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<metadesc>Dark and Darker Wiki Stats Guide</metadesc>
<metadesc>Dark and Darker Wiki Stats Guide</metadesc>
{{UpdateStatus|Stats Data}}
{{MechanicsBar}}
=Stats=
Stats are primarily modified through the gear your character has equipped. [[Weapons]]/[[utilities]] 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. Stats from these sources will not be reflected in the Lobby.
Stats may also be modified by perks, [[buffs]], and [[debuffs]]. Stats from perks will be reflected in the Lobby only if those stats are applied unconditionally. Stats from conditional perks (as well as buffs and debuffs) will not be viewable from the Lobby.
==Charts==
==Charts==
Charts are created using the data points directly taken from the game. Therefore, if there is a mismatch between chart and explanation, it is better to look at chart info.  
Charts are created using the data points directly taken from the game. Therefore, if there is a mismatch between chart and the in game display, it is better to look at chart info.  


For example, even though the formula might give 32.5, in game this might get rounded to 33.
For example, even though the formula might give 32.5, in game the display might get [[Damage_Calculation#Rounding|rounded]] to 33.


=Attributes=
=Attributes=
Stats that come from character's attributes.
Main stats that affect multiple other stats. Each [[class]] has varying base attributes, but they sum up to 105 for each class. Can be found as primary stats (stats which are always present on an item of the same name regardless of rarity or instance such as Strength on a [[Padded Tunic]]) as well as [[enchantments]].
 
==Strength==
==Strength==
===Physical Power===
===Physical Power===
Physical Power governs your Physical Power Bonus.
Physical Power governs your Physical Power Bonus.
<div style="display:flex;flex-wrap:wrap;">
{{Stats Data|physicalpower}}
<div style="width:500px;>
0 Strength starts at = 0 Physical Power
 
Every Strength point gives an increase to Physical Power
 
*0 -> 0
*0 to 100 = 1 each, up to 100
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=PhysicalPower|data=[{"x": 0.0,"y": 0.0},{"x": 100.0,"y": 100.0}]|color=orange}}
 
</div>
</div>


===Physical Power Bonus===
===Physical Power Bonus===
Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items and abilities.
<span id="Physical Damage Bonus">
<div style="display:flex;flex-wrap:wrap;">
Also known as Physical Damage Bonus, Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items, and abilities.
<div style="width:500px;>
{{Stats Data|physicalpowerbonus}}</span>
0 Physical Power starts at = -80% Physical Power Bonus


Every Physical Power point gives a  % increase to overall Physical Power Bonus depending on fixed thresholds
Lower limit of -100%.
*0 -> -80%
*0 to 5 = 10% each, up to -30%
*5 to 7 = 5% each, up to -20%
*7 to 11 = 3% each, up to -8%
*11 to 15 = 2% each, up to 0%
*15 to 50 = 1% each, up to 35%
*50 to 100 = 0.5% each, up to 60%
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=PhysicalDamageMod|data=[{"x": 0.0,"y": -80.0},{"x": 1.0,"y": -70.0},{"x": 5.0,"y": -30.0},{"x": 7.0,"y": -20.0},{"x": 11.0,"y": -8.0},{"x": 15.0,"y": 0.0},{"x": 19.0,"y": 4.0},{"x": 20.0,"y": 5.0},{"x": 21.0,"y": 6.0},{"x": 27.0,"y": 12.0},{"x": 30.0,"y": 15.0},{"x": 35.0,"y": 20.0},{"x": 36.0,"y": 21.0},{"x": 38.0,"y": 23.0},{"x": 39.0,"y": 24.0},{"x": 44.0,"y": 29.0},{"x": 50.0,"y": 35.0},{"x": 51.0,"y": 35.5},{"x": 58.0,"y": 39.0},{"x": 59.0,"y": 39.5},{"x": 64.0,"y": 42.0},{"x": 70.0,"y": 45.0},{"x": 71.0,"y": 45.5},{"x": 76.0,"y": 48.0},{"x": 86.0,"y": 53.0},{"x": 87.0,"y": 53.5},{"x": 98.0,"y": 59.0},{"x": 100.0,"y": 60.0}]|color=orange}}


</div>
===Base Health from Strength===
</div>
Base Health determines your characters maximum [[Health]].


