STATS & CAPS
Every stat, every number worked out from them, every property gear can carry, and every limit they run into.
- STR — Physical damage, and how much you can carry. Trained points stop at 99; points from gear and food come on top and are not capped.
- AGI — Evasion and attack speed. Trained points stop at 99; points from gear and food come on top and are not capped.
- DEX — Accuracy, and a little attack speed. Trained points stop at 99; points from gear and food come on top and are not capped.
- INT — Spell damage, maximum mana, and magic defence. Trained points stop at 99; points from gear and food come on top and are not capped.
- VIT — Maximum health and physical defence. Trained points stop at 99; points from gear and food come on top and are not capped.
- LUK — Critical hit chance. Trained points stop at 99; points from gear and food come on top and are not capped.
- Stat total — The six stats share one budget of 240 points, the 10-point floors included. At the budget, a stat set to Up only grows by taking a point from a stat set to Down.
- Starting stats — A new character rolls each stat in this range; everything after is trained.
- Stat cap from skill use — A stat that grows from pressing a skill — Meditation, Hiding and the like — stops at 70. Fighting, crafting and gathering train it to 99.
- Skills — Every skill grows on its own toward 100, and none ever drops. No item raises a skill: the number is what you trained.
- Starting skills — A new character rolls every working skill in this range. A skill that does nothing yet starts at 0.
- Max HP — How much damage you can take. Grows with VIT.
- Max MP — Mana for spells and a staff’s attacks. Grows with INT.
- HP regen — Health back over time, out of combat only.
- MP regen — Mana back over time. Meditation multiplies it, and standing still meditating adds Meditation / 100 × 2 more until you act. In combat it runs at 20%.
- Atk — Physical attack power: your STR plus the weapon you hold. The stat part is STR (DEX for a bow) + the other one × 0.2 + LUK × 0.33, times the weapon's swing time. Bare hands hit for 10. A bow or crossbow deals 15% less.
- Staff attack — A staff's basic attack. It always lands and is struck against Mdef. A staff with no damage of its own counts as 3.
- Matk — Magic attack power: your INT plus the staff or sceptre you hold. This is the power behind every spell.
- Def — Physical mitigation, from VIT and worn armour. Reduces damage taken, never to zero.
- Mdef — Magic mitigation, from INT, Resisting Spells and worn armour.
- Hit — Accuracy. Grows with DEX and the skill of the weapon you are holding.
- Flee — Evasion. Grows with AGI. Compared against the attacker’s Hit. Each point of AGI is worth more than the one before.
- Critical — Chance for a blow to critical, in percent. Grows with LUK. A critical blow cannot be dodged, ignores Def and deals × 1.2.
- Aspd — Attack speed. Grows with AGI and a little with DEX; the weapon’s own speed then sets how often you strike. Aspd is a rating, not a time: the server turns it into time between blows. With a normal-speed weapon 150 is a blow every 1000 ms, 177 every 460 ms, and the cap of 193 every 140 ms (7.1 a second). Every Attack Speed bonus and penalty — a minus on plate armour as much as a plus on a ring — goes into the speed sum first; the slow-down above 177 and the cap of 193 come after. Past 177 each point of the sum is worth 0.41 Aspd, so reaching 193 takes a sum of 216.
- Time between blows — Aspd turned into time, times the weapon's swing time. At Aspd 193 a normal weapon strikes every 140 ms and a crossbow (× 1.45) every 203 ms. A dagger (× 0.7) would strike every 98 ms, but no player strikes more often than every 140 ms, so it stops at 140 ms.
- Cast time — DEX and Cast Speed shorten a cast, by 80% at most; heavy armour lengthens it, by 50% at most.
- Carry weight — How much your bag may hold before you can pick nothing more up.
- Chance to hit — A weapon blow always has at least 10% to land and never more than 95%. Spells and a staff's attack skip this roll.
- Damage cut by Def — Def against a weapon, Mdef against a spell. 1000 Def halves a blow; no amount of it takes more than 80% off.
