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	<id>https://darkanddarker.wiki.spellsandguns.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ParadoxArcher</id>
	<title>Dark and Darker Wiki - User contributions [en]</title>
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	<updated>2026-05-14T07:26:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=CommentStreams:89de90031a8fbc97cd2bb67b2e5cfe8f&amp;diff=35337</id>
		<title>CommentStreams:89de90031a8fbc97cd2bb67b2e5cfe8f</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=CommentStreams:89de90031a8fbc97cd2bb67b2e5cfe8f&amp;diff=35337"/>
		<updated>2024-08-03T07:41:13Z</updated>

		<summary type="html">&lt;p&gt;ParadoxArcher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I mean, the cooldown timer is only considered started when the status effect ends. If you were looking for an exact amount of time between applications of a debuff then you can just add the debuff duration to the cooldown.&lt;/div&gt;</summary>
		<author><name>ParadoxArcher</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=CommentStreams:391b98b7f15dadbc746e9affe26ea89e&amp;diff=35277</id>
		<title>CommentStreams:391b98b7f15dadbc746e9affe26ea89e</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=CommentStreams:391b98b7f15dadbc746e9affe26ea89e&amp;diff=35277"/>
		<updated>2024-08-01T08:51:14Z</updated>

		<summary type="html">&lt;p&gt;ParadoxArcher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I noticed it and knew it was inaccurate too, I have tested a plethora of items and resolved the issue&lt;/div&gt;</summary>
		<author><name>ParadoxArcher</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=35252</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=35252"/>
		<updated>2024-07-30T07:49:31Z</updated>

		<summary type="html">&lt;p&gt;ParadoxArcher: Rephrased Buff and Debuff Duration descriptions for brevity and clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker Wiki Stats Guide&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{UpdateStatus|Stats Data}}&lt;br /&gt;
{{MechanicsBar}}&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
Stats modify your character while equipped. [[Weapons]]/[[Utilities|Consumables]] only modify your character while held. For example, holding a Main-Hand and Off-Hand weapon in the first weapon slot will give each other weapon their stats, but neither will benefit from the stats of the weapon(s) in the second slot. Similarly, the bonuses from a [[Flute]] are only granted while wielding the Flute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;center;font-size&amp;quot;&amp;gt;See exact changes to Stats here [[Patch:6.4#Stat_Curve_Changes]] &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Charts==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
For example, even though the formula might give 32.5, in game the display might get [[Damage_Calculation#Rounding|rounded]] to 33.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Stats that come from character&#039;s attributes.&lt;br /&gt;
==Strength==&lt;br /&gt;
===Physical Power===&lt;br /&gt;
Physical Power governs your Physical Power Bonus.&lt;br /&gt;
{{Stats Data|physicalpower}}&lt;br /&gt;
&lt;br /&gt;
===Physical Power Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Physical Damage Bonus&amp;quot;&amp;gt;&lt;br /&gt;
- Also known as Physical Damage Bonus,&lt;br /&gt;
Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items, and abilities.&lt;br /&gt;
{{Stats Data|physicalpowerbonus}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capped to -100%&lt;br /&gt;
&lt;br /&gt;
===Max Health from Strength===&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Max_Health|Max Health]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vigor==&lt;br /&gt;
===Max Health from Vigor===&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Max_Health|Max Health]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Health Recovery===&lt;br /&gt;
Affects the rate at which you restore health when Resting, but not when using Bandages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, a Barbarian resting with 95% Health Recovery Bonus will recover &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|healthrecovery}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Agility==&lt;br /&gt;
===Action Speed from Agility===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Move Speed===&lt;br /&gt;
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 = 40%. &lt;br /&gt;
{{Stats Data|movespeed}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard capped to 330 Movement speed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Regular Interaction Speed from Agility===&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
===Action Speed from Dexterity===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Manual Dexterity===&lt;br /&gt;
Manual Dexterity determines how quickly Bard plays an instrument.&lt;br /&gt;
{{Stats Data|manualdexterity}}&lt;br /&gt;
&lt;br /&gt;
Capped to 50%.&lt;br /&gt;
&lt;br /&gt;
===Item Equip Speed===&lt;br /&gt;
Item Equip Speed adjusts the speed at which you equip all Armors, Ranged Weapons, and Throwable/Percussion/&amp;quot;explosive Light Source&amp;quot; Utility items. &lt;br /&gt;
&lt;br /&gt;
All other items such as Jewelry, Melee Weapons, Shields, and Consumable/Drink/&amp;quot;non-exploding Light Source&amp;quot; Utility items are instantly equipped.&lt;br /&gt;
{{Stats Data|itemequipspeed}}&lt;br /&gt;
&lt;br /&gt;
==Will==&lt;br /&gt;
===Magical Power===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Power&amp;quot;&amp;gt;&lt;br /&gt;
Magic Power governs your Magic Power Bonus.&lt;br /&gt;
&amp;lt;span&amp;gt;&lt;br /&gt;
{{Stats Data|magicalpower}}&lt;br /&gt;
&lt;br /&gt;
===Magic Power Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magical Damage Bonus&amp;quot;&amp;gt;&lt;br /&gt;
- Also known as Magical Damage Bonus, though contrary to this alternative name, it affects [[Healing]] too.&amp;lt;span&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magical Power Bonus&amp;quot;&amp;gt;&lt;br /&gt;
Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.&lt;br /&gt;
{{Stats Data|magicalpowerbonus}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Resistance===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Resistance&amp;quot;&amp;gt;&lt;br /&gt;
Magic Resistance governs your Magical Damage Reduction.&lt;br /&gt;
{{Stats Data|magicresistance}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical Damage Reduction===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Damage Reduction&amp;quot;&amp;gt;Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles.&lt;br /&gt;
{{Stats Data|magicaldamagereduction}}&lt;br /&gt;
&lt;br /&gt;
Magical Damage Reduction is capped to 75%&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Buff Duration ===&lt;br /&gt;
Buff Duration modifies the duration of any temporary beneficial status effects you have.&lt;br /&gt;
&lt;br /&gt;
Buff Duration does not modify buffs you apply to others.&lt;br /&gt;
{{Stats Data|buffduration}}&lt;br /&gt;
&lt;br /&gt;
===Debuff Duration===&lt;br /&gt;
Debuff Duration modifies the duration of temporary negative status effects; a negative value will shorten the duration, which is beneficial, and vise versa. &lt;br /&gt;
&lt;br /&gt;
Debuff Duration does not modify debuffs you apply to others.&lt;br /&gt;
{{Stats Data|debuffduration}}&lt;br /&gt;
&lt;br /&gt;
Debuff Duration has a lower cap of -95%, meaning at minimum a debuff can last 1/20th of its base duration.&lt;br /&gt;
&lt;br /&gt;
===Magical Interaction Speed ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Interaction Speed&amp;quot;&amp;gt;&lt;br /&gt;
Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
{{Stats Data|magicalinteractionspeed}}&lt;br /&gt;
&lt;br /&gt;
Note that the Debuff Duration Bonus enchant converts into a negative Debuff Duration, decreasing the duration of debuffs on you.&lt;br /&gt;
&lt;br /&gt;
Durations are not rounded and last their exact amount. However, actions that are performed in intervals, like Damage/Healing [[https://darkanddarker.wiki.spellsandguns.com/Damage_Calculation#Damage/Healing_over_Time|over time]], are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. &amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledge ==&lt;br /&gt;
===Spell Casting Speed===&lt;br /&gt;
Spell Casting Speed governs the speed at which you cast magical spells. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|spellcastingspeed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*A Spell Casting Speed of 50% results in the casting time lasting for only 67% of the base casting time.&lt;br /&gt;
* A Spell Casting Speed of 100% results in the casting time lasting for only 50% of the base casting time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Memory Capacity===&lt;br /&gt;
Memory Capacity govern your spell/song cost cap, meaning equipping spells/songs that exceed this cap will not be usable.&lt;br /&gt;
{{Stats Data|memorycapacity}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]]. &lt;br /&gt;
&lt;br /&gt;
For example, with 12 Memory Cap from 18 knowledge, 7.7% Memory Cap Bonus, and +8 Add Memory Cap, the final Memory Capacity will be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; ceil(12 * 1.077) + 8 = 21 Memory Capacity&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- class=&amp;quot;nowrap&amp;quot; will not work for me no matter what I attempt --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; |Knowledge vs Memory Capacity Bonus&amp;lt;!--Formula = RoundUP( ((0.5 + n-1) / Knowledge (-6))*1000) /1000 --&amp;gt;&lt;br /&gt;
!Classes!!Knowledge (-6)!!(+1)!!(+2) !! (+3)!!(+4)!!(+5)!! (+6)!!(+7)!!(+8)!! (+9)!!(+10)!!(+11)!!(+12)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || &amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(9)&amp;lt;/big&amp;gt;|| 5.6%||16.7%||27.8%||38.9%||50.0%||61.2%|| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(10)&amp;lt;/big&amp;gt;||5.0%||15.0%||25.0%||35.0%||45.0%||55.0%||65.0%|| || || ||N/A||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(11)&amp;lt;/big&amp;gt;||4.6%|| 13.7%|| 22.8%|| 31.9%|| 41.0% || 50.0%&lt;br /&gt;
|59.1%||68.2%|| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(12)&amp;lt;/big&amp;gt;||4.2%|| 12.5%|| 20.9%|| 29.2%|| 37.5%|| 45.9% ||54.2%||62.5%|| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(13)&amp;lt;/big&amp;gt;||3.9% || 11.6% || 19.3% || 27.0% || 34.7% || 42.4% || 50.0% || 57.7% || 65.4% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Bard/Cleric/Druid||&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(14)&amp;lt;/big&amp;gt;||3.6%||10.8%||17.9%||25.0%||32.2%||39.3%||46.5%||53.6%||60.8%||67.9%|| ||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(15)&amp;lt;/big&amp;gt;||3.4%|| 10.0%|| 16.7%|| 23.4%|| 30.0%|| 36.7%|| 43.4%|| 50.0%|| 56.7%|| 63.4%|| 70.0%||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(16)&amp;lt;/big&amp;gt;||3.2%||9.4%|| 15.7%|| 21.9%|| 28.2%|| 34.4%|| 40.7%|| 46.9%|| 53.2%|| 59.4%||65.7%||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(17)&amp;lt;/big&amp;gt;||3.0%||8.9%||14.8%||20.6%||26.5%||32.4%||38.3%||44.2%||50.0%||55.9%||61.8%||67.7%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(18)&amp;lt;/big&amp;gt;||2.8% ||8.4% ||13.9% ||19.5% ||25.0% ||30.6% ||36.2% ||41.7% ||47.3% ||52.8% ||58.4% ||63.9%&lt;br /&gt;
|-&lt;br /&gt;
| Wizard||&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(19)&amp;lt;/big&amp;gt;||2.7%||7.9%||13.2%||18.5%||23.7%||29.0%||34.3%||39.5%||44.8%||50.0%||55.3%||60.6%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(20)&amp;lt;/big&amp;gt;||2.5%||7.5%||12.5%||17.5%||22.5%||27.5%||32.5%||37.5%||42.5%||47.5%||52.5%||57.5%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(21)&amp;lt;/big&amp;gt;||2.4%||7.2%||12.0%||16.7%||21.5%||26.2%||31.0%||35.8%||40.5%||45.3%||50.0%||54.8%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(22)&amp;lt;/big&amp;gt;||2.3%||6.9%||12.5%||16.0%||20.5%||25.0%||29.6%||34.1%||38.7%||43.2%||47.8%||52.3%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(23)&amp;lt;/big&amp;gt;||2.2%||6.6%||10.9%||15.3%||19.6%||24.0%||28.3%||32.7%||37.0%||41.4%||45.7%||50.0%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(24)&amp;lt;/big&amp;gt;||2.1%||6.3%||10.5%||14.6%||18.8%||23.0%||27.1%||31.3%||35.5%||39.6%||43.8%||48.0%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(25)&amp;lt;/big&amp;gt;||2.0%||6.0%||10.0%||14.0%||18.0%||22.0%||26.0%||30.0%||34.0%||38.0%||42.0%||46.0%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(26)&amp;lt;/big&amp;gt;||2.0%||5.8%||9.7%||13.5%||17.4%||21.2%||25.0%||28.9%||32.7%||36.6%||40.4%||44.3%&lt;br /&gt;
|- &lt;br /&gt;
