Faster Run/Walk (FRW)
(R/W from gear + 0.04 X Skill R/W = Actual R/W speed)
Code: Select all
5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75%
6.16 6.36 6.52 6.68 6.84 7.00 7.12 7.24 7.36 7.48 7.60 7.68 7.80 7.88 8.00 Light Armor & Shield (0.0)
5.96 6.16 6.32 6.48 6.64 6.80 6.92 7.04 7.16 7.28 7.40 7.48 7.60 7.68 7.80 Light & Medium (-0.2)
5.76 5.96 6.12 6.28 6.44 6.60 6.72 6.84 6.96 7.08 7.20 7.28 7.40 7.47 7.60 2 Medium or Light & Heavy (-0.4)
5.56 5.76 5.92 6.08 6.24 6.40 6.52 6.64 6.76 6.88 7.00 7.08 7.20 7.28 7.40 1 Medium & 1 Heavy (-0.6)
5.36 5.56 5.72 5.88 6.04 6.20 6.32 6.44 6.56 6.68 6.80 6.88 7.00 7.08 7.20 Heavy Armor & Shield (-0.8)
80% 85% 90% 95% 100% 105% 110% 115% 120% 125% 130% 135% 140% 145% 150%
8.08 8.16 8.24 8.32 8.40 8.44 8.52 8.60 8.64 8.72 8.76 8.84 8.88 8.92 9.00 Light Armor & Shield (0.0)
7.88 7.96 8.04 8.12 8.20 8.24 8.32 8.40 8.44 8.52 8.56 8.64 8.68 8.72 8.80 Light & Medium (-0.2)
7.68 7.76 7.84 7.92 8.00 8.04 8.12 8.20 8.24 8.32 8.36 8.44 8.48 8.52 8.60 2 Medium or Light & Heavy (-0.4)
7.48 7.56 7.64 7.72 7.80 7.84 7.92 8.00 8.04 8.12 8.16 8.24 8.28 8.32 8.40 1 Medium & 1 Heavy (-0.6)
7.28 7.36 7.44 7.52 7.60 7.64 7.72 7.80 7.84 7.92 7.96 8.04 8.08 8.12 8.20 Heavy Armor & Shield (-0.8)
155% 160% 165% 170% 175% 180% 185% 190% 195% 200% 210% 220% 230% 240% 250%
9.04 9.08 9.12 9.16 9.20 9.24 9.28 9.32 9.36 9.40 9.48 9.56 9.60 9.68 9.72 Light Armor & Shield (0.0)
8.84 8.88 8.92 8.96 9.00 9.04 9.08 9.12 9.16 9.20 9.28 9.36 9.40 9.48 9.52 Light & Medium (-0.2)
8.64 8.68 8.72 8.76 8.80 8.84 8.88 8.92 8.96 9.00 9.08 9.16 9.20 9.28 9.32 2 Medium or Light & Heavy (-0.4)
8.44 8.48 8.52 8.56 8.60 8.64 8.68 8.72 8.76 8.80 8.88 8.96 9.00 9.08 9.12 1 Medium & 1 Heavy (-0.6)
8.24 8.28 8.32 8.36 8.40 8.44 8.48 8.52 8.56 8.60 8.68 8.76 8.80 8.88 8.92 Heavy Armor & Shield (-0.8)
Read Faster Run/Walk for more info.
Faster Hit Recovery (FHR)
FHR -- Frames
0% ------ 11
6% ------ 10
13% ----- 9
20% ----- 8
32% ----- 7
52% ----- 6
86% ----- 5
174% --- 4
600% --- 3
Assassin
FHR -- Frames
0% ------- 9
7% ------- 8
15% ----- 7
27% ----- 6
48% ----- 5
86% ----- 4
200% --- 3
4680% - 2
Barbarian
FHR -- Frames
0% ------- 9
7% ------- 8
15% ----- 7
27% ----- 6
48% ----- 5
86% ----- 4
200% --- 3
4680% - 2
Druid Hit by a 1-handed weapon or 2-handed sword held in one hand
FHR -- Frames
0% ------ 14
3% ------ 13
7% ------ 12
13% ---- 11
19% ---- 10
29% ----- 9
42% ----- 8
63% ----- 7
99% ----- 6
174% --- 5
456% --- 4
Druid Hit by any other weapon
FHR -- Frames
0% ------ 13
5% ------ 12
10% ---- 11
16% ---- 10
26% ----- 9
39% ----- 8
56% ----- 7
86% ----- 6
152% --- 5
377% --- 4
Druid ( Werewolf)
FHR -- Frames
0% ------- 7
9% ------- 6
20% ----- 5
42% ----- 4
86% ----- 3
280% --- 2
Druid ( Werebear)
FHR -- Frames
0% ------- 13
5% ------- 12
10% ----- 11
16% ----- 10
24% ------ 9
37% ------ 8
54% ------ 7
86% ------ 6
152% ---- 5
360% ---- 4
Necromancer
FHR -- Frames
0% ------ 13
5% ------ 12
10% ---- 11
16% ---- 10
26% ----- 9
39% ----- 8
56% ----- 7
86% ----- 6
152% --- 5
377% --- 4
Paladin
FHR -- Frames
0% -------- 9
7% -------- 8
15% ------ 7
27% ------ 6
48% ------ 5
86% ------ 4
200% ---- 3
4680% -- 2
Sorceress
FHR -- Frames
0% ------ 15
5% ------ 14
9% ------ 13
14% ---- 12
20% ---- 11
30% ---- 10
42% ----- 9
60% ----- 8
86% ----- 7
142% --- 6
280% --- 5
1480% - 4
Amazon: 6 / 13 / 20 / 32 / 52 / 86 / 174 / 600
