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
| Stat | What it does | Attribute, a point above 10 | How it reads | Points from |
|---|---|---|---|---|
| Health | How much harm a body takes before it falls. | Constitution ×0.05 | As it reads | Hale, Vital; |
| Breath | What every ability spends; it comes back as you rest between blows. | Constitution ×0.05 | As it reads | |
| Regeneration | How fast health comes back, in a fight and out: 200 heals twice as fast as 100. | Constitution ×0.05 | A rate: 100 is normal, 200 twice as much | Mending; 20 passives |
| Power | Every weapon blow is its roll × power ÷ 100. | Strength ×0.05 | A rate: 100 is normal, 200 twice as much | Mighty; |
| Block | With a shield, the chance to stop a landed blow: 100 stops 10% of them. | Strength ×0.05 | A chance: 10 points are 1% | |
| Parry | With any weapon but a bare hand, the chance to turn a landed blow aside: 100 turns 10%. | Strength ×0.05 | A chance: 10 points are 1% | |
| Accuracy | The hit: your accuracy against the target's evasion. | Dexterity ×0.1 | A chance: 10 points are 1% | Nimble, True; |
| Evasion | The hit, the other way: blows aimed at you miss more often. | Dexterity ×0.1 | A chance: 10 points are 1% | Evasive; |
| Crit | The chance a landed blow is a crit: 100 is 10%. | Dexterity ×0.1 | A chance: 10 points are 1% | Deadly; |
| Speed | A swing takes its weapon's time × 100 ÷ speed, never under 0.5 s. | Dexterity ×0.01 | A rate: 100 is normal, 200 twice as much | Swift; 7 items; 6 passives |
| Haste | An ability's cooldown × 100 ÷ haste. Swings are speed's. | None | A rate: 100 is normal, 200 twice as much | Hasty; |
| Crit damage | A crit deals × (1 + crit damage ÷ 200): at 100, half again as much. | None | A rate: 100 is normal, 200 twice as much | 17 passives |
| Penetration | Each 10 points over 100 ignore 1 of the target's armour. | None | Each 10 points over 100 count as 1 | Sharp; 52 items; 4 passives |
| Crit resistance | Each 10 points over 100 take 1% off the chance of a crit against you. | None | Each 10 points over 100 count as 1 | |
| Blunt armour | Each 10 points over 100 take 1 off a blunt blow; under 100 adds. | None | Each 10 points over 100 count as 1 | Braced; 141 items; 9 passives |
| Piercing armour | Each 10 points over 100 take 1 off a piercing blow; under 100 adds. | None | Each 10 points over 100 count as 1 | Padded; 84 items; 10 passives |
| Slashing armour | Each 10 points over 100 take 1 off a slashing blow; under 100 adds. | None | Each 10 points over 100 count as 1 | Sturdy; |
| Spellcraft | A staff's or a sceptre's bolt is its roll × spellcraft ÷ 100, for 1 mana. | Intelligence ×0.1 | A rate: 100 is normal, 200 twice as much | Clever; |
| Fire resistance | Each 10 points over 100 take 1 off a fire blow; under 100 adds. | None | Each 10 points over 100 count as 1 | |
| Frost resistance | Each 10 points over 100 take 1 off a frost blow; under 100 adds. | None | Each 10 points over 100 count as 1 | |
| Lightning resistance | Each 10 points over 100 take 1 off a lightning blow; under 100 adds. | None | Each 10 points over 100 count as 1 | |
| Thunder resistance | Each 10 points over 100 take 1 off a thunder blow; under 100 adds. | None | Each 10 points over 100 count as 1 | |
| Acid resistance | Each 10 points over 100 take 1 off a acid blow; under 100 adds. | None | Each 10 points over 100 count as 1 | |
| Poison resistance | Each 10 points over 100 take 1 off a poison blow; under 100 adds. | None | Each 10 points over 100 count as 1 | |
| Arcane resistance | Each 10 points over 100 take 1 off a arcane blow; under 100 adds. | None | Each 10 points over 100 count as 1 | |
| Holy resistance | Each 10 points over 100 take 1 off a holy blow; under 100 adds. | None | Each 10 points over 100 count as 1 | |
| Shadow resistance | Each 10 points over 100 take 1 off a shadow blow; under 100 adds. | None | Each 10 points over 100 count as 1 | |
| Mind resistance | Each 10 points over 100 take 1 off a mind blow; under 100 adds. | None | Each 10 points over 100 count as 1 |
Abilities
| Stat | What it does | Attribute, a point above 10 | How it reads | Points from |
|---|---|---|---|---|
| Stance save | Your chance to shrug off an ability that asks it: 50% + (save − its potency). | Strength ×0.05 | Against the other side: 1 point is 1% | Stalwart; a set; 22 passives |
| Reflexes save | Your chance to shrug off an ability that asks it: 50% + (save − its potency). | Dexterity ×0.05 | Against the other side: 1 point is 1% | Quick; 2 passives |