| ||&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(27)&amp;lt;/big&amp;gt;||1.9% ||5.6% ||9.3%||13.0%||16.7%||20.4%||24.1%||27.8%||31.5%||35.2%||38.9%|| 42.6%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(28)&amp;lt;/big&amp;gt;||1.8% ||5.4% ||9.0%||12.5%||16.1%||19.7%||23.3%||26.8%||30.4%||34.0%||37.5%|| 41.1%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(29)&amp;lt;/big&amp;gt;||1.8% ||5.2% ||8.7%||12.1%||15.6%||19.0%||22.5%||25.9%||29.4%||32.8%||36.3%||39.7%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(30)&amp;lt;/big&amp;gt;||1.7%||5.0%||8.4%||11.7%||15.0%||18.4%||21.7%||25.0%&lt;br /&gt;
|28.4% ||31.7%||35.0%||38.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory Recovery===&lt;br /&gt;
Increases the amount of [[Spell_Restoration|Spell/(Skill?) Points]] (SP) you restore per tick. &lt;br /&gt;
&lt;br /&gt;
{{Stats Data|memoryrecovery}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;SP Recharge per tick (SP/tick) = Base Recharge * (1 + Memory Recovery Bonus)&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resourcefulness==&lt;br /&gt;
===Regular Interaction Speed from Resourcefulness===&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Cooldown Reduction===&lt;br /&gt;
Cooldown Reduction reduces the cooldowns of skills/perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that perk cooldowns are in the form of a debuff and are additionally affected by [[Stats#Buff_Duration|Buff]]/[[Stats#Debuff_Duration|Debuff Duration]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Stats_Data|cooldownreduction}}&lt;br /&gt;
&lt;br /&gt;
===Persuasiveness===&lt;br /&gt;
Persuasiveness determines the duration of Bard songs&#039; buffs/debuffs.&lt;br /&gt;
{{Stats Data|persuasiveness}}&lt;br /&gt;
&lt;br /&gt;
Base buff duration formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base Duration x (Persuasiveness/Base Persuasiveness) x Persuasiveness Scaling&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Base Persuasiveness is currently 15 due to [[Bard]]&#039;s 15 Resourcefulness.&lt;br /&gt;
&lt;br /&gt;
Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration listed both in game and in a song&#039;s description at [[Bard]] represent the duration of the song at the base of 15 Persuasiveness. Some songs are noted as 0% Persuasiveness Scaling, 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.&lt;br /&gt;
&lt;br /&gt;
For example, Perfectly played Rousing Rhythms has a 90s duration (as of writing this) there if Bard has 20 Persuasiveness, outgoing base buff duration will be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;90 x 20/15 x 100% = 120 seconds&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will also then get multiplied by the receiver&#039;s [[Stats#Buff_Duration|Buff Duration]]/[[Stats#Debuff_Duration|Debuff Duration]]&lt;br /&gt;
&lt;br /&gt;
[https://www.desmos.com/calculator/ouiuljvzua Buff Duration Calculator]&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus==&lt;br /&gt;
Attributes can be multiplied by sources such as [[Warlock]]&#039;s Curse of Weakness, or [[Wizard]]&#039;s Sage perk. These multipliers are applied after all other sources of additional attributes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Attribute = Attribute * (1 + Attribute Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, with 30 Strength, and 15% Strength Bonus, final strength would be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Strength = 30 * (1 + 0.15) = 34.5 Strength&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that attributes can have decimals, though in the in game details page they will be rounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Not to be confused with Attribute Bonus Ratio ([[Scaling]])&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Hybrid Stats=&lt;br /&gt;
Hybrid stats are stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor.&lt;br /&gt;
&lt;br /&gt;
==Max Health==&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|maxhealth}}&lt;br /&gt;
&lt;br /&gt;
Final Max Health formula with examples can be found on the [[Health#Formula|Health page]].&lt;br /&gt;
&lt;br /&gt;
== Action Speed==&lt;br /&gt;
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. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|actionspeed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Action Speed of 50% results in the animation lasting for only 67% of the base animation length.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New animation length = Base animation length / (1 + Action Speed) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regular Interaction Speed==&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|regularinteractionspeed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New interaction length = Base interaction length / (1 + interaction speed) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length.&lt;br /&gt;
&lt;br /&gt;
[[Surgical Kit]]s have 50% [[Scaling]] on regular interaction speed, therefore, their formula looks like&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New interaction length = Base interaction length / (1 + interaction speed * .5) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Other Stats=&lt;br /&gt;
&lt;br /&gt;
==Armor Rating==&lt;br /&gt;
Armor Rating (AR) is determined from the armor your wearing, but can also be increased in some ways such as [[Fighter]]&#039;s Barricade (Armor Rating) or [[Fighter]]&#039;s Defense Mastery (Armor Rating Bonus).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Formula can be simplified as:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that [[Fighter]]&#039;s Defense Mastery and [[Rogue]]&#039;s Weakpoint Attack are specifically Item Armor Rating Bonus, meaning they only affect the AR from Items (excluding enchants), where the following formula should be applied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating Bonus) + other Armor Rating * (1 + Armor Rating Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that only Item Armor Rating Bonus exists currently, and not Armor Rating Bonus. Therefore, the shortest form of this expanded formula can be written as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example using the last formula:&amp;lt;br&amp;gt;&lt;br /&gt;
With 100 AR from equipped Items, 20 from [[Enchantments]], and -40% Item Armor Rating Bonus, the player would result in&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;100 * (1 + -0.4) + 20 = 80 Armor Rating&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physical Damage Reduction==&lt;br /&gt;
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.&lt;br /&gt;
{{Stats Data|physicaldamagereduction}}&lt;br /&gt;
&lt;br /&gt;
Physical Damage Reduction is capped to 75%&lt;br /&gt;
&lt;br /&gt;
==Impact Power==&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
==Item Swap Speed==&lt;br /&gt;
Speed at which items are swapped as the current active item. Note that is separate to Wearing Time Speed&lt;br /&gt;
&lt;br /&gt;
==Wearing Time Speed==&lt;br /&gt;
Speed at which items are worn by equipping them from the inventory.&lt;br /&gt;
&lt;br /&gt;
==Luck==&lt;br /&gt;
Loot is rolled when you open the container or kill the mob.&lt;br /&gt;
&lt;br /&gt;
Whoever opens the loot first or kills the mob first is the person whose luck is used to calculate the drops.&amp;lt;br&amp;gt;&lt;br /&gt;
(It is not confirmed if Bard&#039;s Unchained Harmony rolls the loot table when it opens the containers.)&lt;br /&gt;
&lt;br /&gt;
Luck is capped at 500.&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to reach the Luck cap:&lt;br /&gt;
*50 from [[Bard#Perks-0|Bard&#039;s Wanderer&#039;s Luck]]&lt;br /&gt;
*150 luck roll from a large [[Potion of Luck]]&lt;br /&gt;
*10 from craftable [[Hands#Craftable_Hands_Armors-0|golden hands]] armor piece&lt;br /&gt;
*40 from [[Golden Cloak]]&lt;br /&gt;
*250 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] &#039;&#039;on other gear&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Luck Scalar ===&lt;br /&gt;
{{#lsth:Luck|Luck Scalar}}&lt;br /&gt;
&lt;br /&gt;
==Max Spell Count==&lt;br /&gt;
Determines the number of spells that can be stored at once. For example, at base, [[Wizard]] can store up to 5 Fireballs. This can be increased with Max Spell Count Bonus multiplicatively&lt;br /&gt;
&lt;br /&gt;
=Enchantment Stats=&lt;br /&gt;
Stats that come from weapons, armors or jewelry imbued with item [[Enchantments]].&lt;br /&gt;
&lt;br /&gt;
{{Transclude|Enchantments#Enchantment Exclusive Stats}}&lt;br /&gt;
&lt;br /&gt;
For the possible values of Enchantments and their historical rolls, see [[Enchantments#Enchantment_Values|Enchantment Values]]&lt;br /&gt;
&lt;br /&gt;
=Unimplemented Stats=&lt;br /&gt;
These stats are not yet implemented.&lt;br /&gt;
==Utility Effectiveness Bonus==&lt;br /&gt;
Determines the bonus effectiveness of your utility items&lt;/div&gt;</summary>
		<author><name>ParadoxArcher</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=35195</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=35195"/>
		<updated>2024-07-29T13:36:37Z</updated>

		<summary type="html">&lt;p&gt;ParadoxArcher: /* Item Equip Speed */  Reformatting last change for readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker Wiki Stats Guide&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{UpdateStatus|Stats Data}}&lt;br /&gt;
{{MechanicsBar}}&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
Stats modify your character while equipped. [[Weapons]]/[[Utilities|Consumables]] only modify your character while held. For example, holding a Main-Hand and Off-Hand weapon in the first weapon slot will give each other weapon their stats, but neither will benefit from the stats of the weapon(s) in the second slot. Similarly, the bonuses from a [[Flute]] are only granted while wielding the Flute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;center;font-size&amp;quot;&amp;gt;See exact changes to Stats here [[Patch:6.4#Stat_Curve_Changes]] &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Charts==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
For example, even though the formula might give 32.5, in game the display might get [[Damage_Calculation#Rounding|rounded]] to 33.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Stats that come from character&#039;s attributes.&lt;br /&gt;
==Strength==&lt;br /&gt;
===Physical Power===&lt;br /&gt;
Physical Power governs your Physical Power Bonus.&lt;br /&gt;
{{Stats Data|physicalpower}}&lt;br /&gt;
&lt;br /&gt;
===Physical Power Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Physical Damage Bonus&amp;quot;&amp;gt;&lt;br /&gt;
- Also known as Physical Damage Bonus,&lt;br /&gt;
Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items, and abilities.&lt;br /&gt;
{{Stats Data|physicalpowerbonus}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capped to -100%&lt;br /&gt;
&lt;br /&gt;
===Max Health from Strength===&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Max_Health|Max Health]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vigor==&lt;br /&gt;
===Max Health from Vigor===&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Max_Health|Max Health]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Health Recovery===&lt;br /&gt;
Affects the rate at which you restore health when Resting, but not when using Bandages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, a Barbarian resting with 95% Health Recovery Bonus will recover &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|healthrecovery}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Agility==&lt;br /&gt;
===Action Speed from Agility===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Move Speed===&lt;br /&gt;
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 = 40%. &lt;br /&gt;
{{Stats Data|movespeed}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard capped to 330 Movement speed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Regular Interaction Speed from Agility===&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
===Action Speed from Dexterity===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Manual Dexterity===&lt;br /&gt;
Manual Dexterity determines how quickly Bard plays an instrument.&lt;br /&gt;
{{Stats Data|manualdexterity}}&lt;br /&gt;
&lt;br /&gt;
Capped to 50%.&lt;br /&gt;
&lt;br /&gt;
===Item Equip Speed===&lt;br /&gt;
Item Equip Speed adjusts the speed at which you equip all Armors, Ranged Weapons, and Throwable/Percussion/&amp;quot;explosive Light Source&amp;quot; Utility items. &lt;br /&gt;
&lt;br /&gt;
All other items such as Jewelry, Melee Weapons, Shields, and Consumable/Drink/&amp;quot;non-exploding Light Source&amp;quot; Utility items are instantly equipped.&lt;br /&gt;
{{Stats Data|itemequipspeed}}&lt;br /&gt;
&lt;br /&gt;
==Will==&lt;br /&gt;
===Magical Power===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Power&amp;quot;&amp;gt;&lt;br /&gt;
