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Stats

Every number a hero, a creature or a person has is a stat: 100 plus the points gear and abilities give it, times its attribute's multiplier. Levels add nothing.

A stat with an attribute grows by its share for each point of the attribute above 10 (Power is ×0.05 a point of Strength, so ×1.4 at 18); one with none is only its points. Gear and abilities give points to one stat each, never a percent. A chance reads 10 points to 1%; a rate reads 100 as normal; armour, resistances and the like count each 10 points over 100. How a blow lands, and what each attribute multiplies.

Weapon

StatWhat it doesAttribute, a point above 10How it readsPoints from
HealthHow much harm a body takes before it falls.Constitution ×0.05As it readsHale, Vital; Ruby Topaz Diamond; a set; 106 items; 34 passives
BreathWhat every ability spends; it comes back as you rest between blows.Constitution ×0.05As it reads
RegenerationHow fast health comes back, in a fight and out: 200 heals twice as fast as 100.Constitution ×0.05A rate: 100 is normal, 200 twice as muchMending; 20 passives
PowerEvery weapon blow is its roll × power ÷ 100.Strength ×0.05A rate: 100 is normal, 200 twice as muchMighty; Ruby Diamond; Rune of Fury; a set; 7 items; 53 passives
BlockWith a shield, the chance to stop a landed blow: 100 stops 10% of them.Strength ×0.05A chance: 10 points are 1%
ParryWith any weapon but a bare hand, the chance to turn a landed blow aside: 100 turns 10%.Strength ×0.05A chance: 10 points are 1%
AccuracyThe hit: your accuracy against the target's evasion.Dexterity ×0.1A chance: 10 points are 1%Nimble, True; Emerald; 10 items; 17 passives
EvasionThe hit, the other way: blows aimed at you miss more often.Dexterity ×0.1A chance: 10 points are 1%Evasive; Emerald Onyx; 71 items; 22 passives
CritThe chance a landed blow is a crit: 100 is 10%.Dexterity ×0.1A chance: 10 points are 1%Deadly; Topaz Onyx; 17 items; 26 passives
SpeedA swing takes its weapon's time × 100 ÷ speed, never under 0.5 s.Dexterity ×0.01A rate: 100 is normal, 200 twice as muchSwift; 7 items; 6 passives
HasteAn ability's cooldown × 100 ÷ haste. Swings are speed's.NoneA rate: 100 is normal, 200 twice as muchHasty; Rune of Haste Rune of Ages; 9 passives
Crit damageA crit deals × (1 + crit damage ÷ 200): at 100, half again as much.NoneA rate: 100 is normal, 200 twice as much17 passives
PenetrationEach 10 points over 100 ignore 1 of the target's armour.NoneEach 10 points over 100 count as 1Sharp; 52 items; 4 passives
Crit resistanceEach 10 points over 100 take 1% off the chance of a crit against you.NoneEach 10 points over 100 count as 1
Blunt armourEach 10 points over 100 take 1 off a blunt blow; under 100 adds.NoneEach 10 points over 100 count as 1Braced; 141 items; 9 passives
Piercing armourEach 10 points over 100 take 1 off a piercing blow; under 100 adds.NoneEach 10 points over 100 count as 1Padded; 84 items; 10 passives
Slashing armourEach 10 points over 100 take 1 off a slashing blow; under 100 adds.NoneEach 10 points over 100 count as 1Sturdy; Topaz; a set; 132 items; 9 passives
SpellcraftA staff's or a sceptre's bolt is its roll × spellcraft ÷ 100, for 1 mana.Intelligence ×0.1A rate: 100 is normal, 200 twice as muchClever; Sapphire; 1 item
Fire resistanceEach 10 points over 100 take 1 off a fire blow; under 100 adds.NoneEach 10 points over 100 count as 1
Frost resistanceEach 10 points over 100 take 1 off a frost blow; under 100 adds.NoneEach 10 points over 100 count as 1
Lightning resistanceEach 10 points over 100 take 1 off a lightning blow; under 100 adds.NoneEach 10 points over 100 count as 1
Thunder resistanceEach 10 points over 100 take 1 off a thunder blow; under 100 adds.NoneEach 10 points over 100 count as 1
Acid resistanceEach 10 points over 100 take 1 off a acid blow; under 100 adds.NoneEach 10 points over 100 count as 1
Poison resistanceEach 10 points over 100 take 1 off a poison blow; under 100 adds.NoneEach 10 points over 100 count as 1
Arcane resistanceEach 10 points over 100 take 1 off a arcane blow; under 100 adds.NoneEach 10 points over 100 count as 1
Holy resistanceEach 10 points over 100 take 1 off a holy blow; under 100 adds.NoneEach 10 points over 100 count as 1
Shadow resistanceEach 10 points over 100 take 1 off a shadow blow; under 100 adds.NoneEach 10 points over 100 count as 1
Mind resistanceEach 10 points over 100 take 1 off a mind blow; under 100 adds.NoneEach 10 points over 100 count as 1

