Characters in the game will have a number of attributes, or stats, most of which affect them in combat. Most of a character's stats can be checked by viewing the character window (shortcut "c"). Green indicates stats that are boosted by passives, buff spells, or equipment and weapons. Red stats indicate a malus, caused by spells or necrostacy. The following is a list of attributes and their effects.
Characters have five base attributes, from which all others are derived. A player has a little control over these: different races will have different values for these stats at level 1, and the player is able to distribute 5 points among these stats when creating a new character.
Each class has one of these attributes as their primary attribute, meaning for them this is the sole base attribute that affects their attack damage. the primary attribute also increases hit chance and spell focus by a very small amount. For archers the primary attribute is dexterity; for mages, intelligence; and for warriors, strength.
- Main article: Constitution
Constitution increases the player's health, knockdown resistance and health regeneration rate.
Strength increases damage for warriors, and for all classes the total weight of items a player can carry (carry weight). Therefore strength is of almost no use to archers and mages.
- Main article: Intelligence
Dexterity increases damage for archers, and for all classes increases evasion rate.
These attributes are derived from the base attributes.
Also referred to in the game by powers as "Weapon Damage", this is the damage that a character will inflict on a target. It is not a fixed value, but rather a random value within a range. This range can be seen in the character stats window, and is calculated like so:
Attack = Damage from weapons and other equipment + Damage bonus from main attribute
The last factor, "Damage bonus from main attribute", is calculated by this formula:
(Main attribute - 20) * a
Variable 'a' takes the following values, depending on Subclass and weapon speed:
|Warlocks, Barbarians and Marksmen:||1.5||2.0||2.5||3.0|
|Conjurers, Knights and Hunters:||1.125||1.5||1.875||N/A|
The attack damage can also be increased or decreased by powers, and the damage dealt to the target is of course also subject to reduction by armour, spells, barriers etc.
This is the rate at which a character attacks. It is only determined by weapon speed of the weapon that is equipped, and can be boosted by items and powers.
This is the range within which a target has to be in order to be attackable. It is determined by the weapon used, and can be boosted by items and powers.
This number displays how probable it is for your character to land a successful attack on an enemy target. It is weighed against the target's Evade Chance to determine whether the attack will land or will be evaded, and also weighed against the target's Block Chance to determine whether it will be blocked. The higher the Hit Chance, the more probable it will be that the attack will land.
To determine the probability of an attack landing, the following formula is used:
Evade probability % = 100 * Evasion / Hit Chance
(Hit Chance of the attacker, Evasion of the target). Naturally:
Hit probability % = 100 - Evade Probability
Hit Chance is affected by Concentration and a character's main attribute, as well as items and some powers.
Critical Hit Chance
This is an attribute not displayed at the character window. It determines how probable it is for a "Normal Hit" to be a "Critical Hit". The higher it is, the more likely it is that the hit is a critical hit. Critical Hit Chance is only calculated if the attack lands, which means you will never see a Critical Hit being evaded or blocked.
Critical Hit Chance is affected by Concentration, as well as some powers.
Evasion determines how likely it is for a character to evade an attack. It is weighed against the attacker's Hit Chance to determine whether the attack will be evaded or not. The higher it is, the more likely it is that an attack is evaded.
Evasion is affected by Dexterity, items and some powers.
This is an attribute that is not displayed in the character window; It determines how probable it is for a character to land a spell on an enemy target. It is weighed against the target's Spell Resistance to check if the attack will be resisted. The higher it is, the more likely it is that the power will be cast successfully on the target.
Spell Focus is (allegedly, as it is not displayed anywhere yet) affected by Intelligence and a character's main attribute, as well as some powers.
This attribute, like Spell Focus, is not displayed in the character window. It determines how probable it is for a character to resist a power cast on them. It is weighed against the attacker's Spell Focus to determine whether the power will be resisted or not. The higher it is, the more likely it is for the character to resist a power.
Spell Resistance is (allegedly, as it is not displayed anywhere yet) affected by Intelligence and some powers.
This determines how probable it is for a character to block a certain attack. It is weighed against the attacker's Hit Chance to determine whether the attack will be blocked or not. The higher it is, the more likely it is that the character will block the attack.
It is affected by the shield that is equipped, and some powers.
You can see this attribute at the inventory window. This is the amount of weight a character can have in his inventory before becoming overburdened, which applies a movement speed penalty. It is only affected by a character's Strength, and can be calculated with this formula:
Weight limit (kg) = 80 + (Strength - 20) * 3