- Block with a shield — The chance a weapon blow is stopped dead. Only with a shield in hand.
- Shaking off a debuff — VIT resists roots and damage over time, AGI resists slows, INT every other debuff. The cap needs 100 of the stat, which takes gear on top of a trained 99.
- Move speed — Move Speed, haste and a mount multiply together and stop at the cap for how you travel. A slow applies after the cap, so a slowed rider is slower than a capped one.
- Highest spell circle — Without the Mage Knowledge ability, Magery opens spells up to circle 4 and no further.
- Highest summon tier — Skills alone open summons up to tier 4.
- Offensive passives slotted — At most 4 of your slotted abilities may raise damage, Crit or Lifesteal; the other slots go to something else.
- Using a skill — Hiding, Stealth, Poisoning and the other skills you press roll against a difficulty: 50% at equal skill, the ceiling 30 points above it, the floor 30 below.
- Exceptional craft chance — A piece of gear you craft — a weapon, armour or a shield, never a tool, potion or dish — can come off the bench Exceptional: +25% armour, or +10% damage or Matk, over the recipe, plus a random property of its slot — two once your skill is 26 past the recipe. Its card says Exceptional. The chance is 0 at the recipe's own skill and grows evenly to 25% at 40 past it; the Exceptional Craft properties raise it further.
- Max HP bonus — Max HP: adds a flat amount. Every source adds up.
- Max HP % bonus — Max HP: adds a percentage. Every source adds up.
- Max MP bonus — Max MP: adds a flat amount. Every source adds up.
- Max MP % bonus — Max MP: adds a percentage. Every source adds up.
- HP Regen Bonus — HP Regen Bonus: adds a percentage. Every source adds up.
- MP Regen Bonus — MP Regen Bonus: adds a percentage. Every source adds up.
- Def bonus — Def: adds a flat amount. Every source adds up.
- Mdef bonus — Mdef: adds a flat amount. Every source adds up.
- Shield Armour — Shield Armour: multiplies. Every source adds up.
- Blocked Blow Returned — Blocked Blow Returned: adds a percentage. Every source adds up.
- Flee bonus — Flee: adds a flat amount. Every source adds up.
- Flee % bonus — Flee: adds a percentage. Every source adds up.
- Hit bonus — Hit: adds a flat amount. Every source adds up.
- Crit Chance — Crit Chance: adds percent chance. Every source adds up, and the total stops at 40% Critical.
- Attack Speed — Attack Speed: adds a flat amount. Every source adds up, and the total stops at Aspd 193.
- Melee Damage — Melee Damage: adds a percentage. Every source adds up.
- Ranged Damage — Ranged Damage: adds a percentage. Every source adds up.
- Spell Damage (all schools) — Spell Damage (all schools): adds a percentage. Every source adds up.
- Lifesteal — Lifesteal: adds a percentage. Every source adds up.
- Bow Range — Bow Range: adds tiles of reach. Every source adds up.
- Staff Range — Staff Range: adds tiles of reach. Every source adds up.
- Point-blank Penalty Relief — Point-blank Penalty Relief: adds a percentage. Every source adds up.
- Spell Damage — Spell Damage: adds a percentage. Every source adds up.
- Cast Speed — Cast Speed: adds a percentage. Every source adds up, and the total stops at 80% off a cast.
- After-cast Delay Cut — After-cast Delay Cut: adds a percentage. Every source adds up, and the total stops at 75%.
- Cast Success — Cast Success: adds a percentage. Every source adds up.
- Highest Circle — Highest Circle: raises the highest spell circle. Every source adds up.
- Highest Summon Tier — Highest Summon Tier: raises the highest summon tier. Every source adds up.
- Reagent Save — Reagent Save: adds a percentage. Every source adds up.
- Healing Done — Healing Done: adds a percentage. Every source adds up.
- Buff Strength — Buff Strength: adds a percentage. Every source adds up.
- Buff Duration — Buff Duration: adds a percentage. Every source adds up.
