From Dark and Darker Wiki

Page is currently up to date for: Patch:6.2#Hotfix 28

## Charts

Charts are created using the data points directly taken from the game. Therefore, if there is a mismatch between chart and the in game display, it is better to look at chart info.

For example, even though the formula might give 32.5, in game the display might get rounded to 33.

# Attributes

Stats that come from character's attributes.

## Strength

### Physical Power

Physical Power governs your Physical Power Bonus.

Strength governs your Physical Power.

0 Strength starts at 0 Physical Power.

- 0 -> 0
- 0 to 100 = 1 each, up to 100

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

P_{hysicalPower}(S_{trength})=\left\{0 \le S_{trength}<100:0+1\left|S_{trength}-0\right|\right\}

You may need to paste it elsewhere first, like notepad or browser, re-copy the text, and then paste into Desmos. See Example for how to use.

### Physical Power Bonus

- More recently known as Physical Damage Bonus, Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items, and abilities.

Physical Power governs your Physical Power Bonus.

0 Physical Power starts at -80% Physical Power Bonus.

- 0 -> -80%
- 0 to 5 = 10% each, up to -30%
- 5 to 7 = 5% each, up to -20%
- 7 to 11 = 3% each, up to -8%
- 11 to 15 = 2% each, up to 0%
- 15 to 50 = 1% each, up to 35%
- 50 to 100 = 0.5% each, up to 60%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

P_{hysicalPowerBonus}(P_{hysicalPower})=\left\{0 \le P_{hysicalPower}<5:-0.8+0.1\left|P_{hysicalPower}-0\right|,5 \le P_{hysicalPower}<7:-0.3+0.05\left|P_{hysicalPower}-5\right|,7 \le P_{hysicalPower}<11:-0.2+0.03\left|P_{hysicalPower}-7\right|,11 \le P_{hysicalPower}<15:-0.08+0.02\left|P_{hysicalPower}-11\right|,15 \le P_{hysicalPower}<50:0+0.01\left|P_{hysicalPower}-15\right|,50 \le P_{hysicalPower}<100:0.35+0.005\left|P_{hysicalPower}-50\right|\right\}

You may need to paste it elsewhere first, like notepad or browser, re-copy the text, and then paste into Desmos. See Example for how to use.

Capped to -100%

### Max Health from Strength

Max Health determines your characters maximum health.

Strength increases Max Health with 25% Scaling. See the Hybrid stat Max Health for more.

## Vigor

### Max Health from Vigor

Max Health determines your characters maximum health.

Vigor increases Max Health with 75% Scaling. See the Hybrid stat Max Health for more.

### Health Recovery

Affects the rate at which you restore health when Resting, but not when using Bandages.

`Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)`

For example, a Barbarian resting with 95% Health Recovery Bonus will recover

`Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health`

Vigor governs your Health Recovery.

0 Vigor starts at -55% Health Recovery.

- 0 -> -55%
- 0 to 5 = 5% each, up to -30%
- 5 to 15 = 3% each, up to 0%
- 15 to 25 = 7% each, up to 70%
- 25 to 35 = 5% each, up to 120%
- 35 to 84 = 2% each, up to 218%
- 84 to 85 = 1% each, up to 219%
- 85 to 86 = 3% each, up to 222%
- 86 to 100 = 2% each, up to 250%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

H_{ealthRecovery}(V_{igor})=\left\{0 \le V_{igor}<5:-0.55+0.05\left|V_{igor}-0\right|,5 \le V_{igor}<15:-0.3+0.03\left|V_{igor}-5\right|,15 \le V_{igor}<25:0+0.07\left|V_{igor}-15\right|,25 \le V_{igor}<35:0.7+0.05\left|V_{igor}-25\right|,35 \le V_{igor}<84:1.2+0.02\left|V_{igor}-35\right|,84 \le V_{igor}<85:2.18+0.01\left|V_{igor}-84\right|,85 \le V_{igor}<86:2.19+0.03\left|V_{igor}-85\right|,86 \le V_{igor}<100:2.22+0.02\left|V_{igor}-86\right|\right\}

You may need to paste it elsewhere first, like notepad or browser, re-copy the text, and then paste into Desmos. See Example for how to use.

## Agility

### Action Speed from Agility

Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables.

Agility increases Action Speed with 25% Scaling. See the Hybrid stat Action Speed for more.

### Move Speed

Move Speed governs the speed at which your character moves. This stat is also directly influenced by wearing gear. Every 1 point in Move Speed is equal to 0.3333...% Move Speed. The default Move Speed for each class is 300, which translates to 100% Move Speed, with penalties or bonuses provided based on Agility. Performing certain actions, such as attacking, or moving in certain directions will also affect Move Speed. Backwards = 60%, Crouch = 65%, Walk = 65%.

Agility governs your Move Speed.

0 Agility starts at -30 Move Speed.

- 0 -> -30
- 0 to 15 = 2 each, up to 0
- 15 to 45 = 1 each, up to 30
- 45 to 65 = alternates between 0 and 1, up to 40
- 65 to 67 = 0 each, up to 40
- 67 to 68 = 1 each, up to 41
- 68 to 70 = 0 each, up to 41
- 70 to 71 = 1 each, up to 42
- 71 to 73 = 0 each, up to 42
- 73 to 74 = 1 each, up to 43
- 74 to 76 = 0 each, up to 43
- 76 to 77 = 1 each, up to 44
- 77 to 79 = 0 each, up to 44
- 79 to 80 = 1 each, up to 45
- 80 to 82 = 0 each, up to 45
- 82 to 83 = 1 each, up to 46
- 83 to 85 = 0 each, up to 46
- 85 to 86 = 1 each, up to 47
- 86 to 88 = 0 each, up to 47
- 88 to 89 = 1 each, up to 48
- 89 to 91 = 0 each, up to 48
- 91 to 92 = 1 each, up to 49
- 92 to 94 = 0 each, up to 49
- 94 to 95 = 1 each, up to 50
- 95 to 97 = 0 each, up to 50
- 97 to 98 = 1 each, up to 51
- 98 to 100 = 0 each, up to 51