Assassin: 7 / 15 / 27 / 48 / 86 / 200
Barbarian: 7 / 15 / 27 / 48 / 86 / 200
Druid (1 Hand): 3 / 7 / 13 / 19 / 29 / 42 / 63 / 99 / 174 / 456
Druid: 5 /10 / 16 / 26 / 39 / 56 /86 / 152 / 377
Druid (Bear): 5 / 10 / 16 / 24 / 37 / 54 / 86 / 152 / 360
Druid (Wolf): 9 / 20 / 42 / 86 / 280
Necromancer: 5 / 10 / 16 / 26 / 39 / 56 / 86 / 152 / 377
Paladin: 7 / 15 / 27 / 48 / 86 / 200
Sorceress: 5 / 9 / 14 / 20 / 30 / 42 / 60 / 86 / 142 / 280
Hit Recovery Trigger
A normal attack, like the default melee of a barbarian, will put you into hit recovery
37.5% of the time if it deals 1/16 your max hit points
75% of the time if it deals 1/8 your max hit points
100% of the time if it deals 1/4 your max hit points
These same odds / proportions apply to *most* attacks. However, some use a divisor of 8, like Bone Spear. This means the attack will require more damage to put you into hit recovery.
37.5% of the time if it deals 1/8 your max hit points
75% of the time if it deals 1/4 your max hit points
100% of the time if it deals 1/2 your max hit points
As a rule of thumb, melee attacks = 1/16, ranged attacks = 1/8, spells = 1/16, with notable exceptions like Bone Spear.
For more info read the Hit Recovery FAQ.
Faster Cast Rate (FCR)
FCR -- Frames
0% ------ 19
7% ------ 18
14% ---- 17
22% ---- 16
32% ---- 15
48% ---- 14
68% ---- 13
99% ---- 12
152% -- 11
Assassin
FCR -- Frames
0% ------ 16
8% ------ 15
16% ---- 14
27% ---- 13
42% ---- 12
65% ---- 11
102% -- 10
174% --- 9
Barbarian
FCR -- Frames
0% ------ 13
9% ------ 12
20% ---- 11
37% ---- 10
63% ----- 9
105% --- 8
200% --- 7
Druid (human)
FCR -- Frames
0% ------ 18
4% ------ 17
10% ---- 16
19% ---- 15
30% ---- 14
46% ---- 13
68% ---- 12
99% ---- 11
163% -- 10
Druid ( Werewolf)
FCR -- Frames
0% ------ 16
6% ------ 15
14% ---- 14
26% ---- 13
40% ---- 12
60% ---- 11
95% ---- 10
157% --- 9
Druid ( Werebear)
FCR -- Frames
0% ------ 16
7% ------ 15
15% ---- 14
26% ---- 13
40% ---- 12
63% ---- 11
99% ---- 10
163% --- 9
Necromancer
FCR -- Frames
0% ------ 15
9% ------ 14
18% ---- 13
30% ---- 12
48% ---- 11
75% ---- 10
125% --- 9
Necromancer ( Vampire)
FCR -- Frames
0% ------ 23
6% ------ 22
11% ---- 21
18% ---- 20
24% ---- 19
35% ---- 18
48% ---- 17
65% ---- 16
86% ---- 15
120% -- 14
180% -- 13
Paladin
FCR -- Frames
0% ------ 15
9% ------ 14
18% ---- 13
30% ---- 12
48% ---- 11
75% ---- 10
125% --- 9
Sorceress
FCR -- Frames
0% ------ 13
9% ------ 12
20% ---- 11
37% ---- 10
63% ----- 9
105% --- 8
200% --- 7
Sorceress (Lightning / Chain Lightning)
FCR -- Frames
0% ------ 19
7% ------ 18
15% ---- 17
23% ---- 16
35% ---- 15
52% ---- 14
78% ---- 13
117% -- 12
194% -- 11
Amazon: 7 / 14 / 22 / 32 / 48 / 68 / 99 / 152
Assasin: 8 / 16 / 27 / 42 / 65 / 102 / 174
Barbarian: 9 / 20 / 37 / 63 / 105 / 200
Druid: 4 / 10 / 19 / 30 / 46 / 68 / 99 / 163
Druid Bear: 7 / 15 / 26 / 40 / 63 / 99 / 163
Druid Wolf: 6 / 14 / 26 / 40 / 60 / 95 / 157
Necromancer: 9 / 18 / 30 / 48 / 75 / 125
Paladin: 9 / 18 / 30 / 48 / 75 / 125
Sorceress: 9 / 20 / 37 / 63 / 105 / 200
Sorceress (Lightning): 7 / 15 / 23 / 35 / 52 / 78 / 117 / 194
Faster Block Rate (FBR)
FBR -- Frames
0% ----- 17
4% ----- 16
6% ----- 15
11% --- 14
15% --- 13
23% --- 12
29% --- 11
40% --- 10
56% ---- 9
80% ---- 8
120% -- 7
200% -- 6
480% -- 5
Amazon Hit by any other weapon
FBR -- Frames
0% ------- 5
13% ----- 4
32% ----- 3
86% ----- 2