===Max Health===
See the Hybrid stat [[Stats#Base_Health|Base Health]] for more.
Max Health governs your character's maximum available health points.
<div style="display:flex;flex-wrap:wrap;">
<div style="width:500px;>
0 Strength starts at = 60 Max Health


Every Strength point gives an increase to Max Health depending on fixed thresholds


*0 -> 60
==Vigor==
*0 to 10 = 3 each, up to 90
===Base Health from Vigor===
*10 to 50 = 2 each, up to 170
Base Health determines your characters maximum [[Health]].
*50 to 75 = 1 each, up to 195
*75 to 100 = 0.5 each, up to 207.5
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=MaxHealthBase|data=[{"x": 0.0,"y": 60.0},{"x": 10.0,"y": 90.0},{"x": 50.0,"y": 170.0},{"x": 75.0,"y": 195.0},{"x": 100.0,"y": 207.5}]|color=orange}}


</div>
See the Hybrid stat [[Stats#Base_Health|Base Health]] for more.
</div>




==Vigor==
===Health Recovery===
===Max Health===
Affects the rate at which you restore health when Resting, but not when using Bandages.
?


==Agility==
<code>Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)</code>
===Action Speed===
Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables.
<div style="display:flex;flex-wrap:wrap;">
<div style="width:500px;">
0 Agility starts at = -38% Action Speed


Every agility point gives a % increase to action speed depending on fixed thresholds 
For example, a Barbarian resting with 95% Health Recovery Bonus will recover
*0 -> -38%
*0 to 10 = 3% each, up to -8%
*10 to 13 = 2% each, up to -2%
*13 to 25 = 1% each, up to 10%
*25 to 41 = 1.5% each, up to 34%
*41 to 50 = 1% each, up to 43%
*50 to 100 = 0.5% each, up to 68%
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=ActionSpeed|data=[{"x": 0.0,"y": -38.0},{"x": 8.0,"y": -14.0},{"x": 10.0,"y": -8.0},{"x": 13.0,"y": -2.0},{"x": 18.0,"y": 3.0},{"x": 20.0,"y": 5.0},{"x": 21.0,"y": 6.0},{"x": 25.0,"y": 10.0},{"x": 26.0,"y": 11.5},{"x": 34.0,"y": 23.5},{"x": 38.0,"y": 29.5},{"x": 41.0,"y": 34.0},{"x": 42.0,"y": 35.0},{"x": 46.0,"y": 39.0},{"x": 47.0,"y": 40.0},{"x": 49.0,"y": 42.0},{"x": 50.0,"y": 43.0},{"x": 54.0,"y": 45.0},{"x": 55.0,"y": 45.5},{"x": 60.0,"y": 48.0},{"x": 70.0,"y": 53.0},{"x": 71.0,"y": 53.5},{"x": 82.0,"y": 59.0},{"x": 95.0,"y": 65.5},{"x": 96.0,"y": 66.0},{"x": 100.0,"y": 68.0}]|color=orange}}


</div>
<code>Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health</code>
</div>


===Move Speed===
Can't be found on gear aside from in the form of its governing attribute.
Move Speed governs the speed at which your character moves. This stat is also directly influenced by wearing gear. Every 1 point in Move Speed is equal to 0.3333...% Move Speed. The default Move Speed for each class is 300, which translates to 100% Move Speed, with penalties or bonuses provided based on Agility. Performing certain actions, such as attacking, or moving in certain directions will also affect Move Speed. Backwards = 60%, Crouch = 65%, Walk = 65%.  
<div style="display:flex;flex-wrap:wrap;">
<div style="width:500px;>
0 Agility starts at = -30 Move Speed


Every agility point gives a flat increase to Move Speed depending on fixed thresholds
{{Stats Data|healthrecovery}}
*0 -> -30 Move Speed
*0 to 15 = 2 each, up to 0
*15 to 45 = 1 each, up to 30
*45 to 65 = 0.5 each, up to 40 (Technically 1 Move Speed every 2 Agility. Agility can not provide decimal Move Speed.)
*65 to 100 = 0.33 each, up to 51 Move Speed (Same as above, 1 Move Speed every 3 Agility.)


