Stats
You can help by adding to it.
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 resistance, and mana capacity. |
CON | Concentration | Increases physical ranged attack, accuracy, and balance. |
DEX | Dexterity | Increases evasion, attack speed, and casting speed. |
VIT | Vitality | Increases maximum amount of health, and physical defense. |
LUK | Luck | Increases critical hit chance, evasion, and crafting success chance. |
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 = 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
- Stun Resistance:
Intelligence
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
- Silence Resistance:
Concentration
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
- Melee Balance:
- Attack:
- Melee Attack:
MeleeAttackPerBaseConcentration = BaseConcentration / 2.0
- Ranged Attack:
RangedAttackPerConcentration = Concentration * 2.0
- Magical Power:
MagicalPowerPerBaseConcentration = BaseConcentration / 2.0
- Melee Attack:
- 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
- Melee Accuracy:
- Resistances:
- Sleep Resistance:
SleepResistancePerConcentration = Math.Pow(Concentration, 1.5) / 35.0
- Blind Resistance:
BlindResistancePerConcentration = Math.Pow(Concentration, 1.5) / 35.0
- Sleep Resistance:
Dexterity
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
- Melee Evasion:
- Speed:
- Attack Speed:
AttackSpeedPerDexterity = Dexterity * 1.75
- Cooldown Speed:
CooldownSpeedPerDexterity = Dexterity * 0.25
- Casting Speed:
CastingSpeedPerDexterity = Dexterity * 3.0
- Attack Speed:
- Resistances:
- Root Resistance:
RootResistancePerDexterity = Math.Pow(Dexterity, 1.5) / 35.0
- Slow Resistance:
SlowResistancePerDexterity = Math.Pow(Dexterity, 1.5) / 35.0
- Root Resistance:
Vitality
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
- Poison Resistance:
Luck
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
- Melee Critical Hit Chance:
- 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
- Melee Critical Hit Evasion:
- 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
- Poison Resistance:
The Hit Rate Formula
The hit rate formula is 85% + (AttackerHitRate - TargetEvasionRate) / 2
The hit rate can go lower than 85%.
The Cast Time Formula
The cast time formula is BaseCastTime / (1 + (CastSpeed / 100))
Stats Gain Per Level
- Melee Hit Rate per character level: 0.5
- Ranged Hit Rate per character level: 0.5
- Magic Hit Rate per character level: 0.5
- Melee Evasion Rate: per character level: 0.5
- Ranged Evasion Rate: per character level: 0.5
- Magic Evasion Rate: per character level: 0.5
Other use
Also, some skills may use total values of some stats in their calculations.
Reverting spent status points
You can help by adding to it.