600% --- 1
Assassin
FBR -- Frames
0% ------ 5
13% ---- 4
32% ---- 3
86% ---- 2
600% -- 1
Barbarian
FBR -- Frames
0% ------- 7
9% ------- 6
20% ----- 5
42% ----- 4
86% ----- 3
280% --- 2
Druid
FBR -- Frames
0% ------ 11
6% ------ 10
13% ----- 9
20% ----- 8
32% ----- 7
52% ----- 6
86% ----- 5
174% --- 4
600% --- 3
Druid ( Werewolf)
FBR -- Frames
0% ------- 9
7% ------- 8
15% ----- 7
27% ----- 6
48% ----- 5
86% ----- 4
200% --- 3
Druid ( Werebear)
FBR -- Frames
0% ------- 12
5% ------- 11
10% ----- 10
16% ------ 9
27% ------ 8
40% ------ 7
65% ------ 6
109% ---- 5
223% ---- 4
Necromancer
FBR -- Frames
0% ------ 11
6% ------ 10
13% ----- 9
20% ----- 8
32% ----- 7
52% ----- 6
86% ----- 5
174% --- 4
600% --- 3
Paladin (With Holy Shield)
FBR -- Frames
0% ------- 2
86% ----- 1
Paladin (Without Holy Shield)
FBR -- Frames
0% ------ 5
13% ---- 4
32% ---- 3
86% ---- 2
600% -- 1
Sorceress
FBR -- Frames
0% ------- 9
7% ------- 8
15% ----- 7
27% ----- 6
48% ----- 5
86% ----- 4
200% --- 3
4680% - 2
Character Attributes
There is no limit to how high you can increase your Attributes. However, since you only receive 5 attribute points per level (plus 5 additional points as a reward for completing one of the Quests), there is a limit to the amount of attribute points that you can earn.
Strength affects the amount of damage your attacks inflict and the type of armor and weapons you can equip. Your Attack Damage is listed to the right of your Strength; it shows you the damage the attacks assigned to your left- and right-attack icons will deal. No weapon or piece of armor requires more than 253 Strength. Increasing your Strength above 253 will only give minor increases in damage, so you should probably spend your points elsewhere. Because Paladins and Barbarians are the only ones likely to wear the heavier armor, these are the only classes that should bother increasing their strength to 253. Amazon bows never require more than 134 Strength, although you may want to increase your Amazon's Strength above this if you want to use stronger belts and armor. Amazon Spears and Crossbows require as much as 152 Strength. Necromancers and Sorceresses typically spend less points in Strength, however, they may wish to place more points in Strength to wear certain Unique and Set items designed for them. It might be wise to devote a few more points to Strength so that you can wear stronger armor, too. Before spending too many of your hard-won points, remember that magical armor often has reduced Strength requirements; if you're a little picky about your items, you can get by with a lower Strength. Some items have Attributes that lower the required Strength. (Note: this does use up one of the item's attributes, but it's not much of an issue if you find a Rare piece of armor, with up to 6 magical attributes.)
Any character can wear items that increase Strength. Consider these items if you don't meet the requirements for an item you want to use.
Attack Damage - The first field represents the damage for the action assigned to your Left Action Icon, while the second field represents the damage for the Right Action Icon, regardless of whether the action is an attack, a skill, or a spell. The higher the number, the more damage your character will do per attack. If a field is blank, the action assigned to that slot does not cause direct damage.