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

M_{oveSpeed}(A_{gility})=\left\{0 \le A_{gility}<15:-30+2\left|A_{gility}-0\right|,15 \le A_{gility}<45:0+1\left|A_{gility}-15\right|,45 \le A_{gility}<46:30+0\left|A_{gility}-45\right|,46 \le A_{gility}<47:30+1\left|A_{gility}-46\right|,47 \le A_{gility}<48:31+0\left|A_{gility}-47\right|,48 \le A_{gility}<49:31+1\left|A_{gility}-48\right|,49 \le A_{gility}<50:32+0\left|A_{gility}-49\right|,50 \le A_{gility}<51:32+1\left|A_{gility}-50\right|,51 \le A_{gility}<52:33+0\left|A_{gility}-51\right|,52 \le A_{gility}<53:33+1\left|A_{gility}-52\right|,53 \le A_{gility}<54:34+0\left|A_{gility}-53\right|,54 \le A_{gility}<55:34+1\left|A_{gility}-54\right|,55 \le A_{gility}<56:35+0\left|A_{gility}-55\right|,56 \le A_{gility}<57:35+1\left|A_{gility}-56\right|,57 \le A_{gility}<58:36+0\left|A_{gility}-57\right|,58 \le A_{gility}<59:36+1\left|A_{gility}-58\right|,59 \le A_{gility}<60:37+0\left|A_{gility}-59\right|,60 \le A_{gility}<61:37+1\left|A_{gility}-60\right|,61 \le A_{gility}<62:38+0\left|A_{gility}-61\right|,62 \le A_{gility}<63:38+1\left|A_{gility}-62\right|,63 \le A_{gility}<64:39+0\left|A_{gility}-63\right|,64 \le A_{gility}<65:39+1\left|A_{gility}-64\right|,65 \le A_{gility}<67:40+0\left|A_{gility}-65\right|,67 \le A_{gility}<68:40+1\left|A_{gility}-67\right|,68 \le A_{gility}<70:41+0\left|A_{gility}-68\right|,70 \le A_{gility}<71:41+1\left|A_{gility}-70\right|,71 \le A_{gility}<73:42+0\left|A_{gility}-71\right|,73 \le A_{gility}<74:42+1\left|A_{gility}-73\right|,74 \le A_{gility}<76:43+0\left|A_{gility}-74\right|,76 \le A_{gility}<77:43+1\left|A_{gility}-76\right|,77 \le A_{gility}<79:44+0\left|A_{gility}-77\right|,79 \le A_{gility}<80:44+1\left|A_{gility}-79\right|,80 \le A_{gility}<82:45+0\left|A_{gility}-80\right|,82 \le A_{gility}<83:45+1\left|A_{gility}-82\right|,83 \le A_{gility}<85:46+0\left|A_{gility}-83\right|,85 \le A_{gility}<86:46+1\left|A_{gility}-85\right|,86 \le A_{gility}<88:47+0\left|A_{gility}-86\right|,88 \le A_{gility}<89:47+1\left|A_{gility}-88\right|,89 \le A_{gility}<91:48+0\left|A_{gility}-89\right|,91 \le A_{gility}<92:48+1\left|A_{gility}-91\right|,92 \le A_{gility}<94:49+0\left|A_{gility}-92\right|,94 \le A_{gility}<95:49+1\left|A_{gility}-94\right|,95 \le A_{gility}<97:50+0\left|A_{gility}-95\right|,97 \le A_{gility}<98:50+1\left|A_{gility}-97\right|,98 \le A_{gility}<100:51+0\left|A_{gility}-98\right|\right\}

**Hard capped to 350 Movement speed**

## Dexterity

### Action Speed from Dexterity

Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables.

Dexterity increases Action Speed with 75% Scaling. See the Hybrid stat Action Speed for more.

### Regular Interaction Speed from Dexterity

Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.

Dexterity increases Regular Interaction Speed with 40% Scaling. See the Hybrid stat Regular Interaction Speed for more.

### Manual Dexterity

Manual Dexterity determines how quickly Bard plays an instrument.

Dexterity governs your Manual Dexterity.

0 Dexterity starts at -15% Manual Dexterity.

- 0 -> -15%
- 0 to 15 = 1% each, up to 0%
- 15 to 23 = 3% each, up to 24%
- 23 to 31 = 2% each, up to 40%
- 31 to 37 = 1% each, up to 46%
- 37 to 45 = 0.5% each, up to 50%
- 45 to 95 = 0.1% each, up to 55%
- 95 to 100 = 0% each, up to 55%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

M_{anualDexterity}(D_{exterity})=\left\{0 \le D_{exterity}<15:-0.15+0.01\left|D_{exterity}-0\right|,15 \le D_{exterity}<23:0+0.03\left|D_{exterity}-15\right|,23 \le D_{exterity}<31:0.24+0.02\left|D_{exterity}-23\right|,31 \le D_{exterity}<37:0.4+0.01\left|D_{exterity}-31\right|,37 \le D_{exterity}<45:0.46+0.005\left|D_{exterity}-37\right|,45 \le D_{exterity}<95:0.5+0.001\left|D_{exterity}-45\right|,95 \le D_{exterity}<100:0.55+0\left|D_{exterity}-95\right|\right\}

### Item Equip Speed

Item Equip Speed exclusively governs the speed at which you equip armors, as equipping weapons, jewelry and utility items is instant.

Dexterity governs your Item Equip Speed.