Abilities

StatWhat it doesAttribute, a point above 10How it readsPoints from
Stance saveYour chance to shrug off an ability that asks it: 50% + (save − its potency).Strength ×0.05Against the other side: 1 point is 1%Stalwart; a set; 22 passives
Reflexes saveYour chance to shrug off an ability that asks it: 50% + (save − its potency).Dexterity ×0.05Against the other side: 1 point is 1%Quick; 2 passives
Endurance saveYour chance to shrug off an ability that asks it: 50% + (save − its potency).Constitution ×0.05Against the other side: 1 point is 1%Enduring; 5 passives
Wits saveYour chance to shrug off an ability that asks it: 50% + (save − its potency).Intelligence ×0.05Against the other side: 1 point is 1%Lucid; 8 passives
Will saveYour chance to shrug off an ability that asks it: 50% + (save − its potency).Wisdom ×0.05Against the other side: 1 point is 1%Steadfast; 10 passives
Courage saveYour chance to shrug off an ability that asks it: 50% + (save − its potency).Charisma ×0.05Against the other side: 1 point is 1%Proud; 8 passives
Might potencyAn ability made with it: its damage and heals × potency ÷ 100, and against a save 1 point is 1%.Strength ×0.05Against the other side: 1 point is 1%Rune of Might; 3 passives
Finesse potencyAn ability made with it: its damage and heals × potency ÷ 100, and against a save 1 point is 1%.Dexterity ×0.05Against the other side: 1 point is 1%1 passive
Fortitude potencyAn ability made with it: its damage and heals × potency ÷ 100, and against a save 1 point is 1%.Constitution ×0.05Against the other side: 1 point is 1%1 passive
Cunning potencyAn ability made with it: its damage and heals × potency ÷ 100, and against a save 1 point is 1%.Intelligence ×0.05Against the other side: 1 point is 1%15 passives
Insight potencyAn ability made with it: its damage and heals × potency ÷ 100, and against a save 1 point is 1%.Wisdom ×0.05Against the other side: 1 point is 1%12 passives
Presence potencyAn ability made with it: its damage and heals × potency ÷ 100, and against a save 1 point is 1%.Charisma ×0.05Against the other side: 1 point is 1%28 passives
ManaThe pool spells and bolts spend.Intelligence ×0.05As it readsArcane; Sapphire Amethyst; a set; 42 items; 14 passives
WellspringAt 100, 1% of your mana comes back every 10 min.Wisdom ×0.05A rate: 100 is normal, 200 twice as muchWise, Flowing; Sapphire Amethyst; a set; 26 items; 15 passives
Spell EfficiencyA spell or a bolt costs its price × 100 ÷ efficiency, never nothing.Charisma ×0.05A rate: 100 is normal, 200 twice as muchGracious; a set
Breath EfficiencyAn ability costs its breath × 100 ÷ efficiency.Constitution ×0.05A rate: 100 is normal, 200 twice as muchRune of Thrift
Companion strengthA companion's and a summons' health and damage × strength ÷ 100.Charisma ×0.05A rate: 100 is normal, 200 twice as much2 passives
Buff lengthA buff you cast lasts its time × length ÷ 100.Wisdom ×0.05A rate: 100 is normal, 200 twice as muchRune of Fervour; a set
Debuff lengthA stun, slow, blind or curse you land lasts its time × length ÷ 100.Charisma ×0.05A rate: 100 is normal, 200 twice as muchRune of Binding
Life stealEach 10 points over 100 heal 1% of the health your blow takes.NoneEach 10 points over 100 count as 1
SpellfireNoneAs it readsPotent; a set; 23 items
SpellguardNoneAs it readsWarding; a set; 20 items