For Thrown and Melee Weapons:
Final_Min_Damage = Weapon_Min_Damage * (Str + 100) / 100
Final_Max_Damage = Weapon_Max_Damage * (Str + 100) / 100
For Bows and Crossbows:
Final_Min_Damage = Weapon_Min_Damage * (Dex + 100) / 100
Final_Max_Damage = Weapon_Max_Damage * (Dex + 100) / 100
Total Damage:
Minimum Damage = (Weapon Minimum Damage + (+x To Minimum Damage)) * (1 + StatsBonus + (+x% Enhanced Damage) / 100) * Modifier
Maximum Damage = (Weapon Maximum Damage + (+x To Maximum Damage)) * (1 + StatsBonus + (+x% Enhanced Damage) / 100) * Modifier
+x % Enhanced Damage = all +x % Enhanced Damage from different items (jewels in armor/ Helm/shield, Lionheart etc.) and skills (both your skills, and others auras and Heart of Wolverine). +x% Enhanced Damage versus demons/undead is put here as well. -x% dmg from skills like Weaken, Taunt (monster only) and Battle Cry is put here. If monsters have no StatsBonus or Skill Enhanced Damage%, then -x% dmg will lower their dmg by the stated amount. When they have an aura (Might/Fanatacism), the -x% reduces the skill Enhanced Damage%.
'+x To Minimum/Maximum Damage' in this case is from items other than the weapon (armor and charms).
Damage +x (ie, The Redeemer) is the same as +Minimum/Maximum Damage, with the +Minimum and +Maximum being equal to the amount shown. The Character Screen does not take Damage +x into account when calculating total damage.
StatsBonus = a damage bonus you get from your strength and/or Dexterity (depends on what kind of weapon you're using). Hammers ( War Hammer, Maul, Great Maul and their upgrades) : 1.10*str / 100 Daggers, Throwing Weapons and Assassin Claws: (0.75*str / 100) + (0.75*dex / 100) Bows and Crossbows: dex / 100
Amazon Only Spears/Javelins: (0.80*str / 100) + (0.50 *dex /100)
Other Weapons: str / 100
Rounded down to 0.01 accuracy (ie, for Hammers 157 Strength is a StatsBonus of 1.72)
Modifier
Default = 1
Multiple Shot/ Strafe/ Lightning Bolt = 0.75
Critical Hit/Deadly Strike = 2
Blade Fury (1-handed weapons) = 0.75
Blade Sentinel/ Blade Fury (2-handed weapons) = 0.375
Blade Shield = 0.25
+x % Enhanced Damage jewels in weapons enhances the weapon damage directly, but if you place the jewels in armor/shield/ Helm, the bonus will be added along with the Stats-bonus and skills.
Dexterity reflects your character's agility. Your ability to defend against attacks and your success in hitting targets with your melee and ranged attacks are both determined by your dexterity. These attributes are expressed as your Attack Rating and Defense Rating:
Attack Ratings - The first field represents the Attack Rating for the action linked to your Left Action Icon, while the second field represents the action for the Right Action Icon. The higher the value, the more often you will hit in battle. Magical attacks and non-combat skills do not have Attack Ratings, and if these are selected in an Action Icon, that field will be blank.
Melee fighters need at least 50-75% Attack Rating to hit their targets reliably. If you are a melee fighter and your hits are missing too often, add more points to Dexterity or find (or gamble for) a Dexterity-boosting item. Additionally, you will have a better chance of hitting your targets if your character is a higher level than your target. Spend some time leveling up if you're having trouble hitting even after boosting your Dexterity.
Chance to Hit: 100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)
where AR = Attack Rating of Attacker; DR = Defense Rating of Defender; alvl = Level of Attacker; dlvl = Level of Defender.
The Class Bonus to level of attacker is:
20 for Barbarians and Paladins
15 for Assassins
5 for Amazons and Druids
-10 for Necromancers
-15 for Sorceresses
Melee attacks will never have less than 5% or more than 95% chance to hit.
Defense Rating - This reflects your ability to Dodge attacks in combat. The higher the value, the less often your character will be hit. Highlight your Defense Rating with your cursor to display the percentage change a creature would need to hit you successfully for the last monster you have fought.
If you remove all equipment that affects your Defense Rating, your Defense Rating = Dex / 4 (round down).
Melee attacks will never have less than 5% or more than 95% chance to hit.
Will a higher Defense Rating reduce the amount of damage I receive when I'm hit?
No, a higher Defense Rating reduces the chance that monster will hit you.
I put on armor that has a Defense Rating of 100, but my character's overall Defense Rating increases by 200. Why?
Your Dexterity bonus might account for this, as might passive skills (such as Barbarian Iron Skin) or any magical bonuses that boost Defense Rating.
Vitality determines your character's Life and Stamina.
Stamina affects how far you can run before tiring out and needing to rest.
Life represents the amount of damage your character can endure before dying. Life does not regenerate by itself; it must be replenished either by using healing potions, equipping items that Replenish Life, or visiting a healer.
Chance of Double Heal
Your Vitality determines your chance of restoring twice the normal Hit Points from a Healing Potion:
Chance of Double Heal for Vitality up to 200 if Vitality is even: (Vit - 2) / 4
Chance of Double Heal for Vitality up to 200 if Vitality is odd: (Vit - 1) * (Vit - 1) / (4 * Vit)
Chance of Double Heal for 200 Vitality and up: 100 * (Vit - 101) / Vit
The quality and type of potion used does not affect the formula.