0 Dexterity starts at -95% Item Equip Speed.

- 0 -> -95%
- 0 to 1 = 0% each, up to -95%
- 1 to 2 = 4% each, up to -91%
- 2 to 15 = 7% each, up to 0%
- 15 to 35 = 5% each, up to 100%
- 35 to 70 = 2% each, up to 170%
- 70 to 100 = 1% each, up to 200%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

I_{temEquipSpeed}(D_{exterity})=\left\{0 \le D_{exterity}<1:-0.95+0\left|D_{exterity}-0\right|,1 \le D_{exterity}<2:-0.95+0.04\left|D_{exterity}-1\right|,2 \le D_{exterity}<15:-0.91+0.07\left|D_{exterity}-2\right|,15 \le D_{exterity}<35:0+0.05\left|D_{exterity}-15\right|,35 \le D_{exterity}<70:1+0.02\left|D_{exterity}-35\right|,70 \le D_{exterity}<100:1.7+0.01\left|D_{exterity}-70\right|\right\}

## Will

### Magic Power

Magic Power governs your Magic Power Bonus.

Will governs your Magical Power.

0 Will starts at 0 Magical Power.

- 0 -> 0
- 0 to 100 = 1 each, up to 100

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

M_{agicalPower}(W_{ill})=\left\{0 \le W_{ill}<100:0+1\left|W_{ill}-0\right|\right\}

### Magic Power Bonus

Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.

Magical Power governs your Magical Power Bonus.

0 Magical Power starts at -90% Magical Power Bonus.

- 0 -> -90%
- 0 to 1 = 0% each, up to -90%
- 1 to 5 = 10% each, up to -50%
- 5 to 15 = 5% each, up to 0%
- 15 to 21 = 2.5% each, up to 15%
- 21 to 40 = 2% each, up to 53%
- 40 to 50 = 1% each, up to 63%
- 50 to 100 = 0.5% each, up to 88%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

M_{agicalPowerBonus}(M_{agicalPower})=\left\{0 \le M_{agicalPower}<1:-0.9+0\left|M_{agicalPower}-0\right|,1 \le M_{agicalPower}<5:-0.9+0.1\left|M_{agicalPower}-1\right|,5 \le M_{agicalPower}<15:-0.5+0.05\left|M_{agicalPower}-5\right|,15 \le M_{agicalPower}<21:0+0.025\left|M_{agicalPower}-15\right|,21 \le M_{agicalPower}<40:0.15+0.02\left|M_{agicalPower}-21\right|,40 \le M_{agicalPower}<50:0.53+0.01\left|M_{agicalPower}-40\right|,50 \le M_{agicalPower}<100:0.63+0.005\left|M_{agicalPower}-50\right|\right\}

### Magic Resistance

Magic Resistance governs your Magical Damage Reduction.

Will governs your Magic Resistance.

0 Will starts at -20 Magic Resistance.

- 0 -> -20
- 0 to 5 = 4 each, up to 0
- 5 to 35 = 3 each, up to 90
- 35 to 55 = 2 each, up to 130
- 55 to 66 = 1 each, up to 141
- 66 to 80 = alternates between 0 and 1, up to 148
- 80 to 82 = 0 each, up to 148
- 82 to 91 = alternates between 1 and 0, up to 153
- 91 to 92 = -1 each, up to 152
- 92 to 94 = 1 each, up to 154
- 94 to 100 = alternates between 0 and 1, up to 157

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

M_{agicResistance}(W_{ill})=\left\{0 \le W_{ill}<5:-20+4\left|W_{ill}-0\right|,5 \le W_{ill}<35:0+3\left|W_{ill}-5\right|,35 \le W_{ill}<55:90+2\left|W_{ill}-35\right|,55 \le W_{ill}<66:130+1\left|W_{ill}-55\right|,66 \le W_{ill}<67:141+0\left|W_{ill}-66\right|,67 \le W_{ill}<68:141+1\left|W_{ill}-67\right|,68 \le W_{ill}<69:142+0\left|W_{ill}-68\right|,69 \le W_{ill}<70:142+1\left|W_{ill}-69\right|,70 \le W_{ill}<71:143+0\left|W_{ill}-70\right|,71 \le W_{ill}<72:143+1\left|W_{ill}-71\right|,72 \le W_{ill}<73:144+0\left|W_{ill}-72\right|,73 \le W_{ill}<74:144+1\left|W_{ill}-73\right|,74 \le W_{ill}<75:145+0\left|W_{ill}-74\right|,75 \le W_{ill}<76:145+1\left|W_{ill}-75\right|,76 \le W_{ill}<77:146+0\left|W_{ill}-76\right|,77 \le W_{ill}<78:146+1\left|W_{ill}-77\right|,78 \le W_{ill}<79:147+0\left|W_{ill}-78\right|,79 \le W_{ill}<80:147+1\left|W_{ill}-79\right|,80 \le W_{ill}<82:148+0\left|W_{ill}-80\right|,82 \le W_{ill}<83:148+1\left|W_{ill}-82\right|,83 \le W_{ill}<84:149+0\left|W_{ill}-83\right|,84 \le W_{ill}<85:149+1\left|W_{ill}-84\right|,85 \le W_{ill}<86:150+0\left|W_{ill}-85\right|,86 \le W_{ill}<87:150+1\left|W_{ill}-86\right|,87 \le W_{ill}<88:151+0\left|W_{ill}-87\right|,88 \le W_{ill}<89:151+1\left|W_{ill}-88\right|,89 \le W_{ill}<90:152+0\left|W_{ill}-89\right|,90 \le W_{ill}<91:152+1\left|W_{ill}-90\right|,91 \le W_{ill}<92:153+-1\left|W_{ill}-91\right|,92 \le W_{ill}<94:152+1\left|W_{ill}-92\right|,94 \le W_{ill}<95:154+0\left|W_{ill}-94\right|,95 \le W_{ill}<96:154+1\left|W_{ill}-95\right|,96 \le W_{ill}<97:155+0\left|W_{ill}-96\right|,97 \le W_{ill}<98:155+1\left|W_{ill}-97\right|,98 \le W_{ill}<99:156+0\left|W_{ill}-98\right|,99 \le W_{ill}<100:156+1\left|W_{ill}-99\right|\right\}

### Magical Damage Reduction

Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles. Please note that there is currently a bug where Magical Damage Reduction is additively 10% lower than the following expected amounts.

Magic Resistance governs your Magical Damage Reduction.

-300 Magic Resistance starts at -595% Magical Damage Reduction.