| Endurance save | Your chance to shrug off an ability that asks it: 50% + (save − its potency). | Constitution ×0.05 | Against the other side: 1 point is 1% | Enduring; 5 passives |
| Wits save | Your chance to shrug off an ability that asks it: 50% + (save − its potency). | Intelligence ×0.05 | Against the other side: 1 point is 1% | Lucid; 8 passives |
| Will save | Your chance to shrug off an ability that asks it: 50% + (save − its potency). | Wisdom ×0.05 | Against the other side: 1 point is 1% | Steadfast; 10 passives |
| Courage save | Your chance to shrug off an ability that asks it: 50% + (save − its potency). | Charisma ×0.05 | Against the other side: 1 point is 1% | Proud; 8 passives |
| Might potency | An ability made with it: its damage and heals × potency ÷ 100, and against a save 1 point is 1%. | Strength ×0.05 | Against the other side: 1 point is 1% | |
| Finesse potency | An ability made with it: its damage and heals × potency ÷ 100, and against a save 1 point is 1%. | Dexterity ×0.05 | Against the other side: 1 point is 1% | 1 passive |
| Fortitude potency | An ability made with it: its damage and heals × potency ÷ 100, and against a save 1 point is 1%. | Constitution ×0.05 | Against the other side: 1 point is 1% | 1 passive |
| Cunning potency | An ability made with it: its damage and heals × potency ÷ 100, and against a save 1 point is 1%. | Intelligence ×0.05 | Against the other side: 1 point is 1% | 15 passives |
| Insight potency | An ability made with it: its damage and heals × potency ÷ 100, and against a save 1 point is 1%. | Wisdom ×0.05 | Against the other side: 1 point is 1% | 12 passives |
| Presence potency | An ability made with it: its damage and heals × potency ÷ 100, and against a save 1 point is 1%. | Charisma ×0.05 | Against the other side: 1 point is 1% | 28 passives |
| Mana | The pool spells and bolts spend. | Intelligence ×0.05 | As it reads | Arcane; |
| Wellspring | At 100, 1% of your mana comes back every 10 min. | Wisdom ×0.05 | A rate: 100 is normal, 200 twice as much | Wise, Flowing; |
| Spell Efficiency | A spell or a bolt costs its price × 100 ÷ efficiency, never nothing. | Charisma ×0.05 | A rate: 100 is normal, 200 twice as much | Gracious; a set |
| Breath Efficiency | An ability costs its breath × 100 ÷ efficiency. | Constitution ×0.05 | A rate: 100 is normal, 200 twice as much | |
| Companion strength | A companion's and a summons' health and damage × strength ÷ 100. | Charisma ×0.05 | A rate: 100 is normal, 200 twice as much | 2 passives |
| Buff length | A buff you cast lasts its time × length ÷ 100. | Wisdom ×0.05 | A rate: 100 is normal, 200 twice as much | |
| Debuff length | A stun, slow, blind or curse you land lasts its time × length ÷ 100. | Charisma ×0.05 | A rate: 100 is normal, 200 twice as much | |
| Life steal | Each 10 points over 100 heal 1% of the health your blow takes. | None | Each 10 points over 100 count as 1 | |
| Spellfire | None | As it reads | Potent; a set; 23 items | |
| Spellguard | None | As it reads | Warding; a set; 20 items |
Outside combat
| Stat | What it does | Attribute, a point above 10 | How it reads | Points from |
|---|---|---|---|---|
| Carrying capacity | 100 carries 50 kg before the load slows you. | Strength ×0.1 | A rate: 100 is normal, 200 twice as much | 3 items |
| Cold protection | Each 10 points over 100 keep 1 degree of cold off. | None | Each 10 points over 100 count as 1 | Warm |
| Heat protection | Each 10 points over 100 keep 1 degree of heat off. | None | Each 10 points over 100 count as 1 | Airy |
| Vigour | 100 is 1,000 points of vigour, refilled only by rest. | Constitution ×0.05 | A rate: 100 is normal, 200 twice as much | |
| Stealth | In stealth mode, how close a foe must come to notice you, against its perception. | Dexterity ×0.05 | A rate: 100 is normal, 200 twice as much | 20 passives |
| Perception | How far you see and hear others, awake or asleep. | Wisdom ×0.05 | A rate: 100 is normal, 200 twice as much | 12 passives |
| Sight | You see a place's distance × sight ÷ 100. | None | A rate: 100 is normal, 200 twice as much | |
| Darkvision | Each 10 points over 100 see 1 m in the dark. | None | Each 10 points over 100 count as 1 | |
| Market cut | The market's share of a stall's sale × 100 ÷ market cut. | Charisma ×0.05 | A rate: 100 is normal, 200 twice as much | 7 passives |
| Luck | A kill's item chance × luck ÷ 100, each hero rolling with its own; never gold. | None | A rate: 100 is normal, 200 twice as much | |
| Gear wear | Gear wears at wear ÷ 100 of the pace. | None | A rate: 100 is normal, 200 twice as much | 4 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.