Magic Power governs your Magic Power Bonus.&lt;br /&gt;
&amp;lt;span&amp;gt;&lt;br /&gt;
{{Stats Data|magicalpower}}&lt;br /&gt;
&lt;br /&gt;
===Magic Power Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magical Damage Bonus&amp;quot;&amp;gt;&lt;br /&gt;
- Also known as Magical Damage Bonus, though contrary to this alternative name, it affects [[Healing]] too.&amp;lt;span&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magical Power Bonus&amp;quot;&amp;gt;&lt;br /&gt;
Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.&lt;br /&gt;
{{Stats Data|magicalpowerbonus}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Resistance===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Resistance&amp;quot;&amp;gt;&lt;br /&gt;
Magic Resistance governs your Magical Damage Reduction.&lt;br /&gt;
{{Stats Data|magicresistance}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical Damage Reduction===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Damage Reduction&amp;quot;&amp;gt;Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles.&lt;br /&gt;
{{Stats Data|magicaldamagereduction}}&lt;br /&gt;
&lt;br /&gt;
Magical Damage Reduction is capped to 75%&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Buff Duration ===&lt;br /&gt;
Buff Duration governs the duration of temporary beneficial status effects.&lt;br /&gt;
{{Stats Data|buffduration}}&lt;br /&gt;
&lt;br /&gt;
===Debuff Duration===&lt;br /&gt;
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.&lt;br /&gt;
{{Stats Data|debuffduration}}&lt;br /&gt;
&lt;br /&gt;
Debuff Duration has a lower cap of -95%, meaning at minimum a debuff can last 1/20th of its base duration.&lt;br /&gt;
&lt;br /&gt;
===Magical Interaction Speed ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Interaction Speed&amp;quot;&amp;gt;&lt;br /&gt;
Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
{{Stats Data|magicalinteractionspeed}}&lt;br /&gt;
&lt;br /&gt;
Note that the Debuff Duration Bonus enchant converts into a negative Debuff Duration, decreasing the duration of debuffs on you.&lt;br /&gt;
&lt;br /&gt;
Durations are not rounded and last their exact amount. However, actions that are performed in intervals, like Damage/Healing [[https://darkanddarker.wiki.spellsandguns.com/Damage_Calculation#Damage/Healing_over_Time|over time]], are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. &amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledge ==&lt;br /&gt;
===Spell Casting Speed===&lt;br /&gt;
Spell Casting Speed governs the speed at which you cast magical spells. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|spellcastingspeed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*A Spell Casting Speed of 50% results in the casting time lasting for only 67% of the base casting time.&lt;br /&gt;
* A Spell Casting Speed of 100% results in the casting time lasting for only 50% of the base casting time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Memory Capacity===&lt;br /&gt;
Memory Capacity govern your spell/song cost cap, meaning equipping spells/songs that exceed this cap will not be usable.&lt;br /&gt;
{{Stats Data|memorycapacity}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]]. &lt;br /&gt;
&lt;br /&gt;
For example, with 12 Memory Cap from 18 knowledge, 7.7% Memory Cap Bonus, and +8 Add Memory Cap, the final Memory Capacity will be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; ceil(12 * 1.077) + 8 = 21 Memory Capacity&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- class=&amp;quot;nowrap&amp;quot; will not work for me no matter what I attempt --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; |Knowledge vs Memory Capacity Bonus&amp;lt;!--Formula = RoundUP( ((0.5 + n-1) / Knowledge (-6))*1000) /1000 --&amp;gt;&lt;br /&gt;
!Classes!!Knowledge (-6)!!(+1)!!(+2) !! (+3)!!(+4)!!(+5)!! (+6)!!(+7)!!(+8)!! (+9)!!(+10)!!(+11)!!(+12)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || &amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(9)&amp;lt;/big&amp;gt;|| 5.6%||16.7%||27.8%||38.9%||50.0%||61.2%|| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(10)&amp;lt;/big&amp;gt;||5.0%||15.0%||25.0%||35.0%||45.0%||55.0%||65.0%|| || || ||N/A||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(11)&amp;lt;/big&amp;gt;||4.6%|| 13.7%|| 22.8%|| 31.9%|| 41.0% || 50.0%&lt;br /&gt;
|59.1%||68.2%|| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(12)&amp;lt;/big&amp;gt;||4.2%|| 12.5%|| 20.9%|| 29.2%|| 37.5%|| 45.9% ||54.2%||62.5%|| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(13)&amp;lt;/big&amp;gt;||3.9% || 11.6% || 19.3% || 27.0% || 34.7% || 42.4% || 50.0% || 57.7% || 65.4% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Bard/Cleric/Druid||&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(14)&amp;lt;/big&amp;gt;||3.6%||10.8%||17.9%||25.0%||32.2%||39.3%||46.5%||53.6%||60.8%||67.9%|| ||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(15)&amp;lt;/big&amp;gt;||3.4%|| 10.0%|| 16.7%|| 23.4%|| 30.0%|| 36.7%|| 43.4%|| 50.0%|| 56.7%|| 63.4%|| 70.0%||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(16)&amp;lt;/big&amp;gt;||3.2%||9.4%|| 15.7%|| 21.9%|| 28.2%|| 34.4%|| 40.7%|| 46.9%|| 53.2%|| 59.4%||65.7%||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(17)&amp;lt;/big&amp;gt;||3.0%||8.9%||14.8%||20.6%||26.5%||32.4%||38.3%||44.2%||50.0%||55.9%||61.8%||67.7%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(18)&amp;lt;/big&amp;gt;||2.8% ||8.4% ||13.9% ||19.5% ||25.0% ||30.6% ||36.2% ||41.7% ||47.3% ||52.8% ||58.4% ||63.9%&lt;br /&gt;
|-&lt;br /&gt;
| Wizard||&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(19)&amp;lt;/big&amp;gt;||2.7%||7.9%||13.2%||18.5%||23.7%||29.0%||34.3%||39.5%||44.8%||50.0%||55.3%||60.6%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(20)&amp;lt;/big&amp;gt;||2.5%||7.5%||12.5%||17.5%||22.5%||27.5%||32.5%||37.5%||42.5%||47.5%||52.5%||57.5%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(21)&amp;lt;/big&amp;gt;||2.4%||7.2%||12.0%||16.7%||21.5%||26.2%||31.0%||35.8%||40.5%||45.3%||50.0%||54.8%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(22)&amp;lt;/big&amp;gt;||2.3%||6.9%||12.5%||16.0%||20.5%||25.0%||29.6%||34.1%||38.7%||43.2%||47.8%||52.3%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(23)&amp;lt;/big&amp;gt;||2.2%||6.6%||10.9%||15.3%||19.6%||24.0%||28.3%||32.7%||37.0%||41.4%||45.7%||50.0%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(24)&amp;lt;/big&amp;gt;||2.1%||6.3%||10.5%||14.6%||18.8%||23.0%||27.1%||31.3%||35.5%||39.6%||43.8%||48.0%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(25)&amp;lt;/big&amp;gt;||2.0%||6.0%||10.0%||14.0%||18.0%||22.0%||26.0%||30.0%||34.0%||38.0%||42.0%||46.0%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(26)&amp;lt;/big&amp;gt;||2.0%||5.8%||9.7%||13.5%||17.4%||21.2%||25.0%||28.9%||32.7%||36.6%||40.4%||44.3%&lt;br /&gt;
|- &lt;br /&gt;
| ||&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(27)&amp;lt;/big&amp;gt;||1.9% ||5.6% ||9.3%||13.0%||16.7%||20.4%||24.1%||27.8%||31.5%||35.2%||38.9%|| 42.6%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(28)&amp;lt;/big&amp;gt;||1.8% ||5.4% ||9.0%||12.5%||16.1%||19.7%||23.3%||26.8%||30.4%||34.0%||37.5%|| 41.1%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(29)&amp;lt;/big&amp;gt;||1.8% ||5.2% ||8.7%||12.1%||15.6%||19.0%||22.5%||25.9%||29.4%||32.8%||36.3%||39.7%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(30)&amp;lt;/big&amp;gt;||1.7%||5.0%||8.4%||11.7%||15.0%||18.4%||21.7%||25.0%&lt;br /&gt;
|28.4% ||31.7%||35.0%||38.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory Recovery===&lt;br /&gt;
Increases the amount of [[Spell_Restoration|Spell/(Skill?) Points]] (SP) you restore per tick. &lt;br /&gt;
&lt;br /&gt;
{{Stats Data|memoryrecovery}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;SP Recharge per tick (SP/tick) = Base Recharge * (1 + Memory Recovery Bonus)&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resourcefulness==&lt;br /&gt;
===Regular Interaction Speed from Resourcefulness===&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Cooldown Reduction===&lt;br /&gt;
Cooldown Reduction reduces the cooldowns of skills/perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that perk cooldowns are in the form of a debuff and are additionally affected by [[Stats#Buff_Duration|Buff]]/[[Stats#Debuff_Duration|Debuff Duration]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Stats_Data|cooldownreduction}}&lt;br /&gt;
&lt;br /&gt;
===Persuasiveness===&lt;br /&gt;
Persuasiveness determines the duration of Bard songs&#039; buffs/debuffs.&lt;br /&gt;
{{Stats Data|persuasiveness}}&lt;br /&gt;
&lt;br /&gt;
Base buff duration formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base Duration x (Persuasiveness/Base Persuasiveness) x Persuasiveness Scaling&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Base Persuasiveness is currently 15 due to [[Bard]]&#039;s 15 Resourcefulness.&lt;br /&gt;
&lt;br /&gt;
Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration listed both in game and in a song&#039;s description at [[Bard]] represent the duration of the song at the base of 15 Persuasiveness. Some songs are noted as 0% Persuasiveness Scaling, 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.&lt;br /&gt;
&lt;br /&gt;
For example, Perfectly played Rousing Rhythms has a 90s duration (as of writing this) there if Bard has 20 Persuasiveness, outgoing base buff duration will be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;90 x 20/15 x 100% = 120 seconds&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will also then get multiplied by the receiver&#039;s [[Stats#Buff_Duration|Buff Duration]]/[[Stats#Debuff_Duration|Debuff Duration]]&lt;br /&gt;
&lt;br /&gt;
[https://www.desmos.com/calculator/ouiuljvzua Buff Duration Calculator]&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus==&lt;br /&gt;
Attributes can be multiplied by sources such as [[Warlock]]&#039;s Curse of Weakness, or [[Wizard]]&#039;s Sage perk. These multipliers are applied after all other sources of additional attributes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Attribute = Attribute * (1 + Attribute Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, with 30 Strength, and 15% Strength Bonus, final strength would be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Strength = 30 * (1 + 0.15) = 34.5 Strength&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that attributes can have decimals, though in the in game details page they will be rounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Not to be confused with Attribute Bonus Ratio ([[Scaling]])&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Hybrid Stats=&lt;br /&gt;
Hybrid stats are stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor.&lt;br /&gt;
&lt;br /&gt;
==Max Health==&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|maxhealth}}&lt;br /&gt;
&lt;br /&gt;
Final Max Health formula with examples can be found on the [[Health#Formula|Health page]].&lt;br /&gt;
&lt;br /&gt;
== Action Speed==&lt;br /&gt;
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. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|actionspeed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Action Speed of 50% results in the animation lasting for only 67% of the base animation length.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New animation length = Base animation length / (1 + Action Speed) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regular Interaction Speed==&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|regularinteractionspeed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New interaction length = Base interaction length / (1 + interaction speed) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length.&lt;br /&gt;
&lt;br /&gt;
[[Surgical Kit]]s have 50% [[Scaling]] on regular interaction speed, therefore, their formula looks like&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New interaction length = Base interaction length / (1 + interaction speed * .5) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Other Stats=&lt;br /&gt;
&lt;br /&gt;
==Armor Rating==&lt;br /&gt;
Armor Rating (AR) is determined from the armor your wearing, but can also be increased in some ways such as [[Fighter]]&#039;s Barricade (Armor Rating) or [[Fighter]]&#039;s Defense Mastery (Armor Rating Bonus).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Formula can be simplified as:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that [[Fighter]]&#039;s Defense Mastery and [[Rogue]]&#039;s Weakpoint Attack are specifically Item Armor Rating Bonus, meaning they only affect the AR from Items (excluding enchants), where the following formula should be applied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating Bonus) + other Armor Rating * (1 + Armor Rating Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that only Item Armor Rating Bonus exists currently, and not Armor Rating Bonus. Therefore, the shortest form of this expanded formula can be written as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example using the last formula:&amp;lt;br&amp;gt;&lt;br /&gt;