Replenish Life Forumula
(25 * "+Replenish Life") / 256 = Life Gained Per Second
For example, if +5 Replenish Life:
(25 * 5) / 256 = .48828 Life Per Second
An easier-to-use approximation is +Replenish Life/10 = .50
Energy determines how much Mana your character possesses.
Mana is your character's spiritual essence. Each time certain skills are used, such as the Sorceress's Fire Bolt or the Barbarian's Double Swing, some mana is consumed. Without items with Regenerate Mana +x%, or the Sorceress' passive skill Warmth, your Mana pool will be fully replenished in 120 seconds (or 2 minutes), if it were completely empty at first.
Chance of Double Mana Regeneration
Your Energy determines your chance of receiving twice the normal Mana points from a Mana Potion:
Chance of Double Mana for Energy up to 200 if Energy is even: (Energy - 2) / 4
Chance of Double Mana for Energy up to 200 if Energy is odd: (Energy - 1) * (Energy - 1) / (4 * Energy)
Chance of Double Mana for 200 Energy and up: 100 * (Energy - 101) / Energy
The quality and type of potion used does not affect the formula.
Mana Regeneration Formula
The following formula is used to calculate how much Mana a character can regenerate per second:
25 * [[256 * max_mana / (25 * 120)] * (100 + %Mana Regeneration) / 100] / 256
Totals within the [ ] brackets are rounded down.
For example, with 900 Mana and level 20 Warmth (+258% Mana Regeneration), we regenerate 26.5625 Mana/second.
25 * [[(256 * 900) / (25 * 120)] * (100 + 258) / 100] / 256
25 * [[230400 / 3000] * (358 / 100)] / 256
25 * [76 * 3.58] / 256
25 * [272] / 256 = 26.5625 Mana/second
This simpler formula gives an approximation: (M * R) / 120. M = Maximum Mana
R = (100 + %Mana Regeneration) / 100
(900 * (100 + 258) / 100) / 120 = 26.85
Increasing your Mana (with items, for example) is a good way to increase Mana Regeneration.
Stamina affects how far you can run. Having more stamina means you can run farther before tiring out.
Heavier Armor Drains Stamina Faster and Reduces Run/Walk Speed
Wearing Medium or Heavy Armor and/or Shield drains your Stamina faster and reduces your Run/Walk speed. Light Armor does not affect Stamina Drain nor Run/Walk speed. The penalty for equipping Heavy Shields and Armor stacks, so -10% from a Shield and -10% from Armor would make you run 20% slower, as an estimate. If you're having serious problems with Stamina, switch to Medium or Light Armor and/or Shield.
Light Armor (ArmorSpeed=0)
Quilted Armor/ Ghost Armor/ Dusk Shroud
Leather Armor/ Serpentskin Armor/ Wyrmhide
Hard Leather Armor/ Demonhide Armor/ Scarab Husk
Studded Leather Armor/ Trellised Armor/ Wire Fleece
Breast Plate/ Cuirass/ Great Hauberk
Light Plate/ Mage Plate/ Archon Plate
Light Shields
Necromancer Shrunken Heads
Paladin Shields
Buckler/ Defender/ Heater
Small/Round/ Luna
Kite/Dragon/ Monarch
Bone/Grim/ Troll Nest
Spiked/Barbed/ Blade Barrier
Medium Armor (ArmorSpeed=5; 5% speed decrease)
Ring Mail/ Linked Mail/ Diamond Mail
Chain Mail/ Mesh Armor/ Boneweave
Splint Mail/ Russet Armor/ Balrog Skin
Field Plate/ Sharktooth Armor/ Kraken Shell
Gothic Plate/ Embossed Plate/ Lacquered Plate
Ancient Armor/Ornate Armor/ Sacred Armor
Medium Shields (5% speed decrease)
Large/ Scutum/ Hyperion
Gothic/Ancient/ Ward
Heavy Armor (ArmorSpeed=10; 10% speed decrease)
Scale Mail/ Tigulated Mail/ Loricated Mail
Plate Mail/ Templar Coat/Hellforged Plate
Full Plate/ Chaos Armor/ Shadow Plate
Heavy Shields (10% speed decrease)
Tower/ Pavise/ Aegis
Stamina Gain
Standing still: Max_Stamina / 256
Walking in town: [Max_Stamina / 2] / 256
Walking outside town (if Stamina>0): [Max_Stamina / 2] / 256
Example:
A character with a max Stamina of 167 and a +52% stamina recovery rate is currently walking in town. He will then regain
25 * ([[167 / 2] * (100 + 52) / 100] / 256) = 12.305 Stamina per second
Stamina Loss
25 * (40 * (1 + [ArmorSpeed / 10]) * ItemDrainRate / 256)
ArmorSpeed is the value listed for your currently equipped armor and shield (add them up).
ItemDrainRate is any percentage bonus your items give you to x% Slower Stamina Drain. The Treads of Cthon (50%) are one of the items to have this.
Example:
Light Armor: 25 * (40 * (1 + [0 / 10]) / 256) = 25 (40 / 256) = 3.91 Stamina per second.