'''Hard cap= 350 move speed'''


</div>
==Agility==
<div style="width:400px;">
===Action Speed from Agility===
{{#widget:Chart|uniqueId=MoveSpeedBase|data=[{"x": 0.0,"y": -30.0},{"x": 15.0,"y": 0.0},{"x": 45.0,"y": 30.0},{"x": 46.0,"y": 30.0},{"x": 47.0,"y": 31.0},{"x": 48.0,"y": 31.0},{"x": 49.0,"y": 32.0},{"x": 50.0,"y": 32.0},{"x": 51.0,"y": 33.0},{"x": 52.0,"y": 33.0},{"x": 53.0,"y": 34.0},{"x": 54.0,"y": 34.0},{"x": 55.0,"y": 35.0},{"x": 56.0,"y": 35.0},{"x": 57.0,"y": 36.0},{"x": 58.0,"y": 36.0},{"x": 59.0,"y": 37.0},{"x": 60.0,"y": 37.0},{"x": 61.0,"y": 38.0},{"x": 62.0,"y": 38.0},{"x": 63.0,"y": 39.0},{"x": 64.0,"y": 39.0},{"x": 65.0,"y": 40.0},{"x": 67.0,"y": 40.0},{"x": 68.0,"y": 41.0},{"x": 70.0,"y": 41.0},{"x": 71.0,"y": 42.0},{"x": 73.0,"y": 42.0},{"x": 74.0,"y": 43.0},{"x": 76.0,"y": 43.0},{"x": 77.0,"y": 44.0},{"x": 79.0,"y": 44.0},{"x": 80.0,"y": 45.0},{"x": 82.0,"y": 45.0},{"x": 83.0,"y": 46.0},{"x": 85.0,"y": 46.0},{"x": 86.0,"y": 47.0},{"x": 88.0,"y": 47.0},{"x": 89.0,"y": 48.0},{"x": 91.0,"y": 48.0},{"x": 92.0,"y": 49.0},{"x": 94.0,"y": 49.0},{"x": 95.0,"y": 50.0},{"x": 97.0,"y": 50.0},{"x": 98.0,"y": 51.0},{"x": 100.0,"y": 51.0}]|color=orange}}
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 the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.


===Move Speed===
Move Speed governs the speed at which your character runs or walks. Every 3 points in Move Speed is equal to 1% movement speed. There are many factors which can affect Move Speed, see [[Movement Speed]] for details.


</div>
To calculate total Move Speed, add the baseline 300 Move Speed to the appropriate value below.
</div>
{{Stats Data|movespeed}}


===Item Equip Speed===
'''Hard capped to 330 Move Speed'''
Item Equip Speed exclusively governs the speed at which you equip armors, as equipping weapons, jewelry and utility items is instant.
<div style="display:flex;flex-wrap:wrap;">
<div style="width:500px;>
0 Agility starts at = -95% Item Equip Speed


Every agility point gives a  % increase to Item Equip Speed depending on fixed thresholds
===Regular Interaction Speed from Agility===
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.


*0 -> -95%
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.
*0 to 1 = 0% each, up to -95%
*1 to 2 = 4% each, up to -91%
*2 to 15 = 7% each, up to 0%
*15 to 35 = 5% each, up to 100%
*35 to 70 = 2% each, up to 170%
*70 to 100 = 1% each, up to 200%
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=ItemEquipSpeed|data=[{"x": 0.0,"y": -95.0},{"x": 1.0,"y": -95.0},{"x": 2.0,"y": -91.0},{"x": 3.0,"y": -84.0},{"x": 8.0,"y": -49.0},{"x": 9.0,"y": -42.0},{"x": 11.0,"y": -28.0},{"x": 12.0,"y": -21.0},{"x": 14.0,"y": -7.0},{"x": 15.0,"y": 0.0},{"x": 17.0,"y": 10.0},{"x": 19.0,"y": 20.0},{"x": 22.0,"y": 35.0},{"x": 23.0,"y": 40.0},{"x": 27.0,"y": 60.0},{"x": 32.0,"y": 85.0},{"x": 35.0,"y": 100.0},{"x": 38.0,"y": 106.0},{"x": 39.0,"y": 108.0},{"x": 44.0,"y": 118.0},{"x": 50.0,"y": 130.0},{"x": 51.0,"y": 132.0},{"x": 56.0,"y": 142.0},{"x": 63.0,"y": 156.0},{"x": 64.0,"y": 158.0},{"x": 69.0,"y": 168.0},{"x": 70.0,"y": 170.0},{"x": 81.0,"y": 181.0},{"x": 82.0,"y": 182.0},{"x": 93.0,"y": 193.0},{"x": 100.0,"y": 200.0}]|color=orange}}