- -300 -> -595%
- -300 to -15 = 2% each, up to -25%
- -15 to 10 = 1% each, up to 0%
- 10 to 19 = 0.5% each, up to 4.5%
- 19 to 30 = 0.4% each, up to 8.9%
- 30 to 40 = 0.3% each, up to 11.9%
- 40 to 50 = 0.2% each, up to 13.9%
- 50 to 100 = 0.1% each, up to 18.9%
- 100 to 150 = 0.2% each, up to 28.9%
- 150 to 250 = 0.3% each, up to 58.9%
- 250 to 350 = 0.2% each, up to 78.9%
- 350 to 500 = 0.1% each, up to 93.9%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

M_{agicalDamageReduction}(M_{agicResistance})=\left\{-300 \le M_{agicResistance}<-15:-5.95+0.02\left|M_{agicResistance}--300\right|,-15 \le M_{agicResistance}<10:-0.25+0.01\left|M_{agicResistance}--15\right|,10 \le M_{agicResistance}<19:0+0.005\left|M_{agicResistance}-10\right|,19 \le M_{agicResistance}<30:0.045+0.004\left|M_{agicResistance}-19\right|,30 \le M_{agicResistance}<40:0.089+0.003\left|M_{agicResistance}-30\right|,40 \le M_{agicResistance}<50:0.119+0.002\left|M_{agicResistance}-40\right|,50 \le M_{agicResistance}<100:0.139+0.001\left|M_{agicResistance}-50\right|,100 \le M_{agicResistance}<150:0.189+0.002\left|M_{agicResistance}-100\right|,150 \le M_{agicResistance}<250:0.289+0.003\left|M_{agicResistance}-150\right|,250 \le M_{agicResistance}<350:0.589+0.002\left|M_{agicResistance}-250\right|,350 \le M_{agicResistance}<500:0.789+0.001\left|M_{agicResistance}-350\right|\right\}

Magical Damage Reduction is capped to 85%

### Buff Duration

Buff Duration governs the duration of temporary beneficial status effects.

Will governs your Buff Duration.

0 Will starts at -80% Buff Duration.

- 0 -> -80%
- 0 to 5 = 10% each, up to -30%
- 5 to 7 = 5% each, up to -20%
- 7 to 11 = 3% each, up to -8%
- 11 to 15 = 2% each, up to 0%
- 15 to 50 = 1% each, up to 35%
- 50 to 100 = 0.5% each, up to 60%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

B_{uffDuration}(W_{ill})=\left\{0 \le W_{ill}<5:-0.8+0.1\left|W_{ill}-0\right|,5 \le W_{ill}<7:-0.3+0.05\left|W_{ill}-5\right|,7 \le W_{ill}<11:-0.2+0.03\left|W_{ill}-7\right|,11 \le W_{ill}<15:-0.08+0.02\left|W_{ill}-11\right|,15 \le W_{ill}<50:0+0.01\left|W_{ill}-15\right|,50 \le W_{ill}<100:0.35+0.005\left|W_{ill}-50\right|\right\}

### Debuff Duration

Debuff Duration governs the duration of temporary negative status effects. A negative Debuff Duration is beneficial to have, as it will shorten the duration of debuffs. A positive Debuff Duration stat means debuffs last longer, which is detrimental to the player.

Will governs your Debuff Duration.

0 Will starts at 400% Debuff Duration.

- 0 -> 400%
- 0 to 1 = -166.7% each, up to 233.3%
- 1 to 2 = -83.3% each, up to 150%
- 2 to 3 = -50% each, up to 100%
- 3 to 4 = -33.3% each, up to 66.7%
- 4 to 5 = -23.8% each, up to 42.9%
- 5 to 6 = -9.6% each, up to 33.3%
- 6 to 7 = -8.3% each, up to 25%
- 7 to 8 = -4.5% each, up to 20.5%
- 8 to 9 = -4.2% each, up to 16.3%
- 9 to 10 = -3.9% each, up to 12.4%
- 10 to 11 = -3.7% each, up to 8.7%
- 11 to 12 = -2.3% each, up to 6.4%
- 12 to 14 = -2.2% each, up to 2%
- 14 to 15 = -2% each, up to 0%
- 15 to 17 = -1% each, up to -2%
- 17 to 19 = -0.9% each, up to -3.8%
- 19 to 20 = -1% each, up to -4.8%
- 20 to 21 = -0.9% each, up to -5.7%
- 21 to 22 = -0.8% each, up to -6.5%
- 22 to 24 = -0.9% each, up to -8.3%
- 24 to 29 = -0.8% each, up to -12.3%
- 29 to 30 = -0.7% each, up to -13%
- 30 to 31 = -0.8% each, up to -13.8%
- 31 to 32 = -0.7% each, up to -14.5%
- 32 to 33 = -0.8% each, up to -15.3%
- 33 to 36 = -0.7% each, up to -17.4%
- 36 to 37 = -0.6% each, up to -18%
- 37 to 39 = -0.7% each, up to -19.4%
- 39 to 41 = -0.6% each, up to -20.6%
- 41 to 42 = -0.7% each, up to -21.3%
- 42 to 46 = -0.6% each, up to -23.7%
- 46 to 47 = -0.5% each, up to -24.2%
- 47 to 49 = -0.6% each, up to -25.4%
- 49 to 50 = -0.5% each, up to -25.9%
- 50 to 52 = -0.3% each, up to -26.5%
- 52 to 53 = -0.2% each, up to -26.7%
- 53 to 55 = -0.3% each, up to -27.3%
- 55 to 56 = -0.2% each, up to -27.5%
- 56 to 58 = -0.3% each, up to -28.1%
- 58 to 59 = -0.2% each, up to -28.3%
- 59 to 60 = -0.3% each, up to -28.6%
- 60 to 61 = -0.2% each, up to -28.8%
- 61 to 62 = -0.3% each, up to -29.1%
- 62 to 63 = -0.2% each, up to -29.3%
- 63 to 64 = -0.3% each, up to -29.6%
- 64 to 65 = -0.2% each, up to -29.8%
- 65 to 66 = -0.3% each, up to -30.1%
- 66 to 67 = -0.2% each, up to -30.3%
- 67 to 68 = -0.3% each, up to -30.6%
- 68 to 70 = -0.2% each, up to -31%
- 70 to 71 = -0.3% each, up to -31.3%
- 71 to 73 = -0.2% each, up to -31.7%
- 73 to 74 = -0.3% each, up to -32%
- 74 to 76 = -0.2% each, up to -32.4%
- 76 to 77 = -0.3% each, up to -32.7%
- 77 to 80 = -0.2% each, up to -33.3%
- 80 to 81 = -0.3% each, up to -33.6%
- 81 to 86 = -0.2% each, up to -34.6%
- 86 to 87 = -0.3% each, up to -34.9%
- 87 to 100 = -0.2% each, up to -37.5%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

