Stats/uk

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Revision as of 16:55, 26 July 2024 by Neris (talk | contribs) (Created page with "=== Інтелект ===")
Ymirheim Stats
Stats in the original game

Stats are main character attributes that can be increased by spending status points obtained by leveling up.

They are not being used in combat directly but instead they affect many other attributes.

Unlike the original version of the game, there are six stats available on Ymirheim:

Абревіатура Назва Опис
STR Сила Збільшує фізичну атаку ближнього бою і максимальну переносиму вагу.
INT Інтелект Збільшує магічну силу, стійкість до магії та максимальний запас мани.
CON Консентрація Збільшує фізичну атаку дальнього бою, точність та баланс.
DEX Спритність Збільшує шанс ухилення, швидкість атаки та швидкість підготовки навиків.
VIT Життєвість Збільшує максимальний запас здоров'я та фізичний захист.
LUK Удача Збільшує шанс критичних ударів, ухилення та вдалого виробництва.

Each time you level up your base level, you receive 2 status points.

Additionally, you receive one bonus status point when you reach levels 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, and 99.

One status point allows you to increase any stat by one (up to 99). New characters always start with all stats set to 1 with no status points available.

Affect on other attributes

Strength

Strength directly affects:

  • Melee Attack: MeleeAttackPerStrength = Strength * 2.0
  • Ranged Attack: RangedAttackPerBaseStrength = BaseStrength / 2.0
  • Weight Capacity: WeightCapacityPerBaseStrength = (BaseStrength - 1) * 300.0
  • Resistances:
    • Stun Resistance: StunResistancePerStrength = Math.Pow(Strength, 1.5) / 35.0
    • Burning Resistance: BurningResistancePerStrength = Math.Pow(Strength, 1.5) / 35.0

Інтелект

Intelligence directly affects:

  • Magical Power: MagicalPowerPerIntelligence = Intelligence * 3.0
  • Magic Resistance: MagicResistancePerIntelligence = Intelligence
  • Mana: ManaMultiplierPerIntelligence = 1 + (Intelligence * 0.03)
  • Mana Recovery Rate: ManaRecoveryRatePerIntelligence = Intelligence / 48.0
  • Resistances:
    • Silence Resistance: SilenceResistancePerIntelligence = Math.Pow(Intelligence, 1.5) / 35.0
    • Freeze Resistance: FreezeResistancePerIntelligence = Math.Pow(Intelligence, 1.5) / 35.0

Концентрація

Concentration directly affects:

  • Balance:
    • Melee Balance: MeleeBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0
    • Ranged Balance: RangedBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0
    • Magic Balance: MagicBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0
  • Attack:
    • Melee Attack: MeleeAttackPerBaseConcentration = BaseConcentration / 2.0
    • Ranged Attack: RangedAttackPerConcentration = Concentration * 2.0
    • Magical Power: MagicalPowerPerBaseConcentration = BaseConcentration / 2.0
  • Accuracy:
    • Melee Accuracy: MeleeAccuracyPerConcentration = Math.Pow(Concentration, 0.8) * 2.5
    • Ranged Accuracy: RangedAccuracyPerConcentration = Math.Pow(Concentration, 0.8) * 2.5
    • Magic Accuracy: MagicAccuracyPerConcentration = Math.Pow(Concentration, 0.8) * 2.5
  • Resistances:
    • Sleep Resistance: SleepResistancePerConcentration = Math.Pow(Concentration, 1.5) / 35.0
    • Blind Resistance: BlindResistancePerConcentration = Math.Pow(Concentration, 1.5) / 35.0

Спритність

Dexterity directly affects:

  • Magic Resistance: MagicResistancePerBaseDexterity = BaseDexterity / 4.0
  • Evasion:
    • Melee Evasion: MeleeEvasionPerDexterity = Math.Pow(Dexterity, 0.8) * 2
    • Ranged Evasion: RangedEvasionPerDexterity = Math.Pow(Dexterity, 0.8) * 2
    • Magic Evasion: MagicEvasionPerDexterity = Math.Pow(Dexterity, 0.8) * 2
  • Speed:
    • Attack Speed: AttackSpeedPerDexterity = Dexterity * 1.75
    • Cooldown Speed: CooldownSpeedPerDexterity = Dexterity * 0.25
    • Casting Speed: CastingSpeedPerDexterity = Dexterity * 3.0
  • Resistances:
    • Root Resistance: RootResistancePerDexterity = Math.Pow(Dexterity, 1.5) / 35.0
    • Slow Resistance: SlowResistancePerDexterity = Math.Pow(Dexterity, 1.5) / 35.0

Життєвість

Vitality directly affects:

  • Health: HealthMultiplierPerVitality = 1.0 + (Math.Pow(Vitality, 0.7) * 0.1)
  • Health Recovery Rate: HealthRecoveryRatePerVitality = Vitality / 15.0
  • Defense: DefensePerVitality = Vitality
  • Resistances:
    • Poison Resistance: PoisonResistancePerVitality = Math.Pow(Vitality, 1.5) / 35.0
    • Bleeding Resistance: BleedingResistancePerVitality = Math.Pow(Vitality, 1.5) / 35.0

Удача

Luck directly affects:

  • Lucky Dodge Chance: LuckyDodgeChancePerLuck = Luck / 10.0
  • Critical Hit Chance:
    • Melee Critical Hit Chance: MeleeCriticalHitChancePerLuck = Luck / 3.0
    • Ranged Critical Hit Chance: RangedCriticalHitChancePerLuck = Luck / 3.0
    • Magic Critical Hit Chance: MagicCriticalHitChancePerLuck = Luck / 3.0
  • Critical Hit Evasion:
    • Melee Critical Hit Evasion: MeleeCriticalHitEvasionPerLuck = Luck / 6.0
    • Ranged Critical Hit Evasion: RangedCriticalHitEvasionPerLuck = Luck / 6.0
    • Magic Critical Hit Evasion: MagicCriticalHitEvasionPerLuck = Luck / 6.0
  • Resistances:
    • Poison Resistance: PoisonResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
    • Root Resistance: RootResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
    • Slow Resistance: SlowResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
    • Sleep Resistance: SleepResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
    • Stun Resistance: StunResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
    • Silence Resistance: SilenceResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
    • Blind Resistance: BlindResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
    • Bleeding Resistance: BleedingResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
    • Burning Resistance: BurningResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
    • Freeze Resistance: FreezeResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0

Other use

Some items may require certain amount of specific stat to be equipped. Also, some skills may use total values of some stats in their calculations (see skill descriptions for more information).


Reverting spent status points