Outside combat

StatWhat it doesAttribute, a point above 10How it readsPoints from
Carrying capacity100 carries 50 kg before the load slows you.Strength ×0.1A rate: 100 is normal, 200 twice as much3 items
Cold protectionEach 10 points over 100 keep 1 degree of cold off.NoneEach 10 points over 100 count as 1Warm
Heat protectionEach 10 points over 100 keep 1 degree of heat off.NoneEach 10 points over 100 count as 1Airy
Vigour100 is 1,000 points of vigour, refilled only by rest.Constitution ×0.05A rate: 100 is normal, 200 twice as much
StealthIn stealth mode, how close a foe must come to notice you, against its perception.Dexterity ×0.05A rate: 100 is normal, 200 twice as much20 passives
PerceptionHow far you see and hear others, awake or asleep.Wisdom ×0.05A rate: 100 is normal, 200 twice as much12 passives
SightYou see a place's distance × sight ÷ 100.NoneA rate: 100 is normal, 200 twice as much
DarkvisionEach 10 points over 100 see 1 m in the dark.NoneEach 10 points over 100 count as 1
Market cutThe market's share of a stall's sale × 100 ÷ market cut.Charisma ×0.05A rate: 100 is normal, 200 twice as much7 passives
LuckA kill's item chance × luck ÷ 100, each hero rolling with its own; never gold.NoneA rate: 100 is normal, 200 twice as much
Gear wearGear wears at wear ÷ 100 of the pace.NoneA rate: 100 is normal, 200 twice as much4 passives

Professions

Every gathering and crafting skill has three stats of its own, each 100 plus its points, ×0.05 for each point of the skill's attribute above 10: chances (a craft's success and a gather's chance of a second unit, × chances ÷ 100), speed (a gather or a craft takes its time × 100 ÷ speed) and experience (the skill's experience × experience ÷ 100). That makes 105 stats for 35 skills.