D_{ebuffDuration}(W_{ill})=\left\{0 \le W_{ill}<1:4+-1.667\left|W_{ill}-0\right|,1 \le W_{ill}<2:2.333+-0.833\left|W_{ill}-1\right|,2 \le W_{ill}<3:1.5+-0.5\left|W_{ill}-2\right|,3 \le W_{ill}<4:1+-0.333\left|W_{ill}-3\right|,4 \le W_{ill}<5:0.667+-0.238\left|W_{ill}-4\right|,5 \le W_{ill}<6:0.429+-0.096\left|W_{ill}-5\right|,6 \le W_{ill}<7:0.333+-0.083\left|W_{ill}-6\right|,7 \le W_{ill}<8:0.25+-0.045\left|W_{ill}-7\right|,8 \le W_{ill}<9:0.205+-0.042\left|W_{ill}-8\right|,9 \le W_{ill}<10:0.163+-0.039\left|W_{ill}-9\right|,10 \le W_{ill}<11:0.124+-0.037\left|W_{ill}-10\right|,11 \le W_{ill}<12:0.087+-0.023\left|W_{ill}-11\right|,12 \le W_{ill}<14:0.064+-0.022\left|W_{ill}-12\right|,14 \le W_{ill}<15:0.02+-0.02\left|W_{ill}-14\right|,15 \le W_{ill}<17:0+-0.01\left|W_{ill}-15\right|,17 \le W_{ill}<19:-0.02+-0.009\left|W_{ill}-17\right|,19 \le W_{ill}<20:-0.038+-0.01\left|W_{ill}-19\right|,20 \le W_{ill}<21:-0.048+-0.009\left|W_{ill}-20\right|,21 \le W_{ill}<22:-0.057+-0.008\left|W_{ill}-21\right|,22 \le W_{ill}<24:-0.065+-0.009\left|W_{ill}-22\right|,24 \le W_{ill}<29:-0.083+-0.008\left|W_{ill}-24\right|,29 \le W_{ill}<30:-0.123+-0.007\left|W_{ill}-29\right|,30 \le W_{ill}<31:-0.13+-0.008\left|W_{ill}-30\right|,31 \le W_{ill}<32:-0.138+-0.007\left|W_{ill}-31\right|,32 \le W_{ill}<33:-0.145+-0.008\left|W_{ill}-32\right|,33 \le W_{ill}<36:-0.153+-0.007\left|W_{ill}-33\right|,36 \le W_{ill}<37:-0.174+-0.006\left|W_{ill}-36\right|,37 \le W_{ill}<39:-0.18+-0.007\left|W_{ill}-37\right|,39 \le W_{ill}<41:-0.194+-0.006\left|W_{ill}-39\right|,41 \le W_{ill}<42:-0.206+-0.007\left|W_{ill}-41\right|,42 \le W_{ill}<46:-0.213+-0.006\left|W_{ill}-42\right|,46 \le W_{ill}<47:-0.237+-0.005\left|W_{ill}-46\right|,47 \le W_{ill}<49:-0.242+-0.006\left|W_{ill}-47\right|,49 \le W_{ill}<50:-0.254+-0.005\left|W_{ill}-49\right|,50 \le W_{ill}<52:-0.259+-0.003\left|W_{ill}-50\right|,52 \le W_{ill}<53:-0.265+-0.002\left|W_{ill}-52\right|,53 \le W_{ill}<55:-0.267+-0.003\left|W_{ill}-53\right|,55 \le W_{ill}<56:-0.273+-0.002\left|W_{ill}-55\right|,56 \le W_{ill}<58:-0.275+-0.003\left|W_{ill}-56\right|,58 \le W_{ill}<59:-0.281+-0.002\left|W_{ill}-58\right|,59 \le W_{ill}<60:-0.283+-0.003\left|W_{ill}-59\right|,60 \le W_{ill}<61:-0.286+-0.002\left|W_{ill}-60\right|,61 \le W_{ill}<62:-0.288+-0.003\left|W_{ill}-61\right|,62 \le W_{ill}<63:-0.291+-0.002\left|W_{ill}-62\right|,63 \le W_{ill}<64:-0.293+-0.003\left|W_{ill}-63\right|,64 \le W_{ill}<65:-0.296+-0.002\left|W_{ill}-64\right|,65 \le W_{ill}<66:-0.298+-0.003\left|W_{ill}-65\right|,66 \le W_{ill}<67:-0.301+-0.002\left|W_{ill}-66\right|,67 \le W_{ill}<68:-0.303+-0.003\left|W_{ill}-67\right|,68 \le W_{ill}<70:-0.306+-0.002\left|W_{ill}-68\right|,70 \le W_{ill}<71:-0.31+-0.003\left|W_{ill}-70\right|,71 \le W_{ill}<73:-0.313+-0.002\left|W_{ill}-71\right|,73 \le W_{ill}<74:-0.317+-0.003\left|W_{ill}-73\right|,74 \le W_{ill}<76:-0.32+-0.002\left|W_{ill}-74\right|,76 \le W_{ill}<77:-0.324+-0.003\left|W_{ill}-76\right|,77 \le W_{ill}<80:-0.327+-0.002\left|W_{ill}-77\right|,80 \le W_{ill}<81:-0.333+-0.003\left|W_{ill}-80\right|,81 \le W_{ill}<86:-0.336+-0.002\left|W_{ill}-81\right|,86 \le W_{ill}<87:-0.346+-0.003\left|W_{ill}-86\right|,87 \le W_{ill}<100:-0.349+-0.002\left|W_{ill}-87\right|\right\}

### Magical Interaction Speed

Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals.