With 100 AR from equipped Items, 20 from [[Enchantments]], and -40% Item Armor Rating Bonus, the player would result in&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;100 * (1 + -0.4) + 20 = 80 Armor Rating&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physical Damage Reduction==&lt;br /&gt;
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.&lt;br /&gt;
{{Stats Data|physicaldamagereduction}}&lt;br /&gt;
&lt;br /&gt;
Physical Damage Reduction is capped to 75%&lt;br /&gt;
&lt;br /&gt;
==Impact Power==&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
==Item Swap Speed==&lt;br /&gt;
Speed at which items are swapped as the current active item. Note that is separate to Wearing Time Speed&lt;br /&gt;
&lt;br /&gt;
==Wearing Time Speed==&lt;br /&gt;
Speed at which items are worn by equipping them from the inventory.&lt;br /&gt;
&lt;br /&gt;
==Luck==&lt;br /&gt;
Loot is rolled when you open the container or kill the mob.&lt;br /&gt;
&lt;br /&gt;
Whoever opens the loot first or kills the mob first is the person whose luck is used to calculate the drops.&amp;lt;br&amp;gt;&lt;br /&gt;
(It is not confirmed if Bard&#039;s Unchained Harmony rolls the loot table when it opens the containers.)&lt;br /&gt;
&lt;br /&gt;
Luck is capped at 500.&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to reach the Luck cap:&lt;br /&gt;
*50 from [[Bard#Perks-0|Bard&#039;s Wanderer&#039;s Luck]]&lt;br /&gt;
*150 luck roll from a large [[Potion of Luck]]&lt;br /&gt;
*10 from craftable [[Hands#Craftable_Hands_Armors-0|golden hands]] armor piece&lt;br /&gt;
*40 from [[Golden Cloak]]&lt;br /&gt;
*250 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] &#039;&#039;on other gear&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Luck Scalar ===&lt;br /&gt;
{{#lsth:Luck|Luck Scalar}}&lt;br /&gt;
&lt;br /&gt;
==Max Spell Count==&lt;br /&gt;
Determines the number of spells that can be stored at once. For example, at base, [[Wizard]] can store up to 5 Fireballs. This can be increased with Max Spell Count Bonus multiplicatively&lt;br /&gt;
&lt;br /&gt;
=Enchantment Stats=&lt;br /&gt;
Stats that come from weapons, armors or jewelry imbued with item [[Enchantments]].&lt;br /&gt;
&lt;br /&gt;
{{Transclude|Enchantments#Enchantment Exclusive Stats}}&lt;br /&gt;
&lt;br /&gt;
For the possible values of Enchantments and their historical rolls, see [[Enchantments#Enchantment_Values|Enchantment Values]]&lt;br /&gt;
&lt;br /&gt;
=Unimplemented Stats=&lt;br /&gt;
These stats are not yet implemented.&lt;br /&gt;
==Utility Effectiveness Bonus==&lt;br /&gt;
Determines the bonus effectiveness of your utility items&lt;/div&gt;</summary>
		<author><name>ParadoxArcher</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=35194</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=35194"/>
		<updated>2024-07-29T13:33:25Z</updated>

		<summary type="html">&lt;p&gt;ParadoxArcher: Fleshed out &amp;quot;Item Equip Speed&amp;quot; definition to properly define what items use equip time vs instant equip.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker Wiki Stats Guide&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{UpdateStatus|Stats Data}}&lt;br /&gt;
{{MechanicsBar}}&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
Stats modify your character while equipped. [[Weapons]]/[[Utilities|Consumables]] only modify your character while held. For example, holding a Main-Hand and Off-Hand weapon in the first weapon slot will give each other weapon their stats, but neither will benefit from the stats of the weapon(s) in the second slot. Similarly, the bonuses from a [[Flute]] are only granted while wielding the Flute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;center;font-size&amp;quot;&amp;gt;See exact changes to Stats here [[Patch:6.4#Stat_Curve_Changes]] &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Charts==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
For example, even though the formula might give 32.5, in game the display might get [[Damage_Calculation#Rounding|rounded]] to 33.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Stats that come from character&#039;s attributes.&lt;br /&gt;
==Strength==&lt;br /&gt;
===Physical Power===&lt;br /&gt;
Physical Power governs your Physical Power Bonus.&lt;br /&gt;
{{Stats Data|physicalpower}}&lt;br /&gt;
&lt;br /&gt;
===Physical Power Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Physical Damage Bonus&amp;quot;&amp;gt;&lt;br /&gt;
- Also known as Physical Damage Bonus,&lt;br /&gt;
Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items, and abilities.&lt;br /&gt;
{{Stats Data|physicalpowerbonus}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capped to -100%&lt;br /&gt;
&lt;br /&gt;
===Max Health from Strength===&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Max_Health|Max Health]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vigor==&lt;br /&gt;
===Max Health from Vigor===&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Max_Health|Max Health]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Health Recovery===&lt;br /&gt;
Affects the rate at which you restore health when Resting, but not when using Bandages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, a Barbarian resting with 95% Health Recovery Bonus will recover &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|healthrecovery}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Agility==&lt;br /&gt;
===Action Speed from Agility===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Move Speed===&lt;br /&gt;
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 = 40%. &lt;br /&gt;
{{Stats Data|movespeed}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard capped to 330 Movement speed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Regular Interaction Speed from Agility===&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
===Action Speed from Dexterity===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Manual Dexterity===&lt;br /&gt;
Manual Dexterity determines how quickly Bard plays an instrument.&lt;br /&gt;
{{Stats Data|manualdexterity}}&lt;br /&gt;
&lt;br /&gt;
Capped to 50%.&lt;br /&gt;
&lt;br /&gt;
===Item Equip Speed===&lt;br /&gt;
Item Equip Speed adjusts the speed at which you equip all Armors, Ranged Weapons, and Throwable/Percussion/&amp;quot;explosive Light Source&amp;quot; Utility items. All other items such as Jewelry, Melee Weapons, Shields, and Consumable/Drink/&amp;quot;non-exploding Light Source&amp;quot; Utility items are instantly equipped.&lt;br /&gt;
{{Stats Data|itemequipspeed}}&lt;br /&gt;
&lt;br /&gt;
==Will==&lt;br /&gt;
===Magical Power===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Power&amp;quot;&amp;gt;&lt;br /&gt;
Magic Power governs your Magic Power Bonus.&lt;br /&gt;
&amp;lt;span&amp;gt;&lt;br /&gt;
{{Stats Data|magicalpower}}&lt;br /&gt;
&lt;br /&gt;
===Magic Power Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magical Damage Bonus&amp;quot;&amp;gt;&lt;br /&gt;
- Also known as Magical Damage Bonus, though contrary to this alternative name, it affects [[Healing]] too.&amp;lt;span&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magical Power Bonus&amp;quot;&amp;gt;&lt;br /&gt;
Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.&lt;br /&gt;
{{Stats Data|magicalpowerbonus}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Resistance===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Resistance&amp;quot;&amp;gt;&lt;br /&gt;
Magic Resistance governs your Magical Damage Reduction.&lt;br /&gt;
{{Stats Data|magicresistance}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical Damage Reduction===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Damage Reduction&amp;quot;&amp;gt;Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles.&lt;br /&gt;
{{Stats Data|magicaldamagereduction}}&lt;br /&gt;
&lt;br /&gt;
Magical Damage Reduction is capped to 75%&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Buff Duration ===&lt;br /&gt;
Buff Duration governs the duration of temporary beneficial status effects.&lt;br /&gt;
{{Stats Data|buffduration}}&lt;br /&gt;
&lt;br /&gt;
===Debuff Duration===&lt;br /&gt;
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.&lt;br /&gt;
{{Stats Data|debuffduration}}&lt;br /&gt;
&lt;br /&gt;
Debuff Duration has a lower cap of -95%, meaning at minimum a debuff can last 1/20th of its base duration.&lt;br /&gt;
&lt;br /&gt;
===Magical Interaction Speed ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Interaction Speed&amp;quot;&amp;gt;&lt;br /&gt;
Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
{{Stats Data|magicalinteractionspeed}}&lt;br /&gt;
&lt;br /&gt;
Note that the Debuff Duration Bonus enchant converts into a negative Debuff Duration, decreasing the duration of debuffs on you.&lt;br /&gt;
&lt;br /&gt;
Durations are not rounded and last their exact amount. However, actions that are performed in intervals, like Damage/Healing [[https://darkanddarker.wiki.spellsandguns.com/Damage_Calculation#Damage/Healing_over_Time|over time]], are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. &amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledge ==&lt;br /&gt;
===Spell Casting Speed===&lt;br /&gt;
Spell Casting Speed governs the speed at which you cast magical spells. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|spellcastingspeed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*A Spell Casting Speed of 50% results in the casting time lasting for only 67% of the base casting time.&lt;br /&gt;
* A Spell Casting Speed of 100% results in the casting time lasting for only 50% of the base casting time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Memory Capacity===&lt;br /&gt;
Memory Capacity govern your spell/song cost cap, meaning equipping spells/songs that exceed this cap will not be usable.&lt;br /&gt;
{{Stats Data|memorycapacity}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]]. &lt;br /&gt;
&lt;br /&gt;
For example, with 12 Memory Cap from 18 knowledge, 7.7% Memory Cap Bonus, and +8 Add Memory Cap, the final Memory Capacity will be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; ceil(12 * 1.077) + 8 = 21 Memory Capacity&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- class=&amp;quot;nowrap&amp;quot; will not work for me no matter what I attempt --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; |Knowledge vs Memory Capacity Bonus&amp;lt;!--Formula = RoundUP( ((0.5 + n-1) / Knowledge (-6))*1000) /1000 --&amp;gt;&lt;br /&gt;
!Classes!!Knowledge (-6)!!(+1)!!(+2) !! (+3)!!(+4)!!(+5)!! (+6)!!(+7)!!(+8)!! (+9)!!(+10)!!(+11)!!(+12)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || &amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(9)&amp;lt;/big&amp;gt;|| 5.6%||16.7%||27.8%||38.9%||50.0%||61.2%|| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(10)&amp;lt;/big&amp;gt;||5.0%||15.0%||25.0%||35.0%||45.0%||55.0%||65.0%|| || || ||N/A||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(11)&amp;lt;/big&amp;gt;||4.6%|| 13.7%|| 22.8%|| 31.9%|| 41.0% || 50.0%&lt;br /&gt;
|59.1%||68.2%|| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(12)&amp;lt;/big&amp;gt;||4.2%|| 12.5%|| 20.9%|| 29.2%|| 37.5%|| 45.9% ||54.2%||62.5%|| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(13)&amp;lt;/big&amp;gt;||3.9% || 11.6% || 19.3% || 27.0% || 34.7% || 42.4% || 50.0% || 57.7% || 65.4% || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Bard/Cleric/Druid||&amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(14)&amp;lt;/big&amp;gt;||3.6%||10.8%||17.9%||25.0%||32.2%||39.3%||46.5%||53.6%||60.8%||67.9%|| ||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(15)&amp;lt;/big&amp;gt;||3.4%|| 10.0%|| 16.7%|| 23.4%|| 30.0%|| 36.7%|| 43.4%|| 50.0%|| 56.7%|| 63.4%|| 70.0%||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(16)&amp;lt;/big&amp;gt;||3.2%||9.4%|| 15.7%|| 21.9%|| 28.2%|| 34.4%|| 40.7%|| 46.9%|| 53.2%|| 59.4%||65.7%||&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(17)&amp;lt;/big&amp;gt;||3.0%||8.9%||14.8%||20.6%||26.5%||32.4%||38.3%||44.2%||50.0%||55.9%||61.8%||67.7%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(18)&amp;lt;/big&amp;gt;||2.8% ||8.4% ||13.9% ||19.5% ||25.0% ||30.6% ||36.2% ||41.7% ||47.3% ||52.8% ||58.4% ||63.9%&lt;br /&gt;
|-&lt;br /&gt;
