Stats

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All stats in the game are added either cumulatively from the equipment (equipped item with 100 vitality increases it by the same amount or 5% critical chance increases it by the same amount) or multiplicatively for anything else (e.g. +50% damage potions and +50% damage passive skill increases your damage by 125% - not by 100%).

Flat (non-percentage) values are always cumulative.

Stat calculation table
Source Stat increase 1 Stat increase 2 Final value
Equipment +100 from chest +200 from weapon +300
Equipment +10% from chest +20% from weapon +30%
Passive skills +100 +200 +300 (flat values)
Passive skills +10% +20% +32%
Potions + equipment +10% (equipment) +20% (potions) +30%
Stats panels in character window

Stat rating

Equipment shows all percentage based stats (critical damage, haste, etc.) and armor as a stat rating which is then converted into percentage values based on your level.

The required amount of rating to gain 1% of any stat is calculated based on this formula:

Rating required for 1% of any stats
Player level Rating for 1% of stat
1 1
5 1.26247696
10 1.689478959
15 2.260903956
20 3.025599502
25 4.048934641
30 5.418387899
35 7.251025276
40 9.703507488
45 12.98548191
50 17.37750403
55 23.25502037
60 31.12046307

Rating is then simply converted into percentage. Stat ratings are also recalculated every time you level up, meaning your rating based stats are getting weaker every time you level up.

Rating conversion example
Player level Rating for 1% of stat Rating Converted into
10 1.69 10 5.92%
60 31.12 1000 32.13%
1 1 50 50%

Main stats

Hitpoints

See also: Hitpoints

Hitpoints represent how much damage can you take before you die. Your hitpoints passivelly regenerate when you're out of combat. It takes 20 seconds to regenerate all of your hitpoints and it can't be sped up in any way outside of using healing spells or instant potions. You start with 300 hitpoints.

Mana

See also: Mana

Mana is used to cast stronger spells. Your mana is always regenerating and it recharges at the speed of 10 mana per seconds by default. Regeneration can be sped up with mana regeneration or certain skills. You start with 1000 mana.

Attack

See also: Damage

Attack is the result of combining weapon damage and power by this formula:

If your pet is used for stats:

If your pet is NOT used for stats:

The result damage is then used with a multiplier of specific spells.

You start with 20 attack.

Armor

Armor reduces all damage you take. The damage reduction from armor depends on the conversion rate at your level.

Power

Power increases your attack by 0.5 per power.

Vitality

Vitality increases your hitpoints by 4 for each vitality point.

Item level

Item level is only important when generating an item. With rarity, it's the most important stat to determine how strong the piece of equipment is. However by itself, it does nothing to your strength.

Luck

The amount of luck you get from equipment depends on the conversion rate at your level.

Luck is a percentage based stat affecting many aspects of the game:

  1. Amount of your luck directly affects the amount of gold enemies and chests drop. Every 1% of luck increases the amount of gold gained this way by 1%.
  2. Increased chance to gain higher rarity items.
    • Amount of your luck also increases your chance to gain higher rarity equipment. For every 1% of luck, your rarity roll multiplier is increased by 0,01 (1%). (e.g. 10% luck increases the chance to roll each rarity from the best to the worst by 10% - like from 5% to 5.5%).
  3. Increased critical chance .

You also gain higher critical chance. You need 14% of luck to gain 1% of critical chance.

Luck example table
Luck Gold drop rate Critical chance Chance for a rare roll Chance for a legendary roll
0% 100% 5% 10% 2%
10% 110% 5.7% 11% 2.2%
28% 128% 7% 12.8% 2.56%
70% 170% 10% 17% 3.4%
100% 200% 12.14% 20% 4%

Secondary stats

Critical chance

The amount of critical chance you get from equipment depends on the conversion rate at your level.

Critical chance determines your chance to deliver critical hits. These hits will do damage increased by your critical damage. All spells except damage over time effects can deal a critical hit. You start with 5% critical chance.

Floating number from doing a critical hit

Critical damage

The amount of critical damage you get from equipment depends on the conversion rate at your level.

Critical damage increases the damage of your spell if they deal a critical hit. You start with 150% critical damage (increases your damage by 50% if you deal a critical hit).