Will governs your Magical Interaction Speed.

0 Will starts at -75% Magical Interaction Speed.

- 0 -> -75%
- 0 to 15 = 5% each, up to 0%
- 15 to 25 = 7% each, up to 70%
- 25 to 35 = 5% each, up to 120%
- 35 to 84 = 2% each, up to 218%
- 84 to 85 = 1% each, up to 219%
- 85 to 86 = 3% each, up to 222%
- 86 to 100 = 2% each, up to 250%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

M_{agicalInteractionSpeed}(W_{ill})=\left\{0 \le W_{ill}<15:-0.75+0.05\left|W_{ill}-0\right|,15 \le W_{ill}<25:0+0.07\left|W_{ill}-15\right|,25 \le W_{ill}<35:0.7+0.05\left|W_{ill}-25\right|,35 \le W_{ill}<84:1.2+0.02\left|W_{ill}-35\right|,84 \le W_{ill}<85:2.18+0.01\left|W_{ill}-84\right|,85 \le W_{ill}<86:2.19+0.03\left|W_{ill}-85\right|,86 \le W_{ill}<100:2.22+0.02\left|W_{ill}-86\right|\right\}

Note that the Debuff Duration Bonus enchant converts into a negative Debuff Duration, decreasing the duration of debuffs on you.

Durations are not rounded and last their exact amount. However, actions that are performed in intervals, like Damage/Healing [time], are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of.

## Knowledge

### Spell Casting Speed

Spell Casting Speed governs the speed at which you cast magical spells.

Knowledge governs your Spell Casting Speed.

0 Knowledge starts at -93% Spell Casting Speed.

- 0 -> -93%
- 0 to 1 = 0% each, up to -93%
- 1 to 19 = 5% each, up to -3%
- 19 to 30 = 3% each, up to 30%
- 30 to 40 = 4% each, up to 70%
- 40 to 45 = 3% each, up to 85%
- 45 to 100 = 2% each, up to 195%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

S_{pellCastingSpeed}(K_{nowledge})=\left\{0 \le K_{nowledge}<1:-0.93+0\left|K_{nowledge}-0\right|,1 \le K_{nowledge}<19:-0.93+0.05\left|K_{nowledge}-1\right|,19 \le K_{nowledge}<30:-0.03+0.03\left|K_{nowledge}-19\right|,30 \le K_{nowledge}<40:0.3+0.04\left|K_{nowledge}-30\right|,40 \le K_{nowledge}<45:0.7+0.03\left|K_{nowledge}-40\right|,45 \le K_{nowledge}<100:0.85+0.02\left|K_{nowledge}-45\right|\right\}

`Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)`

- A Spell Casting Speed of 50% results in the casting time lasting for only 67% of the base casting time.
- A Spell Casting Speed of 100% results in the casting time lasting for only 50% of the base casting time.

### Memory Capacity

Memory Capacity govern your spell/song cost cap, meaning equipping spells/songs that exceed this cap will not be usable.

Knowledge governs your Memory Capacity.

0 Knowledge starts at 0 Memory Capacity.

- 0 -> 0
- 0 to 6 = 0 each, up to 0
- 6 to 100 = 1 each, up to 94

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

M_{emoryCapacity}(K_{nowledge})=\left\{0 \le K_{nowledge}<6:0+0\left|K_{nowledge}-0\right|,6 \le K_{nowledge}<100:0+1\left|K_{nowledge}-6\right|\right\}

` Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap `

Memory Cap Bonus% and Add Memory Cap are two different Enchantments.

For example, with 12 Memory Cap from 18 knowledge, +8 Add Memory Cap, and 7.7% Memory Cap Bonus, the final Memory Capacity will be

` ceil(12 * 1.077) + 8 = 21 Memory Capacity`

### Memory Recovery

Increases the amount of Spell/(Skill?) Points (SP) you restore per tick.

Knowledge governs your Memory Recovery.

0 Knowledge starts at 43% Memory Recovery.

- 0 -> 43%
- 0 to 28 = 1.5% each, up to 85%
- 28 to 35 = 5% each, up to 120%
- 35 to 84 = 2% each, up to 218%
- 84 to 85 = 1% each, up to 219%
- 85 to 86 = 3% each, up to 222%
- 86 to 100 = 2% each, up to 250%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

M_{emoryRecovery}(K_{nowledge})=\left\{0 \le K_{nowledge}<28:0.43+0.015\left|K_{nowledge}-0\right|,28 \le K_{nowledge}<35:0.85+0.05\left|K_{nowledge}-28\right|,35 \le K_{nowledge}<84:1.2+0.02\left|K_{nowledge}-35\right|,84 \le K_{nowledge}<85:2.18+0.01\left|K_{nowledge}-84\right|,85 \le K_{nowledge}<86:2.19+0.03\left|K_{nowledge}-85\right|,86 \le K_{nowledge}<100:2.22+0.02\left|K_{nowledge}-86\right|\right\}

*SP Recharge per tick (SP/tick) = Base Recharge * (1 + Memory Recovery Bonus)*

## Resourcefulness

### Regular Interaction Speed from Resourcefulness

Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.

Resourcefulness increases Regular Interaction Speed with 60% Scaling. See the Hybrid stat Regular Interaction Speed for more.

### Persuasiveness

Persuasiveness determines the duration of Bard songs' buffs/debuffs.

Resourcefulness governs your Persuasiveness.