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


</div>
See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.
</div>


===Manual Dexterity===
===Manual Dexterity===
Manual Dexterity determines how quickly Bard plays an instrument.
Manual Dexterity determines how quickly Bard plays an instrument.
<div style="display:flex;flex-wrap:wrap;">
<div style="width:500px;>
0 Agility starts at = -15% Manual Dexterity, play speed


Every agility point gives a % increase to Manual Dexterity depending on fixed thresholds
Can't be found on gear aside from in the form of its governing attribute.


*0 -> -15%
{{Stats Data|manualdexterity}}
*0 to 15 = 1% each, up to 0%
*15 to 23 = 3% each, up to 24%
*23 to 31 = 2% each, up to 40%
*31 to 37 = 1% each, up to 46%
*37 to 45 = 0.5% each, up to 50%
*45 to 95 = 0.1% each, up to 55%


==Dexterity==
Capped to 50%.
===Action Speed===
?


===Interaction Speed===
===Item Equip Speed===
?
Item Equip Speed adjusts the speed at which you equip all Armors, Ranged Weapons, and Throwable/Percussion/"explosive Light Source" Utility items.


===Manual Dexterity===
All other items such as Jewelry, Melee Weapons, Shields, and Consumable/Drink/"non-exploding Light Source" Utility items are instantly equipped.
?


</div>
Can't be found on gear aside from in the form of its governing attribute.
<div style="width:400px;">
{{#widget:Chart|uniqueId=ManualDexterity|data=[{"x": 0.0,"y": -15.0},{"x": 3.0,"y": -12.0},{"x": 6.0,"y": -9.0},{"x": 9.0,"y": -6.0},{"x": 10.0,"y": -5.0},{"x": 13.0,"y": -2.0},{"x": 15.0,"y": 0.0},{"x": 17.0,"y": 6.0},{"x": 18.0,"y": 9.0},{"x": 19.0,"y": 12.0},{"x": 21.0,"y": 18.0},{"x": 22.0,"y": 21.0},{"x": 23.0,"y": 24.0},{"x": 26.0,"y": 30.0},{"x": 31.0,"y": 40.0},{"x": 33.0,"y": 42.0},{"x": 37.0,"y": 46.0},{"x": 41.0,"y": 48.0},{"x": 45.0,"y": 50.0},{"x": 47.0,"y": 50.2},{"x": 51.0,"y": 50.6},{"x": 52.0,"y": 50.7},{"x": 56.0,"y": 51.1},{"x": 57.0,"y": 51.2},{"x": 61.0,"y": 51.6},{"x": 62.0,"y": 51.7},{"x": 65.0,"y": 52.0},{"x": 70.0,"y": 52.5},{"x": 75.0,"y": 53.0},{"x": 79.0,"y": 53.4},{"x": 80.0,"y": 53.5},{"x": 84.0,"y": 53.9},{"x": 85.0,"y": 54.0},{"x": 88.0,"y": 54.3},{"x": 93.0,"y": 54.8},{"x": 95.0,"y": 55.0},{"x": 100.0,"y": 55.0}]|color=orange}}


 
{{Stats Data|itemequipspeed}}
</div>
</div>
 
===Interaction Speed===
Increase Interaction Speed value * 0.4.
 