How does one fix Stamina problems?
If you find you are running out of Stamina too quickly, equip magic items that add to Max Stamina and that regenerate Stamina. Also, next time you level up, devote more points to Vitality.
Other Stamina-Replenishing Options
Stamina Shrines give you unlimited Stamina for a limited time. Stamina Shrines regenerate, so you can use them multiple times.
Some items possess Magical Attributes that increase your walking or running speeds. Using these items does not use more Stamina than normal movement.
You can find items of Pacing, Haste, Speed, and Unique and Set items that increase walking and running speed. These items do not take any additional Stamina and allow your character to walk or run faster.
Stamina Potions act as a Stamina Shrine by giving you unlimited Stamina for 30 Seconds, and drinking additional Stamina Potions adds 30 seconds to that timer per Stamina Potion drunk.
Some Magical Items have Magical Attributes that will help you regain Stamina.
The Druid Werewolf form gives a bonus to Stamina.
The Barbarian's Passive Combat Skills can offer Increased Stamina and Increased Speed. He can also use the Battle Orders Warcry to increase Max Stamina, Life, and Mana for himself, his Hirelings, and his whole party.
The Paladin has a Defensive Aura called Vigor, which increases Stamina Recovery Rate, Maximum Stamina, and Speed.
Blocking
Blocking determines your chance to defend against physical melee and ranged attacks. If you block an attack you will receive no damage. If you run your mouse over your Defense on the Character Screen you will see a percentage to block if you are carrying a Shield or Necromancer Shrunken Heads. If you do not have a shield or Shrunken Heads you will not see this listed.
When a player blocks, that is, after a hit has already occurred, probability is computed that a player will block as follows:
Total Blocking = (Blocking * (Dexterity - 15)) / (Character Level * 2)
Blocking = A total of the Blocking on all of your items.
To raise your % Chance to Block spend more points in Dexterity in addition to getting higher % Chance to Block via items. The block value itself is a combination of a value inherent to that particular player class, and any other block bonuses from items. This value is capped at 75%. If the roll of the dice denies a true block, or if the player can't block at all, then and only then, are skills such as Amazon Avoid and Assassin Weapon Block checked for blocking.
Note that if a player is running, the Total Blocking percentage is reduced to 1/3rd of its original value, with a Cap of 25%.
Basics
Amazon
This powerful woman warrior belongs to nomadic bands who roam the plains near the South Sea. The wandering of these groups often brings them into conflict with other peoples, so the Amazon is accustomed to fighting to defend her own. This lifestyle has made her fiercely independent and able to weather severe hardship and travel. While her skill with the bow rivals that of the Rogues, the Amazon is also adept in the use of spears and other throwing weapons, as well as in hand to hand combat. The Amazon is much sought after as a mercenary, in which type of service she will be loyal as long as her own ends are also served.
Starting Attributes
Strength: 20
Dexterity: 25
Vitality: 20
Energy: 15
Hit Points: 50
Stamina: 84
Mana: 15
Each Character Level
Life +2
Stamina +1
Mana +1.5
Attribute Point Effect
1 Vitality point gives 3 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 1.5 Mana
Additional Information
Skills
Breakpoint Tables
Code: Select all
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR, 1hs *) 0 4 6 11 15 23 29 40 56 80 120 200 480
other 0 13 32 86 600
FCR 0 7 14 22 32 48 68 99 152
FHR 0 6 13 20 32 52 86 174 600
*) 1hs: one-handed swinging weapons.
Javelins and knives are classified as one-handed thrusting weapons (1ht).
Thus, if you are wielding e.g. Titan's Revenge, the FBR breakpoints are given by the second row (other).
Assassin
The Assassins are an ancient order originally founded by the Vizjerei to hunt down and eliminate rogue mages within their own ranks. Employing secret disciplines to combat and resist the magical abilities of their elusive quarry, the Assassin's bag of tricks includes traps and other infernal devices, martial arts, and powerful mental abilities. Common people know nothing of the Assassins, but they are widely feared and respected by all who employ the magic arts.
