Stats
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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:
Abbreviation | Title | Description |
---|---|---|
STR | Strength | Increases physical melee attack and maximum weight capacity. |
INT | Intelligence | Increases magical power, magic defence, and mana capacity. |
CON | Concentration | Increases physical ranged attack, accuracy, and balance. |
DEX | Dexterity | Increases evasion rate, attack speed, and casting speed. |
VIT | Vitality | Increases maximum amount of health, and physical defence. |
LUK | Luck | Increases critical hit rate, evasion rate, and crafting success rate. |
Status Points
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 = Strength / 2.0
Intelligence
Intelligence directly affects:
- Magic Attack:
MagicAttackPerIntelligence = Intelligence * 3.0
- Mana:
ManaMultiplierPerIntelligence = 1 + (Intelligence * 0.03)
- Mana Recovery:
ManaRecoveryPerIntelligence = Intelligence / 48.0
- Magic Defense:
MagicDefensePerIntelligence = Intelligence
Concentration
Concentration directly affects:
- 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
- Melee Attack:
MeleeAttackPerBaseConcentration = Concentration / 2.0
- Ranged Attack:
RangedAttackPerConcentration = Concentration * 2.0
- Magic Attack:
MagicAttackPerBaseConcentration = Concentration / 2.0
- Melee Hit Rate:
MeleeHitRatePerConcentration = Concentration
- Ranged Hit Rate:
RangedHitRatePerConcentration = Concentration
- Magic Hit Rate:
MagicHitRatePerConcentration = Concentration
Dexterity
Dexterity directly affects:
- Magic Defense:
MagicDefencePerBaseDexterity = Dexterity / 4.0
- Melee Evasion Rate:
MeleeEvasionRatePerDexterity = Dexterity
- Ranged Evasion Rate:
RangedEvasionRatePerDexterity = Dexterity
- Magic Evasion Rate:
MagicEvasionRatePerDexterity = Dexterity
- Attack Speed:
AttackSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 5.0
- Cooldown Speed:
CooldownSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 40.0
- Casting Speed:
CastingSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 3.0
Vitality
Vitality directly affects:
- Health:
HealthMultiplierPerVitality = 1.0 + (Math.Pow(Vitality, 0.7) * 0.1)
- Health Recovery:
HealthRecoveryPerVitality = Vitality / 15.0
- Defense:
DefensePerVitality = (Vitality / 2.0) + Math.Max(Vitality * 0.03, (Math.Pow(Vitality, 2) / 150.0) - 1)
Luck
Luck directly affects:
- Melee Critical Hit Rate:
MeleeCriticalHitRatePerLuck = Luck / 3.0
- Ranged Critical Hit Rate:
RangedCriticalHitRatePerLuck = Luck / 3.0
- Magic Critical Hit Rate:
MagicCriticalHitRatePerLuck = Luck / 3.0
The Hit Rate Formula
The hit rate formula is 85% + (AttackerHitRate - TargetEvasionRate) / 2
The hit rate can go lower than 85%.
Other use
Also, some skills may use total values of some stats in their calculations.
Reverting spent status points
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