2)
whereXL
is your current level. You also receive reduced experience if the monster killed is not the same level as you. The multiplier is:(1-D/10)^2
whereD
is the difference of levels, and you gain no experience if the difference is 10 or higher.
- Strength
- Strength is the primary stat of the Bear Spirit. It improves the damage of Axes and Swords. Every strength point increases your armor by 1.
- Intellect
- Intellect is the primary stat of the Owl Spirit. It improves the damage of Staffs and Wands. Every 6 intellect points increases your maximum mana by 1.
- Dexterity
- Dexterity is the primary stat of the Lynx Spirit. It improves the damage of Daggers and Spears. Every 12 dexterity points increases your dodge chance by 1%.
- "to all attributes"
- +
X
to all attributes mean that increases Strength, Intellect, Dexterity byX
- Vitality
- Vitality increases your max health by 10 health per point.
- Max Mana
- Increase your character's maximum mana by 1 mana per point.
- HP Regeneration
- The rate of health restored per tick during combat. Outside combat, HP regenerates at the rate of
max(MaxHP / 112, HPRegen * 0.2)
per tick, while it only regenerates byHPRegen * 0.2
per tick during combat.
- MP Regeneration
- The rate of mana restored per tick. The amount of MP regenerated per tick is
MPRegen / 50
. Mana regenerates the same in combat as out of combat.
Offense[edit]
- Global critical hit chance
- This will increase your Attack critical chance and Spell critical chance by the amount of it you have.
- The base Global critical hit chance is 5% for all spirits.
- Only on level 7+ equipment
- Attack critical chance
- The chance of dealing a critical hit with physical attack.
- The base chance is 5% (Because of the base 5% of Global critical hit chance).
- Only on level 7+ equipment
- Spell critical chance
- The chance of dealing a critical hit with a spell attack.
- The base chance is 5% (Because of the base 5% of Global critical hit chance).
- Only on level 7+ equipment
- Global critical hit multiplier
- This will increase your Attack critical multiplier and Spell critical multiplier by the amount of it you have.
- The base Global critical hit chance is 150% for all spirits.
- Only on level 12+ equipment
- Attack critical multiplier
- The multiplied damage when performing a critical hit with physical attack.
- The base chance is 150% (Because of the base 150% of Global critical hit multiplier).
- Only on level 12+ equipment
- Spell critical multiplier
- The multiplied damage when performing a critical hit with a spell attack.
- The base chance is 150% (Because of the base 150% of Global critical hit multiplier).
- Only on level 12+ equipment
- Arcane increase / Fire increase / Frost increase / Holy increase / Poison increase / Physical increase / Spell Increase
- Increase the elemental/type of damage by 1% per point.
- Attack Speed / Cast Speed
- The chance of attacking or casting spells without cooling down in succession. In-game, the value is displayed as
100% + chance
, so 110% implies that there is a 10% chance of performing the attack without cooling down.
Defense[edit]
- Armor
- Armor reduces the damage taken. The percentage of damage mitigated is
Armor / (100 * XL)
whereXL
is the level of the damage source and the reduction is capped 50%. Therefore, against a level 10 monster you need 500 armor (500 / (100 * 10) = 50%
) to achieve the maximum damage reduction.
- Chance to block Attacks / Spells
- The chance to completely negate an attack or spell completely.
- Only on Shield slot
- Chance to dodge Attacks / Spells
- The chance to completely negate an attack or spell completely.
- Only on Feet slot
- Arcane Resistance / Fire Resistance / Frost Resistance / Holy Resistance / Physical Resistance / Poison Resistance / All Resistance
- Resistance reduces the damage taken from a particular types of element (and All Resistance applies to all types of elements). Each point of resistance reduces the damage taken by
0.5%
and is capped at 50%. Therefore, you need 100 points of resistance to achieve the maximum possible damage mitigation.
- Only on level 15+ equipment
The damage reduction offered by armor and resistances stack with each other. If both mitigation sources are capped at 50%, you will only receive 25% of the full damage.
Misc[edit]
- Item Quality
- The chance of finding higher quality items.
- Each point reduces the chance to get a common item by 7 (capped at 286 quality).
- (This stat was previously called Magic Find).
- Item Quantity
- The chance of finding more items (no cap, you can have more than 100%).
- Sprint Chance
- The chance of moving two tiles in one tick. Only boots may generate with this stat, and you also gain this stat by using a rune of Swiftness.
- XP Increase
- Increase the experience points gained by killing monsters.