- Summon Power — Summon Power: adds a percentage. Every source adds up.
- Summon Duration — Summon Duration: adds a percentage. Every source adds up.
- Summon Cooldown Cut — Summon Cooldown Cut: adds a percentage. Every source adds up.
- Summons at Once — Summons at Once: adds a flat amount. Every source adds up.
- Summon Health — Summon Health: adds a percentage. Every source adds up.
- Summon Damage — Summon Damage: adds a percentage. Every source adds up.
- Summon Toughness — Summon Toughness: adds a percentage. Every source adds up.
- Summon Move Speed — Summon Move Speed: adds a percentage. Every source adds up.
- Summon Attack Speed — Summon Attack Speed: adds a percentage. Every source adds up.
- Summon Lifesteal — Summon Lifesteal: adds a percentage. Every source adds up.
- Summon Damage Heals You — Summon Damage Heals You: adds a percentage. Every source adds up.
- Summon Takes Your Blows — Summon Takes Your Blows: adds a percentage. Every source adds up.
- Heal Cast Speed — Heal Cast Speed: adds a percentage. Every source adds up, and the total stops at 80% off a cast.
- Resurrect HP — Resurrect HP: adds a percentage. Every source adds up.
- School Power — School Power: adds a percentage. Every source adds up.
- School Mana Cost — School Mana Cost: adds a percentage. Every source adds up, and the total stops at 90%.
- School Cast Speed — School Cast Speed: adds a percentage. Every source adds up, and the total stops at 80% off a cast.
- Move Speed — Move Speed: adds a percentage. Every source adds up, and the total stops at × 1.55 on foot, × 2 mounted.
- Potion Potency — Potion Potency: adds a percentage. Every source adds up.
- Coin Find — More Coins from what you kill: each Coin drop is multiplied, rounded up. Every source adds up, with no cap.
- Skill Gain — Makes each skill gain bigger, never more likely. A gain is normally +0.1; at +50% it is +0.1 every time and +0.1 more half the time — x1.5 on average. Every source adds up, to at most +200%: a gain worth x3. A Focus Quill alone reaches that for the one skill you name.
- Stat Gain — Makes each stat gain bigger, never more likely: at +100% a gain is 2 points instead of 1. Every source adds up, with no cap.
- Drop Rate — Ordinary loot drops more often from what you kill — never Coins, uniques, rare finds or jackpots. Every source adds up, to at most +100%: x2.
- Carry Weight — Carry Weight: adds a flat amount. Every source adds up.
- Craft Success — Craft Success: adds a percentage. Every source adds up.
- Craft Refund — Craft Refund: adds a percentage. Every source adds up.
- Extra Gather — Extra Gather: adds a percentage. Every source adds up.
- Lighter Materials — Lighter Materials: adds a percentage. Every source adds up, and the total stops at 90%.
- Gather Speed — Gather Speed: adds a percentage. Every source adds up, and the total stops at 50%.
- Gather Grade — Gather Grade: adds a flat amount. Every source adds up.
- Exceptional Craft — Added to your chance that a crafted piece of gear comes out Exceptional (see Exceptional craft chance under Limits): +5% makes 25% into 30%. With Exceptional Craft (x), at most 100%.
- Exceptional Craft (x) — Multiplies your Exceptional chance after Exceptional Craft is added: +50% makes 25% into 37.5%. At most 100%.
- Tool Care — Tool Care: adds a percentage. Every source adds up.
- Maker's Mark — Maker's Mark: adds a flat amount. Every source adds up.
- Concentration — Concentration: adds a percentage. Every source adds up, and the total stops at 75%.
- Fire Resist — Fire Resist: adds a percentage. Every source adds up, and the total stops at 50%.
- Water Resist — Water Resist: adds a percentage. Every source adds up, and the total stops at 50%.
- Wind Resist — Wind Resist: adds a percentage. Every source adds up, and the total stops at 50%.
- Earth Resist — Earth Resist: adds a percentage. Every source adds up, and the total stops at 50%.
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