Difference between revisions of "Stat"

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{{Version 0.4.0}}
 
= Stats =
 
= Stats =
  
{{Version019}}
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'''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. Stats are also greatly affected by your [[spirit|spirits]] and the amount of int,str or dex that you have depending on that.
  
'''Stats''' determine a character's attributes such as damage, health, 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 [[Rune|aura runes]].
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'''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
: The level of your character determines the maximum health and [[equipment]]s you can use. Each level grants 40 additional maximum HP starting from 50. You can only use equipment whose level is equal or lower to your character's level (except when the item has [[level reduction]]). You can level up by gaining experience points.
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: ''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. 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 which you get when killing mobs. Note that you gain the most xp from killing mobs your own level.
  
 
; Experience Points (XP)
 
; Experience Points (XP)
: Experience points are used to level up your character. You may gain experience by killing [[monster]]s, completing [[quest]]s and by [[gathering]]. The experience required to level up is: <code>10 * (XL^2.75)</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.
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: ''Main Article: [[Experience Point]]''
 +
: 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 used by the [[Bear]] Spirit. It improves the damage of [[Axe]]s, [[Sword]]s, [[Spear]]s and [[Sickle]]s.
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: 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 used a lot by the [[Owl]] Spirit,. It improves the damage of Staffs and Wands
+
: 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.
+
: 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 HP regenerates at the rate of <code>MaxHP / 200</code> per tick, while it only regenerates by <code>HPRegen * 0.3</code> per tick during 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 regenerate per tick is <code>(MaxMP + MPRegen) / 200</code>.
+
: 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 ==
; Critical Hit Chance
+
; 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]]
  
; Critical Hit Multiplier
+
; Spell critical multiplier
: The multiplied damage when performing a critical hit. The base multiplier is 150%, and effects from equipment are added on top of this. For instance, an equipment with +80% critical hit damage will end up with <code>150% + 80% = 230%</code> 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 Damage / Fire Damage / Frost Damage / Holy Damage / Physical Damage / Poison Damage / Damage Increase
+
; 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 whereas cast speed allows you to cast abilities faster.
 +
* Only on [[Finger]], [[Neck]] and [[Trinket]] slot
  
 
== Defense ==
 
== Defense ==
 
; Armor
 
; Armor
: '''Armor''' reduces the damage taken. The percentage of damage mitigated is <code>Armor / (102.4 * 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 512 armor (<code>512 / (102.4 * 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 block Attacks / Spells
 +
: The chance to completely negate an attack or spell completely.
 +
* Only on [[OffHand|Shield]] slot
  
; Chance to Block Attacks / Spells
+
; Chance to dodge Attacks / Spells
: The chance to completely negate an attack or spell completely. This stat can be found on [[Shield]]s.
+
: 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>1/1.5%</code> and is capped at 50%. Therefore, you need 75 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 auto attack gives you a certain amount of hp per hit. Usually on sickles.
  
 
== 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 may also gain this stat by under an [[Rune of Swiftness|aura of swiftness]].
+
: 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 and quests.
 
 
{{wip}}
 

Revision as of 16:08, 14 December 2020


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. Stats are also greatly affected by your spirits and the amount of int,str or dex that you have depending on that.

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 which you get when killing mobs. Note that you gain the most xp from killing mobs your own level.
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

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 whereas cast speed allows you to cast abilities faster.

Defense

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.

Life on hit
Your auto attack gives you a certain amount of hp per hit. Usually on sickles.

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 and quests.