| Wizard||&amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(19)&amp;lt;/big&amp;gt;||2.7%||7.9%||13.2%||18.5%||23.7%||29.0%||34.3%||39.5%||44.8%||50.0%||55.3%||60.6%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(20)&amp;lt;/big&amp;gt;||2.5%||7.5%||12.5%||17.5%||22.5%||27.5%||32.5%||37.5%||42.5%||47.5%||52.5%||57.5%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(21)&amp;lt;/big&amp;gt;||2.4%||7.2%||12.0%||16.7%||21.5%||26.2%||31.0%||35.8%||40.5%||45.3%||50.0%||54.8%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(22)&amp;lt;/big&amp;gt;||2.3%||6.9%||12.5%||16.0%||20.5%||25.0%||29.6%||34.1%||38.7%||43.2%||47.8%||52.3%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(23)&amp;lt;/big&amp;gt;||2.2%||6.6%||10.9%||15.3%||19.6%||24.0%||28.3%||32.7%||37.0%||41.4%||45.7%||50.0%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(24)&amp;lt;/big&amp;gt;||2.1%||6.3%||10.5%||14.6%||18.8%||23.0%||27.1%||31.3%||35.5%||39.6%||43.8%||48.0%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(25)&amp;lt;/big&amp;gt;||2.0%||6.0%||10.0%||14.0%||18.0%||22.0%||26.0%||30.0%||34.0%||38.0%||42.0%||46.0%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(26)&amp;lt;/big&amp;gt;||2.0%||5.8%||9.7%||13.5%||17.4%||21.2%||25.0%||28.9%||32.7%||36.6%||40.4%||44.3%&lt;br /&gt;
|- &lt;br /&gt;
| ||&amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(27)&amp;lt;/big&amp;gt;||1.9% ||5.6% ||9.3%||13.0%||16.7%||20.4%||24.1%||27.8%||31.5%||35.2%||38.9%|| 42.6%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(28)&amp;lt;/big&amp;gt;||1.8% ||5.4% ||9.0%||12.5%||16.1%||19.7%||23.3%||26.8%||30.4%||34.0%||37.5%|| 41.1%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(29)&amp;lt;/big&amp;gt;||1.8% ||5.2% ||8.7%||12.1%||15.6%||19.0%||22.5%||25.9%||29.4%||32.8%||36.3%||39.7%&lt;br /&gt;
|-&lt;br /&gt;
| ||&amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(30)&amp;lt;/big&amp;gt;||1.7%||5.0%||8.4%||11.7%||15.0%||18.4%||21.7%||25.0%&lt;br /&gt;
|28.4% ||31.7%||35.0%||38.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory Recovery===&lt;br /&gt;
Increases the amount of [[Spell_Restoration|Spell/(Skill?) Points]] (SP) you restore per tick. &lt;br /&gt;
&lt;br /&gt;
{{Stats Data|memoryrecovery}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;SP Recharge per tick (SP/tick) = Base Recharge * (1 + Memory Recovery Bonus)&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resourcefulness==&lt;br /&gt;
===Regular Interaction Speed from Resourcefulness===&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Cooldown Reduction===&lt;br /&gt;
Cooldown Reduction reduces the cooldowns of skills/perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that perk cooldowns are in the form of a debuff and are additionally affected by [[Stats#Buff_Duration|Buff]]/[[Stats#Debuff_Duration|Debuff Duration]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Stats_Data|cooldownreduction}}&lt;br /&gt;
&lt;br /&gt;
===Persuasiveness===&lt;br /&gt;
Persuasiveness determines the duration of Bard songs&#039; buffs/debuffs.&lt;br /&gt;
{{Stats Data|persuasiveness}}&lt;br /&gt;
&lt;br /&gt;
Base buff duration formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base Duration x (Persuasiveness/Base Persuasiveness) x Persuasiveness Scaling&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Base Persuasiveness is currently 15 due to [[Bard]]&#039;s 15 Resourcefulness.&lt;br /&gt;
&lt;br /&gt;
Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration listed both in game and in a song&#039;s description at [[Bard]] represent the duration of the song at the base of 15 Persuasiveness. Some songs are noted as 0% Persuasiveness Scaling, 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.&lt;br /&gt;
&lt;br /&gt;
For example, Perfectly played Rousing Rhythms has a 90s duration (as of writing this) there if Bard has 20 Persuasiveness, outgoing base buff duration will be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;90 x 20/15 x 100% = 120 seconds&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will also then get multiplied by the receiver&#039;s [[Stats#Buff_Duration|Buff Duration]]/[[Stats#Debuff_Duration|Debuff Duration]]&lt;br /&gt;
&lt;br /&gt;
[https://www.desmos.com/calculator/ouiuljvzua Buff Duration Calculator]&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus==&lt;br /&gt;
Attributes can be multiplied by sources such as [[Warlock]]&#039;s Curse of Weakness, or [[Wizard]]&#039;s Sage perk. These multipliers are applied after all other sources of additional attributes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Attribute = Attribute * (1 + Attribute Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, with 30 Strength, and 15% Strength Bonus, final strength would be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Strength = 30 * (1 + 0.15) = 34.5 Strength&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that attributes can have decimals, though in the in game details page they will be rounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Not to be confused with Attribute Bonus Ratio ([[Scaling]])&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Hybrid Stats=&lt;br /&gt;
Hybrid stats are stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor.&lt;br /&gt;
&lt;br /&gt;
==Max Health==&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|maxhealth}}&lt;br /&gt;
&lt;br /&gt;
Final Max Health formula with examples can be found on the [[Health#Formula|Health page]].&lt;br /&gt;
&lt;br /&gt;
== Action Speed==&lt;br /&gt;
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. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|actionspeed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Action Speed of 50% results in the animation lasting for only 67% of the base animation length.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New animation length = Base animation length / (1 + Action Speed) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regular Interaction Speed==&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|regularinteractionspeed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New interaction length = Base interaction length / (1 + interaction speed) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length.&lt;br /&gt;
&lt;br /&gt;
[[Surgical Kit]]s have 50% [[Scaling]] on regular interaction speed, therefore, their formula looks like&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New interaction length = Base interaction length / (1 + interaction speed * .5) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Other Stats=&lt;br /&gt;
&lt;br /&gt;
==Armor Rating==&lt;br /&gt;
Armor Rating (AR) is determined from the armor your wearing, but can also be increased in some ways such as [[Fighter]]&#039;s Barricade (Armor Rating) or [[Fighter]]&#039;s Defense Mastery (Armor Rating Bonus).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Formula can be simplified as:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that [[Fighter]]&#039;s Defense Mastery and [[Rogue]]&#039;s Weakpoint Attack are specifically Item Armor Rating Bonus, meaning they only affect the AR from Items (excluding enchants), where the following formula should be applied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating Bonus) + other Armor Rating * (1 + Armor Rating Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that only Item Armor Rating Bonus exists currently, and not Armor Rating Bonus. Therefore, the shortest form of this expanded formula can be written as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example using the last formula:&amp;lt;br&amp;gt;&lt;br /&gt;
With 100 AR from equipped Items, 20 from [[Enchantments]], and -40% Item Armor Rating Bonus, the player would result in&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;100 * (1 + -0.4) + 20 = 80 Armor Rating&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physical Damage Reduction==&lt;br /&gt;
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.&lt;br /&gt;
{{Stats Data|physicaldamagereduction}}&lt;br /&gt;
&lt;br /&gt;
Physical Damage Reduction is capped to 75%&lt;br /&gt;
&lt;br /&gt;
==Impact Power==&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
==Item Swap Speed==&lt;br /&gt;
Speed at which items are swapped as the current active item. Note that is separate to Wearing Time Speed&lt;br /&gt;
&lt;br /&gt;
==Wearing Time Speed==&lt;br /&gt;
Speed at which items are worn by equipping them from the inventory.&lt;br /&gt;
&lt;br /&gt;
==Luck==&lt;br /&gt;
Loot is rolled when you open the container or kill the mob.&lt;br /&gt;
&lt;br /&gt;
Whoever opens the loot first or kills the mob first is the person whose luck is used to calculate the drops.&amp;lt;br&amp;gt;&lt;br /&gt;
(It is not confirmed if Bard&#039;s Unchained Harmony rolls the loot table when it opens the containers.)&lt;br /&gt;
&lt;br /&gt;
Luck is capped at 500.&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to reach the Luck cap:&lt;br /&gt;
*50 from [[Bard#Perks-0|Bard&#039;s Wanderer&#039;s Luck]]&lt;br /&gt;
*150 luck roll from a large [[Potion of Luck]]&lt;br /&gt;
*10 from craftable [[Hands#Craftable_Hands_Armors-0|golden hands]] armor piece&lt;br /&gt;
*40 from [[Golden Cloak]]&lt;br /&gt;
*250 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] &#039;&#039;on other gear&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Luck Scalar ===&lt;br /&gt;
{{#lsth:Luck|Luck Scalar}}&lt;br /&gt;
&lt;br /&gt;
==Max Spell Count==&lt;br /&gt;
Determines the number of spells that can be stored at once. For example, at base, [[Wizard]] can store up to 5 Fireballs. This can be increased with Max Spell Count Bonus multiplicatively&lt;br /&gt;
&lt;br /&gt;
=Enchantment Stats=&lt;br /&gt;
Stats that come from weapons, armors or jewelry imbued with item [[Enchantments]].&lt;br /&gt;
&lt;br /&gt;
{{Transclude|Enchantments#Enchantment Exclusive Stats}}&lt;br /&gt;
&lt;br /&gt;
For the possible values of Enchantments and their historical rolls, see [[Enchantments#Enchantment_Values|Enchantment Values]]&lt;br /&gt;
&lt;br /&gt;
=Unimplemented Stats=&lt;br /&gt;
These stats are not yet implemented.&lt;br /&gt;
==Utility Effectiveness Bonus==&lt;br /&gt;
Determines the bonus effectiveness of your utility items&lt;/div&gt;</summary>
		<author><name>ParadoxArcher</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=35172</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=35172"/>
		<updated>2024-07-29T02:01:04Z</updated>

		<summary type="html">&lt;p&gt;ParadoxArcher: ordered the parts of the sentence to match the order in the formula for more efficient comprehension&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker Wiki Stats Guide&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{UpdateStatus|Stats Data}}&lt;br /&gt;
{{MechanicsBar}}&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
Stats modify your character while equipped. [[Weapons]]/[[Utilities|Consumables]] only modify your character while held. For example, holding a Main-Hand and Off-Hand weapon in the first weapon slot will give each other weapon their stats, but neither will benefit from the stats of the weapon(s) in the second slot. Similarly, the bonuses from a [[Flute]] are only granted while wielding the Flute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;center;font-size&amp;quot;&amp;gt;See exact changes to Stats here [[Patch:6.4#Stat_Curve_Changes]] &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Charts==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
For example, even though the formula might give 32.5, in game the display might get [[Damage_Calculation#Rounding|rounded]] to 33.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Stats that come from character&#039;s attributes.&lt;br /&gt;
==Strength==&lt;br /&gt;
===Physical Power===&lt;br /&gt;
Physical Power governs your Physical Power Bonus.&lt;br /&gt;
{{Stats Data|physicalpower}}&lt;br /&gt;
&lt;br /&gt;
===Physical Power Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Physical Damage Bonus&amp;quot;&amp;gt;&lt;br /&gt;
- Also known as Physical Damage Bonus,&lt;br /&gt;
Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items, and abilities.&lt;br /&gt;
{{Stats Data|physicalpowerbonus}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capped to -100%&lt;br /&gt;
&lt;br /&gt;
===Max Health from Strength===&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Max_Health|Max Health]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vigor==&lt;br /&gt;
===Max Health from Vigor===&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Max_Health|Max Health]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Health Recovery===&lt;br /&gt;
Affects the rate at which you restore health when Resting, but not when using Bandages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, a Barbarian resting with 95% Health Recovery Bonus will recover &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|healthrecovery}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Agility==&lt;br /&gt;
===Action Speed from Agility===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Move Speed===&lt;br /&gt;