Starting Attributes
Strength: 20
Dexterity: 20
Vitality: 20
Energy: 25
Hit Points: 50
Stamina: 95
Mana: 25
Each Character Level
Life +2
Stamina +1.25
Mana +1.5
Attribute Point Effect
1 Vitality point gives 3 Life
1 Vitality point gives 1.25 Stamina
1 Energy point gives 1.75 Mana
Additional Information Skills Kick Damage
MinDamage=(str+dex-20)/4)*(100+skill_bonus)/100 + BootMinDam*(100+str*StrBonus/100+skill_bonus)/100
MaxDamage=(str+dex-20)/3)*(100+skill_bonus)/100 + BootMaxDam*(100+str*StrBonus/100+skill_bonus)/100
Claw Damage Formulae
Claw Stats bonus:
[Dex x 0.0075] + [Str x 0.0075] + 1
[]: Use up to the second decimal point. (ex. 1.6875 use 1.68)
[225 x 0.0075] + [225 x 0.0075] + 1
[1.6875] + [1.6875] + 1
[1.68] + [1.68] + 1
4.36
Claw Mastery, Dragon Claw & Tiger Strike:
FinalMin = {(StatsBonus + (skill%bonus)) x WeaponDamageMin}
FinalMax = {(StatsBonus + (skill%bonus)) x WeaponDamageMax}
{}: Ignore everything after the decimal point. (ex. 422.92 use 422)
[]: Use up to the second decimal point. (ex. 1.6875 use 1.68)
19-40 +223% +74 max (61-203); 402 str; 169 dex; level 11 Claw Mastery
(+75%) + level 1, Charge 1 Tiger Strike (+100%); level 1 Dragon Claw (+50%)
MAX = {(([402 x 0.0075] + [169 x 0.0075] + 1) + (0.75 + 1.00 + 0.50)) x 185}
MAX = {(([3.015] + [1.2675] + 1) + 2.25) x 185}
MAX = {((3.01 + 1.26 + 1) + 2.25) x 185}
MAX = {(5.27 + 2.25) x 185}
MAX = {7.52 x 185}
MAX = {1391.2}
MAX = 1391
Breakpoint Tables
Code: Select all
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR 0 13 32 86 600
FCR 0 8 16 27 42 65 102 174
FHR 0 7 15 27 48 86 200 4680
The FBR breakpoints apply to both claw block (Weapon Block) and shield block.
Necromancer
From the steamy recesses of the southern swamps comes a figure cloaked in mystery. The Necromancer, as his name implies, is an unseemly form of sorcerer whose spells deal with the raising of the dead and the summoning and control of various creatures for his purposes. Though his goals are often aligned with those of the forces of Light, some do not think that these ends can justify his foul means. Long hours of study in dank mausolea have made his skin pale and corpselike, his figure, skeletal. Most people shun him for his peculiar looks and ways, but none doubt the power of the Necromancer, for it is the stuff of nightmares.
Starting Attributes
Strength: 15
Dexterity: 25
Vitality: 15
Energy: 25
Hit Points: 45
Stamina: 79
Mana: 25
Each Character Level
Life +1.5
Stamina +1
Mana +2
Attribute Point Effect
1 Vitality point gives 2 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 2 Mana
Additional Information Skills Breakpoint Tables
Code: Select all
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR, human 0 6 13 20 32 52 86 174 600
vampire *) 0 2 6 10 16 24 34 48 72 117 208 638
FCR, human 0 9 18 30 48 75 125
vampire 0 6 11 18 24 35 48 65 86 120 180
FHR, human 0 5 10 16 26 39 56 86 152 377
vampire 0 2 6 10 16 24 34 48 72 117 208 638
*) Trang-Oul's Avatar.
The vampire form has no blocking animation; instead it uses the hit recovery animation when blocking.
Hence, in this particular case, FHR (not FBR) increases blocking speed.
Barbarian
The Barbarian, a member of any of several tribes on the fringes of civilization, rebuffs the influence of those he sees as soft and weak. Ceaseless clan warfare and the constant struggle to survive in the hostile wilderness are evident in the Barbarian's sturdy and powerful frame. Though perhaps lacking the sophistication of his civilized contemporaries, the Barbarian has an acute awareness of his surroundings. Because of his shamanistic belief in the animal powers with whom he identifies, the Barbarian is sometimes associated with stories of Lycanthropy. In fact, he believes that he can improve his superb battle tactics by calling upon the totemic animal spirits to infuse him with supernormal strengths and abilities.
Starting Attributes
Strength: 30
Dexterity: 20
Vitality: 25
Energy: 10
Hit Points: 55
Stamina: 92
Mana: 10
Each Character Level
Life +2
Stamina +1
Mana +1
Attribute Point Effect
1 Vitality point gives 4 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 1 Mana
Additional Information Skills Breakpoint Tables
Code: Select all
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR 0 9 20 42 86 280
FCR 0 9 20 37 63 105 200
FHR 0 7 15 27 48 86 200 4680
Sorceress
A rebellious woman who has wrested the secrets of magic use from the male dominated Mage-Clans of the East, the Sorceress is an expert in mystical creation ex nihilo. Though somewhat lacking in the skills of hand-to-hand combat, she compensates for this weakness with fierce combative magic for both offense and defense. Solitary and reclusive, the Sorceress acts based on motives and ethics inscrutable to most, and sometimes seems capricious and even spiteful. In reality, she understands the struggle between Order and Chaos all too clearly, as well as her role as a warrior in this battle.
Starting Attributes
Strength: 10
Dexterity: 25
Vitality: 10
Energy: 35
Hit Points: 40
Stamina: 74
Mana: 35
Each Character Level
Life +1
Stamina +1
Mana +2
Attribute Point Effect
1 Vitality point gives 2 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 2 Mana
Additional Information Skills Breakpoint Tables
Code: Select all
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR 0 7 15 27 48 86 200 4680
FCR, L/CL *) 0 7 15 23 35 52 78 117 194
other 0 9 20 37 63 105 200
FHR 0 5 9 14 20 30 42 60 86 142 280 1480
*) Lightning, Chain Lightning.