Check [[Stats#Interaction_Speed_3|Interaction Speed]] for more


==Will==
==Will==
===Magic Power===
===Magical Power===
Magic Power governs your Magic Power Bonus.
<span id="Magic Power">
<div style="display:flex;flex-wrap:wrap;">
Also known as Magic Power, Magical Power governs your Magic Power Bonus.
<div style="width:500px;>
</span>
0 Will starts at = 0 Magic Power
{{Stats Data|magicalpower}}
 
Every Will point gives an increase to Magic Power
*0 -> 0
*0 to 100 = 1 each, up to 100
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=MagicalPower|data=[{"x": 0.0,"y": 0.0},{"x": 100.0,"y": 100.0}]|color=orange}}
 
</div>
</div>


===Magic Power Bonus===
===Magic Power Bonus===
<span id="Magical Damage Bonus">
Also known as Magical Damage Bonus, though contrary to this alternative name, it affects [[Healing]] too.</span>
<span id="Magical Power Bonus">
Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.
Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.
<div style="display:flex;flex-wrap:wrap;">
{{Stats Data|magicalpowerbonus}}</span>
<div style="width:500px;>
0 Magic Power starts at = -90% Magic Power Bonus


Every Magic Power point gives a  % increase to Magic Power Bonus depending on fixed thresholds


*0 -> -90%
===Magical Resistance===
*0 to 1 = 0% each, up to -90%
<span id="Magic Resistance">
*1 to 5 = 10% each, up to -50%
*5 to 15 = 5% each, up to -0%
*15 to 25 = 3% each, up to 30%
*25 to 40 = 2% each, up to 60%
*40 to 50 = 1% each, up to 70%
*50 to 100 = 0.5% each, up to 95%
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=MagicalDamageMod|data=[{"x": 0.0,"y": -90.0},{"x": 1.0,"y": -90.0},{"x": 2.0,"y": -80.0},{"x": 3.0,"y": -70.0},{"x": 5.0,"y": -50.0},{"x": 7.0,"y": -40.0},{"x": 8.0,"y": -35.0},{"x": 12.0,"y": -15.0},{"x": 14.0,"y": -5.0},{"x": 15.0,"y": 0.0},{"x": 17.0,"y": 6.0},{"x": 18.0,"y": 9.0},{"x": 19.0,"y": 12.0},{"x": 21.0,"y": 18.0},{"x": 22.0,"y": 21.0},{"x": 23.0,"y": 24.0},{"x": 25.0,"y": 30.0},{"x": 30.0,"y": 40.0},{"x": 31.0,"y": 42.0},{"x": 33.0,"y": 46.0},{"x": 34.0,"y": 48.0},{"x": 39.0,"y": 58.0},{"x": 40.0,"y": 60.0},{"x": 45.0,"y": 65.0},{"x": 46.0,"y": 66.0},{"x": 50.0,"y": 70.0},{"x": 53.0,"y": 71.5},{"x": 66.0,"y": 78.0},{"x": 67.0,"y": 78.5},{"x": 78.0,"y": 84.0},{"x": 91.0,"y": 90.5},{"x": 92.0,"y": 91.0},{"x": 100.0,"y": 95.0}]|color=orange}}
 
 
</div>
</div>
 
===Magic Resistance===
Magic Resistance governs your Magical Damage Reduction.
Magic Resistance governs your Magical Damage Reduction.
<div style="display:flex;flex-wrap:wrap;">
{{Stats Data|magicresistance}}</span>
<div style="width:500px;>
0 Will starts at = -20 Magic Resistance
 
Every Will point gives an increase to Magic Resistance depending on fixed thresholds
*0 -> -20
*0 to 5 = 4 each, up to 0
*5 to 35 = 3 each, up to 90
*35 to 55 = 2 each, up to 130
*55 to 65 = 1 each, up to 140
*65 to 91 = 0.5 each, up to 153 (increases by 1 every 2 points)
*91 to 92 = -1 -> 152 (probably a mistake)
*92 to 94 = 1 each, up to 154
*94 to 100 = 0.5 each, up to 157 (increases by 1 every 2 points)
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=MagicResistance|data=[{"x": 0.0,"y": -20.0},{"x": 5.0,"y": 0.0},{"x": 35.0,"y": 90.0},{"x": 55.0,"y": 130.0},{"x": 66.0,"y": 141.0},{"x": 67.0,"y": 141.0},{"x": 68.0,"y": 142.0},{"x": 69.0,"y": 142.0},{"x": 70.0,"y": 143.0},{"x": 71.0,"y": 143.0},{"x": 72.0,"y": 144.0},{"x": 73.0,"y": 144.0},{"x": 74.0,"y": 145.0},{"x": 75.0,"y": 145.0},{"x": 76.0,"y": 146.0},{"x": 77.0,"y": 146.0},{"x": 78.0,"y": 147.0},{"x": 79.0,"y": 147.0},{"x": 80.0,"y": 148.0},{"x": 82.0,"y": 148.0},{"x": 83.0,"y": 149.0},{"x": 84.0,"y": 149.0},{"x": 85.0,"y": 150.0},{"x": 86.0,"y": 150.0},{"x": 87.0,"y": 151.0},{"x": 88.0,"y": 151.0},{"x": 89.0,"y": 152.0},{"x": 90.0,"y": 152.0},{"x": 91.0,"y": 153.0},{"x": 92.0,"y": 152.0},{"x": 94.0,"y": 154.0},{"x": 95.0,"y": 154.0},{"x": 96.0,"y": 155.0},{"x": 97.0,"y": 155.0},{"x": 98.0,"y": 156.0},{"x": 99.0,"y": 156.0},{"x": 100.0,"y": 157.0}]|color=orange}}
 