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 = 40%. &lt;br /&gt;
{{Stats Data|movespeed}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard capped to 330 Movement speed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Regular Interaction Speed from Agility===&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
===Action Speed from Dexterity===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Manual Dexterity===&lt;br /&gt;
Manual Dexterity determines how quickly Bard plays an instrument.&lt;br /&gt;
{{Stats Data|manualdexterity}}&lt;br /&gt;
&lt;br /&gt;
Capped to 50%.&lt;br /&gt;
&lt;br /&gt;
===Item Equip Speed===&lt;br /&gt;
Item Equip Speed exclusively governs the speed at which you equip armors, as equipping weapons, jewelry and utility items is instant.&lt;br /&gt;
{{Stats Data|itemequipspeed}}&lt;br /&gt;
&lt;br /&gt;
==Will==&lt;br /&gt;
===Magical Power===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Power&amp;quot;&amp;gt;&lt;br /&gt;
Magic Power governs your Magic Power Bonus.&lt;br /&gt;
&amp;lt;span&amp;gt;&lt;br /&gt;
{{Stats Data|magicalpower}}&lt;br /&gt;
&lt;br /&gt;
===Magic Power Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magical Damage Bonus&amp;quot;&amp;gt;&lt;br /&gt;
- Also known as Magical Damage Bonus, though contrary to this alternative name, it affects [[Healing]] too.&amp;lt;span&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magical Power Bonus&amp;quot;&amp;gt;&lt;br /&gt;
Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.&lt;br /&gt;
{{Stats Data|magicalpowerbonus}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Resistance===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Resistance&amp;quot;&amp;gt;&lt;br /&gt;
Magic Resistance governs your Magical Damage Reduction.&lt;br /&gt;
{{Stats Data|magicresistance}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical Damage Reduction===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Damage Reduction&amp;quot;&amp;gt;Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles.&lt;br /&gt;
{{Stats Data|magicaldamagereduction}}&lt;br /&gt;
&lt;br /&gt;
Magical Damage Reduction is capped to 75%&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buff Duration===&lt;br /&gt;
Buff Duration governs the duration of temporary beneficial status effects.&lt;br /&gt;
{{Stats Data|buffduration}}&lt;br /&gt;
&lt;br /&gt;
===Debuff Duration===&lt;br /&gt;
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.&lt;br /&gt;
{{Stats Data|debuffduration}}&lt;br /&gt;
&lt;br /&gt;
Debuff Duration has a lower cap of -95%, meaning at minimum a debuff can last 1/20th of its base duration.&lt;br /&gt;
&lt;br /&gt;
===Magical Interaction Speed===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Interaction Speed&amp;quot;&amp;gt;&lt;br /&gt;
Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
{{Stats Data|magicalinteractionspeed}}&lt;br /&gt;
&lt;br /&gt;
Note that the Debuff Duration Bonus enchant converts into a negative Debuff Duration, decreasing the duration of debuffs on you.&lt;br /&gt;
&lt;br /&gt;
Durations are not rounded and last their exact amount. However, actions that are performed in intervals, like Damage/Healing [[https://darkanddarker.wiki.spellsandguns.com/Damage_Calculation#Damage/Healing_over_Time|over time]], are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. &amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledge==&lt;br /&gt;
===Spell Casting Speed===&lt;br /&gt;
Spell Casting Speed governs the speed at which you cast magical spells. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|spellcastingspeed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A Spell Casting Speed of 50% results in the casting time lasting for only 67% of the base casting time.&lt;br /&gt;
* A Spell Casting Speed of 100% results in the casting time lasting for only 50% of the base casting time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Memory Capacity===&lt;br /&gt;
Memory Capacity govern your spell/song cost cap, meaning equipping spells/songs that exceed this cap will not be usable.&lt;br /&gt;
{{Stats Data|memorycapacity}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]]. &lt;br /&gt;
&lt;br /&gt;
For example, with 12 Memory Cap from 18 knowledge, 7.7% Memory Cap Bonus, and +8 Add Memory Cap, the final Memory Capacity will be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; ceil(12 * 1.077) + 8 = 21 Memory Capacity&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- class=&amp;quot;nowrap&amp;quot; will not work for me no matter what I attempt --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; | Knowledge vs Memory Capacity Bonus &amp;lt;!--Formula = RoundUP( ((0.5 + n-1) / Knowledge (-6))*1000) /1000 --&amp;gt;&lt;br /&gt;
! Classes !! Knowledge (-6) !! (+1) !! (+2) !! (+3) !! (+4) !! (+5) !! (+6) !! (+7) !! (+8) !! (+9) !! (+10) !! (+11) !! (+12)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || &amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(9)&amp;lt;/big&amp;gt; || 5.6% || 16.7% || 27.8% || 38.9% || 50.0% || 61.2% || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(10)&amp;lt;/big&amp;gt; || 5.0% || 15.0% || 25.0% || 35.0% || 45.0% || 55.0% || 65.0% || || || || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(11)&amp;lt;/big&amp;gt; || 4.6% || 13.7% || 22.8% || 31.9% || 41.0% || 50.0% || 59.1% || 68.2% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(12)&amp;lt;/big&amp;gt; || 4.2% || 12.5% || 20.9% || 29.2% || 37.5% || 45.9% || 54.2% || 62.5% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(13)&amp;lt;/big&amp;gt; || 3.9% || 11.6% || 19.3% || 27.0% || 34.7% || 42.4% || 50.0% || 57.7% || 65.4% || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Bard/Cleric/Druid || &amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(14)&amp;lt;/big&amp;gt; || 3.6% || 10.8% || 17.9% || 25.0% || 32.2% || 39.3% || 46.5% || 53.6% || 60.8% || 67.9% || || &lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(15)&amp;lt;/big&amp;gt; || 3.4% || 10.0% || 16.7% || 23.4% || 30.0% || 36.7% || 43.4% || 50.0% || 56.7% || 63.4% || 70.0% || &lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(16)&amp;lt;/big&amp;gt; || 3.2% || 9.4% || 15.7% || 21.9% || 28.2% || 34.4% || 40.7% || 46.9% || 53.2% || 59.4% || 65.7% || &lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(17)&amp;lt;/big&amp;gt; || 3.0% || 8.9% || 14.8% || 20.6% || 26.5% || 32.4% || 38.3% || 44.2% || 50.0% || 55.9% || 61.8% || 67.7%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(18)&amp;lt;/big&amp;gt; || 2.8% || 8.4% || 13.9% || 19.5% || 25.0% || 30.6% || 36.2% || 41.7% || 47.3% || 52.8% || 58.4% || 63.9%&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || &amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(19)&amp;lt;/big&amp;gt; || 2.7% || 7.9% || 13.2% || 18.5% || 23.7% || 29.0% || 34.3% || 39.5% || 44.8% || 50.0% || 55.3% || 60.6%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(20)&amp;lt;/big&amp;gt; || 2.5% || 7.5% || 12.5% || 17.5% || 22.5% || 27.5% || 32.5% || 37.5% || 42.5% || 47.5% || 52.5% || 57.5%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(21)&amp;lt;/big&amp;gt; || 2.4% || 7.2% || 12.0% || 16.7% || 21.5% || 26.2% || 31.0% || 35.8% || 40.5% || 45.3% || 50.0% || 54.8%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(22)&amp;lt;/big&amp;gt; || 2.3% || 6.9% || 12.5% || 16.0% || 20.5% || 25.0% || 29.6% || 34.1% || 38.7% || 43.2% || 47.8% || 52.3%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(23)&amp;lt;/big&amp;gt; || 2.2% || 6.6% || 10.9% || 15.3% || 19.6% || 24.0% || 28.3% || 32.7% || 37.0% || 41.4% || 45.7% || 50.0%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(24)&amp;lt;/big&amp;gt; || 2.1% || 6.3% || 10.5% || 14.6% || 18.8% || 23.0% || 27.1% || 31.3% || 35.5% || 39.6% || 43.8% || 48.0%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(25)&amp;lt;/big&amp;gt; || 2.0% || 6.0% || 10.0% || 14.0% || 18.0% || 22.0% || 26.0% || 30.0% || 34.0% || 38.0% || 42.0% || 46.0%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(26)&amp;lt;/big&amp;gt; || 2.0% || 5.8% || 9.7% || 13.5% || 17.4% || 21.2% || 25.0% || 28.9% || 32.7% || 36.6% || 40.4% || 44.3%&lt;br /&gt;
|- &lt;br /&gt;
| || &amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(27)&amp;lt;/big&amp;gt; || 1.9% || 5.6% || 9.3% || 13.0% || 16.7% || 20.4% || 24.1% || 27.8% || 31.5% || 35.2% || 38.9% || 42.6%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(28)&amp;lt;/big&amp;gt; || 1.8% || 5.4% || 9.0% || 12.5% || 16.1% || 19.7% || 23.3% || 26.8% || 30.4% || 34.0% || 37.5% || 41.1%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(29)&amp;lt;/big&amp;gt; || 1.8% || 5.2% || 8.7% || 12.1% || 15.6% || 19.0% || 22.5% || 25.9% || 29.4% || 32.8% || 36.3% || 39.7%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(30)&amp;lt;/big&amp;gt; || 1.7% || 5.0% || 8.4% || 11.7% || 15.0% || 18.4% || 21.7% || 25.0% || 28.4% || 31.7% || 35.0% || 38.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory Recovery===&lt;br /&gt;
Increases the amount of [[Spell_Restoration|Spell/(Skill?) Points]] (SP) you restore per tick. &lt;br /&gt;
&lt;br /&gt;
{{Stats Data|memoryrecovery}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;SP Recharge per tick (SP/tick) = Base Recharge * (1 + Memory Recovery Bonus)&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resourcefulness==&lt;br /&gt;
===Regular Interaction Speed from Resourcefulness===&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Cooldown Reduction===&lt;br /&gt;
Cooldown Reduction reduces the cooldowns of skills/perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that perk cooldowns are in the form of a debuff and are additionally affected by [[Stats#Buff_Duration|Buff]]/[[Stats#Debuff_Duration|Debuff Duration]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Stats_Data|cooldownreduction}}&lt;br /&gt;
&lt;br /&gt;
===Persuasiveness===&lt;br /&gt;
Persuasiveness determines the duration of Bard songs&#039; buffs/debuffs.&lt;br /&gt;
{{Stats Data|persuasiveness}}&lt;br /&gt;
&lt;br /&gt;
Base buff duration formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base Duration x (Persuasiveness/Base Persuasiveness) x Persuasiveness Scaling&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Base Persuasiveness is currently 15 due to [[Bard]]&#039;s 15 Resourcefulness.&lt;br /&gt;
&lt;br /&gt;
Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration listed both in game and in a song&#039;s description at [[Bard]] represent the duration of the song at the base of 15 Persuasiveness. Some songs are noted as 0% Persuasiveness Scaling, 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.&lt;br /&gt;
&lt;br /&gt;
For example, Perfectly played Rousing Rhythms has a 90s duration (as of writing this) there if Bard has 20 Persuasiveness, outgoing base buff duration will be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;90 x 20/15 x 100% = 120 seconds&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will also then get multiplied by the receiver&#039;s [[Stats#Buff_Duration|Buff Duration]]/[[Stats#Debuff_Duration|Debuff Duration]]&lt;br /&gt;
&lt;br /&gt;
[https://www.desmos.com/calculator/ouiuljvzua Buff Duration Calculator]&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus==&lt;br /&gt;
Attributes can be multiplied by sources such as [[Warlock]]&#039;s Curse of Weakness, or [[Wizard]]&#039;s Sage perk. These multipliers are applied after all other sources of additional attributes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Attribute = Attribute * (1 + Attribute Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, with 30 Strength, and 15% Strength Bonus, final strength would be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Strength = 30 * (1 + 0.15) = 34.5 Strength&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that attributes can have decimals, though in the in game details page they will be rounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Not to be confused with Attribute Bonus Ratio ([[Scaling]])&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Hybrid Stats=&lt;br /&gt;
Hybrid stats are stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor.&lt;br /&gt;
&lt;br /&gt;
==Max Health==&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|maxhealth}}&lt;br /&gt;
&lt;br /&gt;
Final Max Health formula with examples can be found on the [[Health#Formula|Health page]].&lt;br /&gt;
&lt;br /&gt;
==Action Speed==&lt;br /&gt;
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. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|actionspeed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Action Speed of 50% results in the animation lasting for only 67% of the base animation length.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New animation length = Base animation length / (1 + Action Speed) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regular Interaction Speed==&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|regularinteractionspeed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New interaction length = Base interaction length / (1 + interaction speed) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length.&lt;br /&gt;