Critical damage example
Original attack damage Critical damage Damage if this attack deals a critical hit
10000 150% 15000
600 250% 1500

Mana regeneration

The amount of mana regeneration you get from equipment depends on the conversion rate at your level.

Mana regeneration increases the speed at which does your mana regenerate.

Mana regeneration example
Base mana regeneration per second Mana regeneration stat Mana per second gained
5 150% 7.5
10 200% 20

Haste

The amount of haste you get from equipment depends on the conversion rate at your level.

Haste starts at 100% and affects how fast can you cast spells and your global cooldown recharges.

Haste example
Original time Haste stat Result
2 seconds cast time 100% (default) 2 seconds
5 seconds cast time 150% 2.5 seconds

Cooldown rate

The amount of cooldown rate you get from equipment depends on the conversion rate at your level.

Your cooldown rate starts at 100% and it measures at which speed do your cooldowns recharge. Cooldown rate does not affect global cooldown.

Cooldown rate example
Cooldown rate reduction Cooldown rate stat Spell with 30s cooldown after applying cooldown rate
10% 90% 27 seconds
50% 50% 15 seconds
30% 70% 21 seconds

Evasion

The amount of evasion you get from equipment depends on the conversion rate at your level.

Evasion states the chance to completely avoid any attack. (E.g. 10% evasion means there's a 10% chance that every attack won't do any damage to you). You start with 5% evasion.

Torment

The amount of torment you get from equipment depends on the conversion rate at your level.

Increases the damage of all of your damage over time effects by 1% and the potency of your non-damage debuffs by 0.5% per each 1% of Torment. Has no effect on crowd control.

Torment effect example
Status effect strength before Torment stat Status effect strength after
200 damage over time 50% 300 damage over time
500 damage over time 100% 1000 damage over time

Havoc

The amount of havoc you get from equipment depends on the conversion rate at your level.

Increases the damage of all area of effect spells by 1% and their radius by 0.66% per each 1% of Havoc.

Havoc effect example
Area of effect spell attributes before Havoc stat Area of effect spell attributes after
Meteor impact radius of 3 tiles 50% Meteor impact radius of 4 tiles
500 damage from Meteor 10% 550 damage from Meteor

Precision

The amount of precision you get from equipment depends on the conversion rate at your level.

Increases the damage and projectile speed of all single target spells by 1% per each 1% of Precision.

Precision effect example
Single target spell attributes before Precision stat Single target spell attributes after
200 damage from Fireball 50% 300 damage from Fireball
Fireball traveling 10 tiles / second 10% Fireball traveling 11 tiles / second

Elemental stats

Hidden stats and effects

You can't see these stats anywhere but they still affect you in some way.

Damage reduction

Damage reduction reduces any damage you take. Damage reduction comes from a few sources, most importantly armor and spells. You can also use armor increasing food. Damage reduction is cumulative - applying 50% damage reduction twice doesn't reduce your damage intake by 100% but by 75% (First reduction reduces it by 50%, second one by 50% from the remaining 50% = 25% from total).

Damage reduction example
Raw damage taken 1st source of damage reduction 2nd source of damage reduction Damage taken after reductions
10000 25% - 7500
10000 85% - 1500
10000 30% 20% 5600
10000 10% 90% 900

Healing increase / Shielding increase

Increases the potency of your healing or shielding spells.

Healing / shielding increase example
Healing / shielding stat Original healing/ shield potency Healing/ shield potency with this stat applied
10% shielding increase 500 hitpoints shield 550 hitpoints shield
50% healing increase 200 hitpoints restored 300 hitpoints restored

Movement speed

Affects the speed you move at and is calculated by multiplying all movement speed effects together. E.g. Frostbolt (Enemy) slows you down by 30% (your movement speed is lowered to 0.7 multiplier - 70% of default speed). While you have a 10% speed boost (1.1 multiplier - 110% of default speed) active so your movement speed is set to 0.7 * 1.1 = 0.77 = 77% of original speed.

The player in an Animal form being blissfully unaware to the advantages of movement speed

Shield

Shield extends your hitpoints as it has to be depleted before you can start losing your hitpoints. Different types of shields stack.

Shield on the ability bar