SkillAttributeIts statsPoints from
LumberjackingStrengthLumberjacking chances, Lumberjacking speed, Lumberjacking experienceEarly Riser +10 Lumberjacking chances, Many Trades +12 Lumberjacking experience, Woodwise +5 Lumberjacking chances
MiningStrengthMining chances, Mining speed, Mining experienceTinker's Knack +11 Mining speed, Rock Sense +10 Mining chances, Tempered +10 Mining chances, Ore Feel +11 Mining speed, Vein Reader +5 Mining chances, Deep Delver +43 Mining speed, Deep Delver +18 Mining speed, Deep Delver +18 Mining speed
Iron ForgingStrengthIron Forging chances, Iron Forging speed, Iron Forging experienceEmberskin +50 Iron Forging experience, Forge Lore +15 Iron Forging experience
CarpentryDexterityCarpentry chances, Carpentry speed, Carpentry experienceMany Trades +12 Carpentry experience
AlchemyIntelligenceAlchemy chances, Alchemy speed, Alchemy experience
Iron SmeltingIntelligenceIron Smelting chances, Iron Smelting speed, Iron Smelting experience
MillingDexterityMilling chances, Milling speed, Milling experience
GemcuttingDexterityGemcutting chances, Gemcutting speed, Gemcutting experience
Wood RepairDexterityWood Repair chances, Wood Repair speed, Wood Repair experience
Iron RepairStrengthIron Repair chances, Iron Repair speed, Iron Repair experience
JewelcraftingDexterityJewelcrafting chances, Jewelcrafting speed, Jewelcrafting experienceWorkshop Lanes +50 Jewelcrafting experience
Jewelry SalvageIntelligenceJewelry Salvage chances, Jewelry Salvage speed, Jewelry Salvage experience
EnchantingIntelligenceEnchanting chances, Enchanting speed, Enchanting experience
RunecraftingIntelligenceRunecrafting chances, Runecrafting speed, Runecrafting experience
ScribingIntelligenceScribing chances, Scribing speed, Scribing experience
ForagingIntelligenceForaging chances, Foraging speed, Foraging experienceTraveller's Tales +15 Foraging experience, Bright Oil +11 Foraging speed, Old Script +11 Foraging speed
PlantingIntelligencePlanting chances, Planting speed, Planting experienceHarvest Home +20 Planting experience
HarvestingDexterityHarvesting chances, Harvesting speed, Harvesting experienceGreen Thumb +15 Harvesting experience
Crop MillingDexterityCrop Milling chances, Crop Milling speed, Crop Milling experience
RoastingIntelligenceRoasting chances, Roasting speed, Roasting experience
MixingDexterityMixing chances, Mixing speed, Mixing experience
BakingIntelligenceBaking chances, Baking speed, Baking experience
BrewingIntelligenceBrewing chances, Brewing speed, Brewing experience
Fly CastingDexterityFly Casting chances, Fly Casting speed, Fly Casting experience
NettingStrengthNetting chances, Netting speed, Netting experienceRope Hands +15 Netting experience
SkinningDexteritySkinning chances, Skinning speed, Skinning experience
TanningIntelligenceTanning chances, Tanning speed, Tanning experience
LeatherworkingDexterityLeatherworking chances, Leatherworking speed, Leatherworking experience
Leather RepairDexterityLeather Repair chances, Leather Repair speed, Leather Repair experience
SpinningDexteritySpinning chances, Spinning speed, Spinning experience
WeavingDexterityWeaving chances, Weaving speed, Weaving experience
SewingDexteritySewing chances, Sewing speed, Sewing experience
QuarryingStrengthQuarrying chances, Quarrying speed, Quarrying experienceRidge Born +11 Quarrying speed
StonecuttingStrengthStonecutting chances, Stonecutting speed, Stonecutting experience
DisenchantingIntelligenceDisenchanting chances, Disenchanting speed, Disenchanting experience

Worked: a blow

A hero with Strength 16 and Dexterity 14 swings a Worn Sword (9-13 slashing) with the Mighty affix at its best at level 1 (+4 power), at an Orc of tier 1.

  1. The hit. Accuracy 100 × 1.4 (Dexterity 14) = 140, against the orc's evasion 100: 75% + (140 − 100) ÷ 10 = 79% to land.

  2. Block and parry. No creature blocks or parries: nothing stops a blow that lands.

  3. The roll. The sword rolls 9-13; say 11.

  4. Power. (100 + 4) × 1.3 (Strength 16) = 135 power: 11 × 135 ÷ 100 = 14.8.

  5. The crit. Crit 100 × 1.4 = 140, less the orc's crit resistance over 100 (0): 14% of landed blows. A crit with crit damage 100 deals × 1.5: 22.2.

  6. Armour. The orc's slashing armour is 140: 4 off (the hero has no penetration over 100).

  7. Rounded. 14.8 − 4 = 10.8, so the blow lands for 11; a crit's 22.2 − 4 = 18.2 lands for 18. Half rounds up, and nothing lands for under 1. The orc has 110 health.

  8. Life steal. At 100 it heals nothing; each 10 points over would heal 1% of the health the blow took.

Worked: a save

The same hero, with Intelligence 16, casts Frost Bind at the orc: 5 frost damage and a stun of 1.5 s, made with Cunning potency and saved against with the orc's Endurance save.

  1. The potency. 100 × 1.3 (Intelligence 16) = 130.

  2. The save. The orc's Endurance save is 110: 50% + (110 − 130) = 30% to shrug it off, and a save stops it whole.

  3. The damage. 5 × 130 ÷ 100 = 6.5; the orc's frost resistance is 100, so nothing comes off. It lands for 7, and the stun holds 1.5 s × the hero's debuff length ÷ 100.