&lt;br /&gt;
[[Surgical Kit]]s have 50% [[Scaling]] on regular interaction speed, therefore, their formula looks like&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New interaction length = Base interaction length / (1 + interaction speed * .5) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Other Stats=&lt;br /&gt;
&lt;br /&gt;
==Armor Rating==&lt;br /&gt;
Armor Rating (AR) is determined from the armor your wearing, but can also be increased in some ways such as [[Fighter]]&#039;s Barricade (Armor Rating) or [[Fighter]]&#039;s Defense Mastery (Armor Rating Bonus).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Formula can be simplified as:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that [[Fighter]]&#039;s Defense Mastery and [[Rogue]]&#039;s Weakpoint Attack are specifically Item Armor Rating Bonus, meaning they only affect the AR from Items (excluding enchants), where the following formula should be applied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating Bonus) + other Armor Rating * (1 + Armor Rating Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that only Item Armor Rating Bonus exists currently, and not Armor Rating Bonus. Therefore, the shortest form of this expanded formula can be written as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example using the last formula:&amp;lt;br&amp;gt;&lt;br /&gt;
With 100 AR from equipped Items, 20 from [[Enchantments]], and -40% Item Armor Rating Bonus, the player would result in&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;100 * (1 + -0.4) + 20 = 80 Armor Rating&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Damage Reduction==&lt;br /&gt;
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.&lt;br /&gt;
{{Stats Data|physicaldamagereduction}}&lt;br /&gt;
&lt;br /&gt;
Physical Damage Reduction is capped to 75%&lt;br /&gt;
&lt;br /&gt;
==Impact Power==&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
==Item Swap Speed==&lt;br /&gt;
Speed at which items are swapped as the current active item. Note that is separate to Wearing Time Speed&lt;br /&gt;
&lt;br /&gt;
==Wearing Time Speed==&lt;br /&gt;
Speed at which items are worn by equipping them from the inventory.&lt;br /&gt;
&lt;br /&gt;
==Luck==&lt;br /&gt;
Loot is rolled when you open the container or kill the mob.&lt;br /&gt;
&lt;br /&gt;
Whoever opens the loot first or kills the mob first is the person whose luck is used to calculate the drops.&amp;lt;br&amp;gt;&lt;br /&gt;
(It is not confirmed if Bard&#039;s Unchained Harmony rolls the loot table when it opens the containers.)&lt;br /&gt;
&lt;br /&gt;
Luck is capped at 500.&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to reach the Luck cap:&lt;br /&gt;
*50 from [[Bard#Perks-0|Bard&#039;s Wanderer&#039;s Luck]]&lt;br /&gt;
*150 luck roll from a large [[Potion of Luck]]&lt;br /&gt;
*10 from craftable [[Hands#Craftable_Hands_Armors-0|golden hands]] armor piece&lt;br /&gt;
*40 from [[Golden Cloak]]&lt;br /&gt;
*250 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] &#039;&#039;on other gear&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Luck Scalar===&lt;br /&gt;
{{#lsth:Luck|Luck Scalar}}&lt;br /&gt;
&lt;br /&gt;
==Max Spell Count==&lt;br /&gt;
Determines the number of spells that can be stored at once. For example, at base, [[Wizard]] can store up to 5 Fireballs. This can be increased with Max Spell Count Bonus multiplicatively&lt;br /&gt;
&lt;br /&gt;
=Enchantment Stats=&lt;br /&gt;
Stats that come from weapons, armors or jewelry imbued with item [[Enchantments]].&lt;br /&gt;
&lt;br /&gt;
{{Transclude|Enchantments#Enchantment Exclusive Stats}}&lt;br /&gt;
&lt;br /&gt;
For the possible values of Enchantments and their historical rolls, see [[Enchantments#Enchantment_Values|Enchantment Values]]&lt;br /&gt;
&lt;br /&gt;
=Unimplemented Stats=&lt;br /&gt;
These stats are not yet implemented.&lt;br /&gt;
==Utility Effectiveness Bonus==&lt;br /&gt;
Determines the bonus effectiveness of your utility items&lt;/div&gt;</summary>
		<author><name>ParadoxArcher</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=35171</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Stats&amp;diff=35171"/>
		<updated>2024-07-29T01:50:06Z</updated>

		<summary type="html">&lt;p&gt;ParadoxArcher: /* Memory Capacity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Dark and Darker Wiki Stats Guide&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
{{UpdateStatus|Stats Data}}&lt;br /&gt;
{{MechanicsBar}}&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
Stats modify your character while equipped. [[Weapons]]/[[Utilities|Consumables]] only modify your character while held. For example, holding a Main-Hand and Off-Hand weapon in the first weapon slot will give each other weapon their stats, but neither will benefit from the stats of the weapon(s) in the second slot. Similarly, the bonuses from a [[Flute]] are only granted while wielding the Flute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;center;font-size&amp;quot;&amp;gt;See exact changes to Stats here [[Patch:6.4#Stat_Curve_Changes]] &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Charts==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
For example, even though the formula might give 32.5, in game the display might get [[Damage_Calculation#Rounding|rounded]] to 33.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
Stats that come from character&#039;s attributes.&lt;br /&gt;
==Strength==&lt;br /&gt;
===Physical Power===&lt;br /&gt;
Physical Power governs your Physical Power Bonus.&lt;br /&gt;
{{Stats Data|physicalpower}}&lt;br /&gt;
&lt;br /&gt;
===Physical Power Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Physical Damage Bonus&amp;quot;&amp;gt;&lt;br /&gt;
- Also known as Physical Damage Bonus,&lt;br /&gt;
Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items, and abilities.&lt;br /&gt;
{{Stats Data|physicalpowerbonus}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capped to -100%&lt;br /&gt;
&lt;br /&gt;
===Max Health from Strength===&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Max_Health|Max Health]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vigor==&lt;br /&gt;
===Max Health from Vigor===&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Max_Health|Max Health]] for more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Health Recovery===&lt;br /&gt;
Affects the rate at which you restore health when Resting, but not when using Bandages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, a Barbarian resting with 95% Health Recovery Bonus will recover &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|healthrecovery}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Agility==&lt;br /&gt;
===Action Speed from Agility===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Move Speed===&lt;br /&gt;
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 = 40%. &lt;br /&gt;
{{Stats Data|movespeed}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard capped to 330 Movement speed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Regular Interaction Speed from Agility===&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
===Action Speed from Dexterity===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Manual Dexterity===&lt;br /&gt;
Manual Dexterity determines how quickly Bard plays an instrument.&lt;br /&gt;
{{Stats Data|manualdexterity}}&lt;br /&gt;
&lt;br /&gt;
Capped to 50%.&lt;br /&gt;
&lt;br /&gt;
===Item Equip Speed===&lt;br /&gt;
Item Equip Speed exclusively governs the speed at which you equip armors, as equipping weapons, jewelry and utility items is instant.&lt;br /&gt;
{{Stats Data|itemequipspeed}}&lt;br /&gt;
&lt;br /&gt;
==Will==&lt;br /&gt;
===Magical Power===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Power&amp;quot;&amp;gt;&lt;br /&gt;
Magic Power governs your Magic Power Bonus.&lt;br /&gt;
&amp;lt;span&amp;gt;&lt;br /&gt;
{{Stats Data|magicalpower}}&lt;br /&gt;
&lt;br /&gt;
===Magic Power Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magical Damage Bonus&amp;quot;&amp;gt;&lt;br /&gt;
- Also known as Magical Damage Bonus, though contrary to this alternative name, it affects [[Healing]] too.&amp;lt;span&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magical Power Bonus&amp;quot;&amp;gt;&lt;br /&gt;
Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.&lt;br /&gt;
{{Stats Data|magicalpowerbonus}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Resistance===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Resistance&amp;quot;&amp;gt;&lt;br /&gt;
Magic Resistance governs your Magical Damage Reduction.&lt;br /&gt;
{{Stats Data|magicresistance}}&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magical Damage Reduction===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Damage Reduction&amp;quot;&amp;gt;Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles.&lt;br /&gt;
{{Stats Data|magicaldamagereduction}}&lt;br /&gt;
&lt;br /&gt;
Magical Damage Reduction is capped to 75%&amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buff Duration===&lt;br /&gt;
Buff Duration governs the duration of temporary beneficial status effects.&lt;br /&gt;
{{Stats Data|buffduration}}&lt;br /&gt;
&lt;br /&gt;
===Debuff Duration===&lt;br /&gt;
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.&lt;br /&gt;
{{Stats Data|debuffduration}}&lt;br /&gt;
&lt;br /&gt;
Debuff Duration has a lower cap of -95%, meaning at minimum a debuff can last 1/20th of its base duration.&lt;br /&gt;
&lt;br /&gt;
===Magical Interaction Speed===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Magic Interaction Speed&amp;quot;&amp;gt;&lt;br /&gt;
Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
{{Stats Data|magicalinteractionspeed}}&lt;br /&gt;
&lt;br /&gt;
Note that the Debuff Duration Bonus enchant converts into a negative Debuff Duration, decreasing the duration of debuffs on you.&lt;br /&gt;
&lt;br /&gt;
Durations are not rounded and last their exact amount. However, actions that are performed in intervals, like Damage/Healing [[https://darkanddarker.wiki.spellsandguns.com/Damage_Calculation#Damage/Healing_over_Time|over time]], are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. &amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Knowledge==&lt;br /&gt;
===Spell Casting Speed===&lt;br /&gt;
Spell Casting Speed governs the speed at which you cast magical spells. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|spellcastingspeed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A Spell Casting Speed of 50% results in the casting time lasting for only 67% of the base casting time.&lt;br /&gt;
* A Spell Casting Speed of 100% results in the casting time lasting for only 50% of the base casting time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Memory Capacity===&lt;br /&gt;
Memory Capacity govern your spell/song cost cap, meaning equipping spells/songs that exceed this cap will not be usable.&lt;br /&gt;
{{Stats Data|memorycapacity}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]]. &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; ceil(12 * 1.077) + 8 = 21 Memory Capacity&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- class=&amp;quot;nowrap&amp;quot; will not work for me no matter what I attempt --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot; &lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; | Knowledge vs Memory Capacity Bonus &amp;lt;!--Formula = RoundUP( ((0.5 + n-1) / Knowledge (-6))*1000) /1000 --&amp;gt;&lt;br /&gt;
! Classes !! Knowledge (-6) !! (+1) !! (+2) !! (+3) !! (+4) !! (+5) !! (+6) !! (+7) !! (+8) !! (+9) !! (+10) !! (+11) !! (+12)&lt;br /&gt;
|-&lt;br /&gt;