0 Resourcefulness starts at 0 Persuasiveness.

- 0 -> 0
- 0 to 35 = 1 each, up to 35
- 35 to 71 = 0.5 each, up to 53
- 71 to 99 = 0.25 each, up to 60
- 99 to 100 = 0 each, up to 60

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

P_{ersuasiveness}(R_{esourcefulness})=\left\{0 \le R_{esourcefulness}<35:0+1\left|R_{esourcefulness}-0\right|,35 \le R_{esourcefulness}<71:35+0.5\left|R_{esourcefulness}-35\right|,71 \le R_{esourcefulness}<99:53+0.25\left|R_{esourcefulness}-71\right|,99 \le R_{esourcefulness}<100:60+0\left|R_{esourcefulness}-99\right|\right\}

Base buff duration formula:

`Scaling x Persuasiveness`

Each point in Stats#Resourcefulness/Persuasiveness over the base of 15 grants a 6.66% longer base duration.

The duration listed both in game and in a song's description at Bard represent the duration of the song at the base of 15 Persuasiveness. Some songs there are noted to not scale with Persuasiveness, meaning they always last the listed amount, before Buff/Debuff duration. Some songs technically apply no duration or their affect lasts only while Channeling, like Peacemaking and Chaotic Discord.

For example, Perfectly played Rousing Rhythms have 4.5x scaling and if Bard has 20 Persuasiveness, outgoing buff duration will be:

`4.5 x 20 = 90`

seconds

This will also get multiplied by the receiver's Buff Duration/Debuff Duration

# Hybrid Stats

Hybrid stats are stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor.

## Max Health

Max Health determines your characters maximum health.

Strength and Vigor governs your Max Health.

Strength has 25% scaling, and Vigor has 75% scaling, which then get combined into a Sum and translated into MaxHealth.

` Sum = Strength * 0.25 + Vigor * 0.75`

0 Sum starts at 60 Max Health.

- 0 -> 60
- 0 to 10 = 3 each, up to 90
- 10 to 50 = 2 each, up to 170
- 50 to 75 = 1 each, up to 195
- 75 to 100 = 0.5 each, up to 207.5

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

M_{axHealth}(S_{um})=\left\{0 \le S_{um}<10:60+3\left|S_{um}-0\right|,10 \le S_{um}<50:90+2\left|S_{um}-10\right|,50 \le S_{um}<75:170+1\left|S_{um}-50\right|,75 \le S_{um}<100:195+0.5\left|S_{um}-75\right|\right\}

Final Max Health = ?

- Comprised of Strength/Vigor, Max Health Bonus%, +Max Health, and %Max Health increases through buffs.

## Action Speed

Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables.

Agility and Dexterity governs your Action Speed.

Agility has 25% scaling, and Dexterity has 75% scaling, which then get combined into a Sum and translated into ActionSpeed.

` Sum = Agility * 0.25 + Dexterity * 0.75`

0 Sum starts at -38% Action Speed.

- 0 -> -38%
- 0 to 10 = 3% each, up to -8%
- 10 to 13 = 2% each, up to -2%
- 13 to 25 = 1% each, up to 10%
- 25 to 41 = 1.5% each, up to 34%
- 41 to 50 = 1% each, up to 43%
- 50 to 100 = 0.5% each, up to 68%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

A_{ctionSpeed}(S_{um})=\left\{0 \le S_{um}<10:-0.38+0.03\left|S_{um}-0\right|,10 \le S_{um}<13:-0.08+0.02\left|S_{um}-10\right|,13 \le S_{um}<25:-0.02+0.01\left|S_{um}-13\right|,25 \le S_{um}<41:0.1+0.015\left|S_{um}-25\right|,41 \le S_{um}<50:0.34+0.01\left|S_{um}-41\right|,50 \le S_{um}<100:0.43+0.005\left|S_{um}-50\right|\right\}

An Action Speed of 50% results in the animation lasting for only 67% of the base animation length.

` New animation length = Base animation length / (1 + Action Speed) `

## Regular Interaction Speed

Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.

Agility and Resourcefulness governs your Regular Interaction Speed.

Agility has 40% scaling, and Resourcefulness has 60% scaling, which then get combined into a Sum and translated into RegularInteractionSpeed.

` Sum = Agility * 0.4 + Resourcefulness * 0.6`

0 Sum starts at -55% Regular Interaction Speed.

- 0 -> -55%
- 0 to 5 = 5% each, up to -30%
- 5 to 15 = 3% each, up to 0%
- 15 to 25 = 7% each, up to 70%
- 25 to 35 = 5% each, up to 120%
- 35 to 84 = 2% each, up to 218%
- 84 to 85 = 1% each, up to 219%
- 85 to 86 = 3% each, up to 222%
- 86 to 100 = 2% each, up to 250%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

R_{egularInteractionSpeed}(S_{um})=\left\{0 \le S_{um}<5:-0.55+0.05\left|S_{um}-0\right|,5 \le S_{um}<15:-0.3+0.03\left|S_{um}-5\right|,15 \le S_{um}<25:0+0.07\left|S_{um}-15\right|,25 \le S_{um}<35:0.7+0.05\left|S_{um}-25\right|,35 \le S_{um}<84:1.2+0.02\left|S_{um}-35\right|,84 \le S_{um}<85:2.18+0.01\left|S_{um}-84\right|,85 \le S_{um}<86:2.19+0.03\left|S_{um}-85\right|,86 \le S_{um}<100:2.22+0.02\left|S_{um}-86\right|\right\}

` New interaction length = Base interaction length / (1 + interaction speed) `

For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length.

Surgical Kits have 50% scaling on regular interaction speed, therefore, their formula looks like

` New interaction length = Base interaction length / (1 + interaction speed * .5) `

# Other Stats

## Physical Damage Reduction

Physical Damage Reduction governs your resistance to physical damage dealing weapons and projectiles. Unlike Magic Resistance that is increased by Will, Armor Rating does not have an attribute stat that it scales off.

Armor Rating governs your Physical Damage Reduction.

-300 Armor Rating starts at -619% Physical Damage Reduction.