Druid
The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and Wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.
Starting Attributes
Strength: 15
Dexterity: 20
Vitality: 25
Energy: 20
Hit Points: 55
Stamina: 84
Mana: 20
Each Character Level
Life +1.5
Stamina +1
Mana +2
Attribute Point Effect
1 Vitality point gives 2 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 2 Mana
Additional Information Skills Breakpoint Tables
Code: Select all
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR 0 6 13 20 32 52 86 174 600
FCR 0 4 10 19 30 46 68 99 163
FHR, 1hs *) 0 3 7 13 19 29 42 63 99 174 456
other 0 5 10 16 26 39 56 86 152 377
*) 1hs: one-handed swinging weapons (see Amazon).
Paladin
The Knights of Westmarch who felled the armies of mighty Leoric are pure at heart and closely follow the teachings of Zakarum, the Religion of the Light. A battle-ready warrior for whom Faith is a shield, the Paladin fights for what he believes to be right. His steadfastness gives him powers to bestow blessings to his friends and wreak cruel justice on foes. There are those who call the Paladin an overwrought zealot, but others recognize in him the strength and goodness of the Light.
Starting Attributes
Strength: 25
Dexterity: 20
Vitality: 25
Energy: 15
Hit Points: 55
Stamina: 89
Mana: 15
Each Character Level
Life +2
Stamina +1
Mana +1.5
Attribute Point Effect
1 Vitality point gives 3 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 1.5 Mana
Additional Information Skills Breakpoint Tables
Code: Select all
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR, no HS *) 0 13 32 86 600
HS active 0 86
FCR 0 9 18 30 48 75 125
FHR, stf/2ht **) 0 3 7 13 20 32 48 75 129 280 4680
other 0 7 15 27 48 86 200 4680
*) HS: Holy Shield.
**) stf/2ht: two-handed weapons, except swords.
Delirium, Wereforms
Code: Select all
Frames per Animation (FPA)
23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
FBR, Delirium *) 0 4 7 10 15 20 27 35 48 65 86 129 200 414 4680
Werebear 0 5 10 16 27 40 65 109 223 1320
Werewolf 0 7 15 27 48 86 200 4680
FCR, Werebear 0 7 15 26 40 63 99 163
Werewolf 0 6 14 26 40 60 95 157
FHR, Delirium 0 4 7 10 15 20 27 35 48 65 86 129 200 414 4680
Werebear 0 5 10 16 24 37 54 86 152 360
Werewolf 0 9 20 42 86 280
*) Bone Fetish ("Delirium") has no blocking animation either (see Necromancer, Trang-Oul's Avatar).
Spell casting is disabled in Delirium form - you can only do normal attacks in the form of a headbutt.
Regardless of which class or mercenary is transformed, the animations applying to that form will be used.
Magic Find (MF)
MF_______Magic______Rare ______ Set______Unique
0%_________0%___________0%______0%_________0%
100%_______100%________100%___100%______100%
150%_______150%________146%___145%______141%
200%_______200%________185%___183%______171%
250%_______250%________220%___215%______193%
300%_______300%________250%___242%______211%
400%_______400%________300%___287%______236%
500%_______500%________340%___322%______253%
750%_______750%________412%___382%______280%
1000%______1000%_______460%___421%______295%
1200%______1200%_______494%___448%______305%
1500%______1500%_______520%___468%______312%
Cast Delay
Developer Comments: We are re-evaluating Casting Delays by individualizing each of their cooldowns. This means that using a skill with a Casting Delay will no longer add the cooldown to all other skills that have Casting Delays. This will allow players to use more varieties of skills and promote more gameplay.
Poison Javelin
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Plague Javelin
Casting Delay reduced from 4 seconds to 1 second.
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Valkyrie
Casting Delay reduced from 6 seconds to 0.6 seconds.
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Immolation Arrow
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Dragon Flight
Casting Delay removed.
Shadow Warrior
Casting Delay reduced from 6 seconds to 0.6 seconds.
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Shadow Master
Casting Delay reduced from 6 seconds to 0.6 seconds.
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Shock Web
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Blade Sentinel
Casting Delay reduced from 2 seconds to 1 second.
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Firestorm
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Molten Boulder
Casting Delay reduced from 2 seconds to 1 second.
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Fissure
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Volcano
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Armageddon
Casting Delay has been removed for this skill.
Hurricane
Casting Delay removed.
Fist of the Heavens
Casting Delay reduced from 1 second to 0.4 seconds.
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Blizzard
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Frozen Orb
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Fire Wall
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Meteor
Casting Delay will no longer share its cooldown with other skills that have Casting Delays.
Hydra
Casting delay removed.
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