| Warlock || &amp;lt;small&amp;gt;15&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(9)&amp;lt;/big&amp;gt; || 5.6% || 16.7% || 27.8% || 38.9% || 50.0% || 61.2% || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;16&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(10)&amp;lt;/big&amp;gt; || 5.0% || 15.0% || 25.0% || 35.0% || 45.0% || 55.0% || 65.0% || || || || N/A || &lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;17&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(11)&amp;lt;/big&amp;gt; || 4.6% || 13.7% || 22.8% || 31.9% || 41.0% || 50.0% || 59.1% || 68.2% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;18&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(12)&amp;lt;/big&amp;gt; || 4.2% || 12.5% || 20.9% || 29.2% || 37.5% || 45.9% || 54.2% || 62.5% || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;19&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(13)&amp;lt;/big&amp;gt; || 3.9% || 11.6% || 19.3% || 27.0% || 34.7% || 42.4% || 50.0% || 57.7% || 65.4% || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Bard/Cleric/Druid || &amp;lt;small&amp;gt;20&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(14)&amp;lt;/big&amp;gt; || 3.6% || 10.8% || 17.9% || 25.0% || 32.2% || 39.3% || 46.5% || 53.6% || 60.8% || 67.9% || || &lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;21&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(15)&amp;lt;/big&amp;gt; || 3.4% || 10.0% || 16.7% || 23.4% || 30.0% || 36.7% || 43.4% || 50.0% || 56.7% || 63.4% || 70.0% || &lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;22&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(16)&amp;lt;/big&amp;gt; || 3.2% || 9.4% || 15.7% || 21.9% || 28.2% || 34.4% || 40.7% || 46.9% || 53.2% || 59.4% || 65.7% || &lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;23&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(17)&amp;lt;/big&amp;gt; || 3.0% || 8.9% || 14.8% || 20.6% || 26.5% || 32.4% || 38.3% || 44.2% || 50.0% || 55.9% || 61.8% || 67.7%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;24&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(18)&amp;lt;/big&amp;gt; || 2.8% || 8.4% || 13.9% || 19.5% || 25.0% || 30.6% || 36.2% || 41.7% || 47.3% || 52.8% || 58.4% || 63.9%&lt;br /&gt;
|-&lt;br /&gt;
| Wizard || &amp;lt;small&amp;gt;25&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(19)&amp;lt;/big&amp;gt; || 2.7% || 7.9% || 13.2% || 18.5% || 23.7% || 29.0% || 34.3% || 39.5% || 44.8% || 50.0% || 55.3% || 60.6%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;26&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(20)&amp;lt;/big&amp;gt; || 2.5% || 7.5% || 12.5% || 17.5% || 22.5% || 27.5% || 32.5% || 37.5% || 42.5% || 47.5% || 52.5% || 57.5%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;27&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(21)&amp;lt;/big&amp;gt; || 2.4% || 7.2% || 12.0% || 16.7% || 21.5% || 26.2% || 31.0% || 35.8% || 40.5% || 45.3% || 50.0% || 54.8%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;28&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(22)&amp;lt;/big&amp;gt; || 2.3% || 6.9% || 12.5% || 16.0% || 20.5% || 25.0% || 29.6% || 34.1% || 38.7% || 43.2% || 47.8% || 52.3%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;29&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(23)&amp;lt;/big&amp;gt; || 2.2% || 6.6% || 10.9% || 15.3% || 19.6% || 24.0% || 28.3% || 32.7% || 37.0% || 41.4% || 45.7% || 50.0%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;30&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(24)&amp;lt;/big&amp;gt; || 2.1% || 6.3% || 10.5% || 14.6% || 18.8% || 23.0% || 27.1% || 31.3% || 35.5% || 39.6% || 43.8% || 48.0%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;31&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(25)&amp;lt;/big&amp;gt; || 2.0% || 6.0% || 10.0% || 14.0% || 18.0% || 22.0% || 26.0% || 30.0% || 34.0% || 38.0% || 42.0% || 46.0%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;32&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(26)&amp;lt;/big&amp;gt; || 2.0% || 5.8% || 9.7% || 13.5% || 17.4% || 21.2% || 25.0% || 28.9% || 32.7% || 36.6% || 40.4% || 44.3%&lt;br /&gt;
|- &lt;br /&gt;
| || &amp;lt;small&amp;gt;33&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(27)&amp;lt;/big&amp;gt; || 1.9% || 5.6% || 9.3% || 13.0% || 16.7% || 20.4% || 24.1% || 27.8% || 31.5% || 35.2% || 38.9% || 42.6%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;34&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(28)&amp;lt;/big&amp;gt; || 1.8% || 5.4% || 9.0% || 12.5% || 16.1% || 19.7% || 23.3% || 26.8% || 30.4% || 34.0% || 37.5% || 41.1%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;35&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(29)&amp;lt;/big&amp;gt; || 1.8% || 5.2% || 8.7% || 12.1% || 15.6% || 19.0% || 22.5% || 25.9% || 29.4% || 32.8% || 36.3% || 39.7%&lt;br /&gt;
|-&lt;br /&gt;
| || &amp;lt;small&amp;gt;36&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;(30)&amp;lt;/big&amp;gt; || 1.7% || 5.0% || 8.4% || 11.7% || 15.0% || 18.4% || 21.7% || 25.0% || 28.4% || 31.7% || 35.0% || 38.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory Recovery===&lt;br /&gt;
Increases the amount of [[Spell_Restoration|Spell/(Skill?) Points]] (SP) you restore per tick. &lt;br /&gt;
&lt;br /&gt;
{{Stats Data|memoryrecovery}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;SP Recharge per tick (SP/tick) = Base Recharge * (1 + Memory Recovery Bonus)&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resourcefulness==&lt;br /&gt;
===Regular Interaction Speed from Resourcefulness===&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.&lt;br /&gt;
&lt;br /&gt;
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
===Cooldown Reduction===&lt;br /&gt;
Cooldown Reduction reduces the cooldowns of skills/perks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that perk cooldowns are in the form of a debuff and are additionally affected by [[Stats#Buff_Duration|Buff]]/[[Stats#Debuff_Duration|Debuff Duration]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Stats_Data|cooldownreduction}}&lt;br /&gt;
&lt;br /&gt;
===Persuasiveness===&lt;br /&gt;
Persuasiveness determines the duration of Bard songs&#039; buffs/debuffs.&lt;br /&gt;
{{Stats Data|persuasiveness}}&lt;br /&gt;
&lt;br /&gt;
Base buff duration formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base Duration x (Persuasiveness/Base Persuasiveness) x Persuasiveness Scaling&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Base Persuasiveness is currently 15 due to [[Bard]]&#039;s 15 Resourcefulness.&lt;br /&gt;
&lt;br /&gt;
Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration listed both in game and in a song&#039;s description at [[Bard]] represent the duration of the song at the base of 15 Persuasiveness. Some songs are noted as 0% Persuasiveness Scaling, 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.&lt;br /&gt;
&lt;br /&gt;
For example, Perfectly played Rousing Rhythms has a 90s duration (as of writing this) there if Bard has 20 Persuasiveness, outgoing base buff duration will be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;90 x 20/15 x 100% = 120 seconds&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will also then get multiplied by the receiver&#039;s [[Stats#Buff_Duration|Buff Duration]]/[[Stats#Debuff_Duration|Debuff Duration]]&lt;br /&gt;
&lt;br /&gt;
[https://www.desmos.com/calculator/ouiuljvzua Buff Duration Calculator]&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus==&lt;br /&gt;
Attributes can be multiplied by sources such as [[Warlock]]&#039;s Curse of Weakness, or [[Wizard]]&#039;s Sage perk. These multipliers are applied after all other sources of additional attributes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Attribute = Attribute * (1 + Attribute Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, with 30 Strength, and 15% Strength Bonus, final strength would be&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Strength = 30 * (1 + 0.15) = 34.5 Strength&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that attributes can have decimals, though in the in game details page they will be rounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Not to be confused with Attribute Bonus Ratio ([[Scaling]])&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Hybrid Stats=&lt;br /&gt;
Hybrid stats are stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor.&lt;br /&gt;
&lt;br /&gt;
==Max Health==&lt;br /&gt;
Max Health determines your characters maximum [[Health]].&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|maxhealth}}&lt;br /&gt;
&lt;br /&gt;
Final Max Health formula with examples can be found on the [[Health#Formula|Health page]].&lt;br /&gt;
&lt;br /&gt;
==Action Speed==&lt;br /&gt;
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. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|actionspeed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Action Speed of 50% results in the animation lasting for only 67% of the base animation length.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New animation length = Base animation length / (1 + Action Speed) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regular Interaction Speed==&lt;br /&gt;
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. See [[Action/Interaction/Cast_Speed]] for more.&lt;br /&gt;
&lt;br /&gt;
{{Stats Data|regularinteractionspeed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New interaction length = Base interaction length / (1 + interaction speed) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length.&lt;br /&gt;
&lt;br /&gt;
[[Surgical Kit]]s have 50% [[Scaling]] on regular interaction speed, therefore, their formula looks like&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; New interaction length = Base interaction length / (1 + interaction speed * .5) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Other Stats=&lt;br /&gt;
&lt;br /&gt;
==Armor Rating==&lt;br /&gt;
Armor Rating (AR) is determined from the armor your wearing, but can also be increased in some ways such as [[Fighter]]&#039;s Barricade (Armor Rating) or [[Fighter]]&#039;s Defense Mastery (Armor Rating Bonus).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Formula can be simplified as:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that [[Fighter]]&#039;s Defense Mastery and [[Rogue]]&#039;s Weakpoint Attack are specifically Item Armor Rating Bonus, meaning they only affect the AR from Items (excluding enchants), where the following formula should be applied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating Bonus) + other Armor Rating * (1 + Armor Rating Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that only Item Armor Rating Bonus exists currently, and not Armor Rating Bonus. Therefore, the shortest form of this expanded formula can be written as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example using the last formula:&amp;lt;br&amp;gt;&lt;br /&gt;
With 100 AR from equipped Items, 20 from [[Enchantments]], and -40% Item Armor Rating Bonus, the player would result in&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;100 * (1 + -0.4) + 20 = 80 Armor Rating&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Damage Reduction==&lt;br /&gt;
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.&lt;br /&gt;
{{Stats Data|physicaldamagereduction}}&lt;br /&gt;
&lt;br /&gt;
Physical Damage Reduction is capped to 75%&lt;br /&gt;
&lt;br /&gt;
==Impact Power==&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
==Item Swap Speed==&lt;br /&gt;
Speed at which items are swapped as the current active item. Note that is separate to Wearing Time Speed&lt;br /&gt;
&lt;br /&gt;
==Wearing Time Speed==&lt;br /&gt;
Speed at which items are worn by equipping them from the inventory.&lt;br /&gt;
&lt;br /&gt;
==Luck==&lt;br /&gt;
Loot is rolled when you open the container or kill the mob.&lt;br /&gt;
&lt;br /&gt;
Whoever opens the loot first or kills the mob first is the person whose luck is used to calculate the drops.&amp;lt;br&amp;gt;&lt;br /&gt;
(It is not confirmed if Bard&#039;s Unchained Harmony rolls the loot table when it opens the containers.)&lt;br /&gt;
&lt;br /&gt;
Luck is capped at 500.&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to reach the Luck cap:&lt;br /&gt;
*50 from [[Bard#Perks-0|Bard&#039;s Wanderer&#039;s Luck]]&lt;br /&gt;
*150 luck roll from a large [[Potion of Luck]]&lt;br /&gt;
*10 from craftable [[Hands#Craftable_Hands_Armors-0|golden hands]] armor piece&lt;br /&gt;
*40 from [[Golden Cloak]]&lt;br /&gt;
*250 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] &#039;&#039;on other gear&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Luck Scalar===&lt;br /&gt;
{{#lsth:Luck|Luck Scalar}}&lt;br /&gt;
&lt;br /&gt;
==Max Spell Count==&lt;br /&gt;
Determines the number of spells that can be stored at once. For example, at base, [[Wizard]] can store up to 5 Fireballs. This can be increased with Max Spell Count Bonus multiplicatively&lt;br /&gt;
&lt;br /&gt;
=Enchantment Stats=&lt;br /&gt;
Stats that come from weapons, armors or jewelry imbued with item [[Enchantments]].&lt;br /&gt;
&lt;br /&gt;
{{Transclude|Enchantments#Enchantment Exclusive Stats}}&lt;br /&gt;
&lt;br /&gt;
For the possible values of Enchantments and their historical rolls, see [[Enchantments#Enchantment_Values|Enchantment Values]]&lt;br /&gt;
&lt;br /&gt;
=Unimplemented Stats=&lt;br /&gt;
These stats are not yet implemented.&lt;br /&gt;
==Utility Effectiveness Bonus==&lt;br /&gt;
Determines the bonus effectiveness of your utility items&lt;/div&gt;</summary>
		<author><name>ParadoxArcher</name></author>
	</entry>
</feed>