Stat

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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) where XL 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 where D 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 by X
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 by HPRegen * 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.
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).
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).
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.
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).
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).
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) where XL 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.
Chance to dodge Attacks / Spells
The chance to completely negate an attack or spell completely.
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.

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.