Difference between revisions of "Stat"
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__NOTOC__ | __NOTOC__ | ||
+ | {{Version 0.4.0}} | ||
= Stats = | = Stats = | ||
− | + | '''Stats''' determine a character's attributes, such as damage, health, and mana. You can view your stats in the character sheet by pressing the <code>J</code> 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 [https://docs.google.com/spreadsheets/d/19QyBzRNMCFd3l8GwQPfDfPvwvXO_vnDtY3IHFa6kQeU/edit?usp=sharing here(v0.3.3)]''' |
== Basic == | == Basic == | ||
; Level | ; Level | ||
: ''Main Article: [[Character Level]]'' | : ''Main Article: [[Character Level]]'' | ||
− | : The level of your character determines the maximum health and [[equipment]]s you can use. The maximum level is capped at 20 | + | : The level of your character determines the maximum health and [[equipment]]s 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) | ; Experience Points (XP) | ||
: ''Main Article: [[Experience Point]]'' | : ''Main Article: [[Experience Point]]'' | ||
− | : Experience points are used to level up your character. You | + | : Experience points are used to level up your character. You will gain experience by killing [[monster]]s, completing [[quest]]s and by [[gathering]]. The experience required to level up is: <code>XL * 5 + XL * 10 * (XL^2.2)</code> where <code>XL</code> is your current level. You also receive reduced experience if the monster killed is not the same level as you. The multiplier is: <code>(1-D/10)^2</code> where <code>D</code> is the difference of levels, and you gain no experience if the difference is 10 or higher. |
; Strength | ; Strength | ||
− | : Strength is | + | : Strength is the primary stat of the [[Warrior|Bear]] Spirit. It improves the damage of [[Axe]]s and [[Sword]]s. Every strength point increases your armor by 1. |
; Intellect | ; Intellect | ||
− | : Intellect is | + | : Intellect is the primary stat of the [[Wizard|Owl]] Spirit. It improves the damage of [[Staff]]s and [[Weapon|Wand]]s. Every 6 intellect points increases your maximum mana by 1. |
; Dexterity | ; Dexterity | ||
− | : Dexterity is the primary stat of the [[Lynx]] Spirit. It improves the damage of [[Dagger]]s and [[Spear]]s. Every 12 dexterity points increases your dodge chance by 1%. | + | : Dexterity is the primary stat of the [[Thief|Lynx]] Spirit. It improves the damage of [[Dagger]]s and [[Spear]]s. Every 12 dexterity points increases your dodge chance by 1%. |
+ | |||
+ | ; "to all attributes" | ||
+ | : + <code>X</code> to all attributes mean that increases '''Strength''', '''Intellect''', '''Dexterity''' by <code>X</code> | ||
+ | * Only on [[Finger]] and [[Neck]] slot | ||
; Vitality | ; Vitality | ||
− | : Vitality increases your max health by 10 per point. | + | : Vitality increases your max health by 10 health per point. |
; Max Mana | ; Max Mana | ||
− | : Increase your character's maximum mana. | + | : Increase your character's maximum mana by 1 mana per point. |
; HP Regeneration | ; HP Regeneration | ||
− | : The rate of health restored per tick during [[combat]]. Outside combat, | + | : The rate of health restored per tick during [[combat]]. Outside combat, HP regenerates at the rate of <code>max(MaxHP / 112, HPRegen * 0.2)</code> per tick, while it only regenerates by <code>HPRegen * 0.2</code> per tick during combat. |
; MP Regeneration | ; MP Regeneration | ||
− | : The rate of mana restored per tick. The amount of MP | + | : The rate of mana restored per tick. The amount of MP regenerated per tick is <code>MPRegen / 50</code>. Mana regenerates the same in combat as out of combat. |
== Offense == | == Offense == | ||
− | ; | + | ; Global critical hit chance |
− | : The chance of dealing a critical hit. The base chance is 5%. | + | : 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. The base | + | : 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 | + | ; Arcane increase / Fire increase / Frost increase / Holy increase / Poison increase / Physical increase / Spell Increase |
− | : Increase the elemental damage by 1% per point. | + | : Increase the elemental/type of damage by 1% per point. |
+ | * Only on [[Finger]] and [[Neck]] slot | ||
+ | * Only on level 10+ [[equipment]] | ||
; Attack Speed / Cast Speed | ; Attack Speed / Cast Speed | ||
: The chance of attacking or casting spells without cooling down in succession. In-game, the value is displayed as <code>100% + chance</code>, so 110% implies that there is a 10% chance of performing the attack without cooling down. | : The chance of attacking or casting spells without cooling down in succession. In-game, the value is displayed as <code>100% + chance</code>, so 110% implies that there is a 10% chance of performing the attack without cooling down. | ||
+ | * Only on [[Finger]], [[Neck]] and [[Trinket]] slot | ||
== Defense == | == Defense == | ||
Line 53: | Line 85: | ||
: '''Armor''' reduces the damage taken. The percentage of damage mitigated is <code>Armor / (100 * XL)</code> where <code>XL</code> is the level of the damage source and the reduction is capped 50%. Therefore, against a level 10 [[monster]] you need 500 armor (<code>500 / (100 * 10) = 50%</code>) to achieve the maximum damage reduction. | : '''Armor''' reduces the damage taken. The percentage of damage mitigated is <code>Armor / (100 * XL)</code> where <code>XL</code> is the level of the damage source and the reduction is capped 50%. Therefore, against a level 10 [[monster]] you need 500 armor (<code>500 / (100 * 10) = 50%</code>) to achieve the maximum damage reduction. | ||
− | ; Chance to | + | ; Chance to block Attacks / Spells |
− | : The chance to completely negate an attack or spell completely. | + | : The chance to completely negate an attack or spell completely. |
+ | * Only on [[OffHand|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 | ; 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 <code>0.5%</code> and is capped at 50%. Therefore, you need 100 points of resistance to achieve the maximum possible damage mitigation. | : '''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 <code>0.5%</code> 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. | 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. | ||
+ | |||
+ | ; Life on hit | ||
+ | : Your attack heal yourself. | ||
== Misc == | == Misc == | ||
; Item Quality | ; Item Quality | ||
− | : The chance of finding higher [[quality]] items. This stat was previously called '''Magic Find'''. | + | : 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 | ; Item Quantity | ||
− | : The chance of finding more items. | + | : The chance of finding more items (capped at 200%). |
; Sprint Chance | ; Sprint Chance | ||
− | : The chance of moving two tiles in one tick. Only [[Feet|boots]] may generate with this stat, and you | + | : The chance of moving two tiles in one tick. Only [[Feet|boots]] may generate with this stat, and you also gain this stat by using a [[rune of Swiftness]]. |
; XP Increase | ; XP Increase | ||
: Increase the experience points gained by killing [[monster]]s. | : Increase the experience points gained by killing [[monster]]s. | ||
− | |||
− |
Revision as of 23:45, 8 December 2019
Version 0.4.0: This article may not be up to date for the latest version of Isleward.
Stats
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(v0.3.3)
Basic
- 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
- 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
- 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.
- Life on hit
- Your attack heal yourself.
Misc
- 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 (capped at 200%).
- 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.