- -300 -> -619%
- -300 to -3 = 2% each, up to -25%
- -3 to 22 = 1% each, up to 0%
- 22 to 31 = 0.5% each, up to 4.5%
- 31 to 42 = 0.4% each, up to 8.9%
- 42 to 52 = 0.3% each, up to 11.9%
- 52 to 62 = 0.2% each, up to 13.9%
- 62 to 112 = 0.1% each, up to 18.9%
- 112 to 175 = 0.2% each, up to 31.5%
- 175 to 230 = 0.3% each, up to 48%
- 230 to 317 = 0.2% each, up to 65.4%
- 317 to 353 = 0.1% each, up to 69%
- 353 to 368 = 0.05% each, up to 69.75%
- 368 to 369 = 0.03% each, up to 69.78%
- 369 to 370 = 0.07% each, up to 69.85%
- 370 to 428 = 0.05% each, up to 72.75%
- 428 to 429 = -0.075% each, up to 72.675%
- 429 to 450 = 0.025% each, up to 73.2%
- 450 to 500 = 0.02% each, up to 74.2%

LaTeX Formula

Can be pasted into Desmos or other LaTeX editors for quick use of the equation.

Triple click to select all.

P_{hysicalDamageReduction}(A_{rmorRating})=\left\{-300 \le A_{rmorRating}<-3:-6.19+0.02\left|A_{rmorRating}--300\right|,-3 \le A_{rmorRating}<22:-0.25+0.01\left|A_{rmorRating}--3\right|,22 \le A_{rmorRating}<31:0+0.005\left|A_{rmorRating}-22\right|,31 \le A_{rmorRating}<42:0.045+0.004\left|A_{rmorRating}-31\right|,42 \le A_{rmorRating}<52:0.089+0.003\left|A_{rmorRating}-42\right|,52 \le A_{rmorRating}<62:0.119+0.002\left|A_{rmorRating}-52\right|,62 \le A_{rmorRating}<112:0.139+0.001\left|A_{rmorRating}-62\right|,112 \le A_{rmorRating}<175:0.189+0.002\left|A_{rmorRating}-112\right|,175 \le A_{rmorRating}<230:0.315+0.003\left|A_{rmorRating}-175\right|,230 \le A_{rmorRating}<317:0.48+0.002\left|A_{rmorRating}-230\right|,317 \le A_{rmorRating}<353:0.654+0.001\left|A_{rmorRating}-317\right|,353 \le A_{rmorRating}<368:0.69+0.001\left|A_{rmorRating}-353\right|,368 \le A_{rmorRating}<369:0.698+0\left|A_{rmorRating}-368\right|,369 \le A_{rmorRating}<370:0.698+0.001\left|A_{rmorRating}-369\right|,370 \le A_{rmorRating}<428:0.699+0.001\left|A_{rmorRating}-370\right|,428 \le A_{rmorRating}<429:0.728+-0.001\left|A_{rmorRating}-428\right|,429 \le A_{rmorRating}<450:0.727+0\left|A_{rmorRating}-429\right|,450 \le A_{rmorRating}<500:0.732+0\left|A_{rmorRating}-450\right|\right\}

Physical Damage Reduction is capped to 85%

## Impact Power

Impact Power governs the strength of your weapon strikes against a target, it determines if you can break objects and stagger blocking enemies.

## Luck

Luck increases chance of getting better loot rarity. Whoever opens the loot first or kills the mob first is the person whos luck is used to calculate the drops.

Luck stat affects each rarity differently. Luck Cap in the game is 500.

It is only possible to get maximum of 289 Luck in the game currently:

- 50 from Bard's Wanderer's Luck
- Possible 150 luck roll from a large Potion of Luck
- 25 from a Fangs of Death Necklace
- 24(12 x 2) from two Grimsmile Rings
- 40 from all 4 legendary armor pieces (except cloak)

- 1-Junk: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
- 2-Poor: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
- 3-Common: Each luck decreases chance by 0.05%, 500 Luck: 0.75x Chance
- 4-Uncommon is not affected by luck
- 5-Rare: not linear, diminishing returns, 500 Luck: 3.5x Chance
- 6-Epic: not linear, diminishing returns, 500 Luck: 3.88x Chance
- 7-Legendary: not linear, diminishing returns, 500 Luck: 4.25x Chance
- 8-Unique: not linear, diminishing returns, 500 Luck: 4.38x Chance

### Luck Value Table

Luck | Junk | Poor | Common | Uncommon | Rare | Epic | Legendary | Unique |
---|---|---|---|---|---|---|---|---|

50 | x0.95 | x0.95 | x0.975 | x1.0 | x1.48 | x1.54 | x1.62 | x1.64 |

100 | x0.90 | x0.90 | x0.95 | x1.0 | x1.90 | x2.04 | x2.17 | x2.22 |

150 | x0.85 | x0.85 | x0.925 | x1.0 | x2.28 | x2.47 | x2.66 | x2.72 |

200 | x0.80 | x0.80 | x0.90 | x1.0 | x2.60 | x2.84 | x3.08 | x3.17 |

250 | x0.75 | x0.75 | x0.875 | x1.0 | x2.88 | x3.16 | x3.45 | x3.54 |

300 | x0.70 | x0.70 | x0.85 | x1.0 | x3.11 | x3.42 | x3.73 | x3.84 |

It is important to note that Luck only increases chance of finding a high tier loot only if looted container/corpse has a chance of dropping high tier loot. So if loot table has no "Epic" drop chance, high luck won't make it drop "Epic" even if you have 250 luck as 0% chance multiplied by 3.16 is still 0.

Check Lootables to see which lootables drop high tier loot.

Loot is rolled when you open the container or kill the mob. (It is not confirmed if Bard's Unchained Harmony rolls the loot table when it opens the containers.)

# Enchantment Stats

Stats that come from weapons, armors or jewelry imbued with item Enchantments.

For the possible values of Enchantments and their historical rolls, see Enchantment Values

# Unimplemented Stats

These stats are not yet implemented.

## Utility Effectiveness

Determines the bonus effectiveness of your utility items