| Skill | Attribute | Its stats | Points from |
|---|---|---|---|
| Lumberjacking | Strength | Lumberjacking chances, Lumberjacking speed, Lumberjacking experience | |
| Mining | Strength | Mining chances, Mining speed, Mining experience | |
| Iron Forging | Strength | Iron Forging chances, Iron Forging speed, Iron Forging experience | |
| Carpentry | Dexterity | Carpentry chances, Carpentry speed, Carpentry experience | |
| Alchemy | Intelligence | Alchemy chances, Alchemy speed, Alchemy experience | |
| Iron Smelting | Intelligence | Iron Smelting chances, Iron Smelting speed, Iron Smelting experience | |
| Milling | Dexterity | Milling chances, Milling speed, Milling experience | |
| Gemcutting | Dexterity | Gemcutting chances, Gemcutting speed, Gemcutting experience | |
| Wood Repair | Dexterity | Wood Repair chances, Wood Repair speed, Wood Repair experience | |
| Iron Repair | Strength | Iron Repair chances, Iron Repair speed, Iron Repair experience | |
| Jewelcrafting | Dexterity | Jewelcrafting chances, Jewelcrafting speed, Jewelcrafting experience | |
| Jewelry Salvage | Intelligence | Jewelry Salvage chances, Jewelry Salvage speed, Jewelry Salvage experience | |
| Enchanting | Intelligence | Enchanting chances, Enchanting speed, Enchanting experience | |
| Runecrafting | Intelligence | Runecrafting chances, Runecrafting speed, Runecrafting experience | |
| Scribing | Intelligence | Scribing chances, Scribing speed, Scribing experience | |
| Foraging | Intelligence | Foraging chances, Foraging speed, Foraging experience | |
| Planting | Intelligence | Planting chances, Planting speed, Planting experience | |
| Harvesting | Dexterity | Harvesting chances, Harvesting speed, Harvesting experience | |
| Crop Milling | Dexterity | Crop Milling chances, Crop Milling speed, Crop Milling experience | |
| Roasting | Intelligence | Roasting chances, Roasting speed, Roasting experience | |
| Mixing | Dexterity | Mixing chances, Mixing speed, Mixing experience | |
| Baking | Intelligence | Baking chances, Baking speed, Baking experience | |
| Brewing | Intelligence | Brewing chances, Brewing speed, Brewing experience | |
| Fly Casting | Dexterity | Fly Casting chances, Fly Casting speed, Fly Casting experience | |
| Netting | Strength | Netting chances, Netting speed, Netting experience | |
| Skinning | Dexterity | Skinning chances, Skinning speed, Skinning experience | |
| Tanning | Intelligence | Tanning chances, Tanning speed, Tanning experience | |
| Leatherworking | Dexterity | Leatherworking chances, Leatherworking speed, Leatherworking experience | |
| Leather Repair | Dexterity | Leather Repair chances, Leather Repair speed, Leather Repair experience | |
| Spinning | Dexterity | Spinning chances, Spinning speed, Spinning experience | |
| Weaving | Dexterity | Weaving chances, Weaving speed, Weaving experience | |
| Sewing | Dexterity | Sewing chances, Sewing speed, Sewing experience | |
| Quarrying | Strength | Quarrying chances, Quarrying speed, Quarrying experience | |
| Stonecutting | Strength | Stonecutting chances, Stonecutting speed, Stonecutting experience | |
| Disenchanting | Intelligence | Disenchanting 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.
The hit. Accuracy 100 × 1.4 (Dexterity 14) = 140, against the orc's evasion 100: 75% + (140 − 100) ÷ 10 = 79% to land.
Block and parry. No creature blocks or parries: nothing stops a blow that lands.
The roll. The sword rolls 9-13; say 11.
Power. (100 + 4) × 1.3 (Strength 16) = 135 power: 11 × 135 ÷ 100 = 14.8.
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.
Armour. The orc's slashing armour is 140: 4 off (the hero has no penetration over 100).
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.
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.
The potency. 100 × 1.3 (Intelligence 16) = 130.
The save. The orc's Endurance save is 110: 50% + (110 − 130) = 30% to shrug it off, and a save stops it whole.
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.