</div>
</div>


===Magical Damage Reduction===
===Magical Damage Reduction===
Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles. Please note that there is currently a bug where Magical Damage Reduction is additively 10% lower than the following expected amounts.
<span id="Magic Damage Reduction">Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles.
<div style="display:flex;flex-wrap:wrap;">
{{Stats Data|magicaldamagereduction}}
<div style="width:500px;>
Magic Resistance can go as low as -300 = -595% Magical Damage Reduction
 
0 Magic Resistance starts at = -10% Magical Damage Reduction
 
Magic Resistance gives a  % increase to Magical Damage Reduction depending on fixed thresholds
 
*-300 -> -595%
*-300 to -15 = 2% each, up to -25%
*-15 to 10 = 1% each, up to 0%
*10 to 19 = 0.5% each, up to 4.5%
*19 to 30 = 0.4% each, up to 8.9%
*30 to 40 = 0.3% each, up to 11.9%
*40 to 50 = 0.2% each, up to 13.9%
*50 to 100 = 0.1% each, up to 18.9%
*100 to 150 = 0.2% each, up to 28.9%
*150 to 250 = 0.3% each, up to 58.9%
*250 to 350 = 0.2% each, up to 78.9%
*350 to 500 = 0.1% each, up to 93.9%
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=MagicalReduction|data=[{"x": -49.0,"y": -93.0},{"x": -48.0,"y": -91.0},{"x": -42.0,"y": -79.0},{"x": -36.0,"y": -67.0},{"x": -30.0,"y": -55.0},{"x": -25.0,"y": -45.0},{"x": -20.0,"y": -35.0},{"x": -19.0,"y": -33.0},{"x": -17.0,"y": -29.0},{"x": -16.0,"y": -27.0},{"x": -15.0,"y": -25.0},{"x": -14.0,"y": -24.0},{"x": -13.0,"y": -23.0},{"x": -11.0,"y": -21.0},{"x": -10.0,"y": -20.0},{"x": -1.0,"y": -11.0},{"x": 1.0,"y": -9.0},{"x": 4.0,"y": -6.0},{"x": 5.0,"y": -5.0},{"x": 8.0,"y": -2.0},{"x": 10.0,"y": 0.0},{"x": 14.0,"y": 2.0},{"x": 15.0,"y": 2.5},{"x": 16.0,"y": 3.0},{"x": 19.0,"y": 4.5},{"x": 20.0,"y": 4.9},{"x": 23.0,"y": 6.1},{"x": 30.0,"y": 8.9},{"x": 33.0,"y": 9.8},{"x": 34.0,"y": 10.1},{"x": 39.0,"y": 11.6},{"x": 40.0,"y": 11.9},{"x": 41.0,"y": 12.1},{"x": 42.0,"y": 12.3},{"x": 48.0,"y": 13.5},{"x": 50.0,"y": 13.9},{"x": 54.0,"y": 14.3},{"x": 61.0,"y": 15.0},{"x": 69.0,"y": 15.8},{"x": 70.0,"y": 15.9},{"x": 76.0,"y": 16.5},{"x": 77.0,"y": 16.6},{"x": 83.0,"y": 17.2},{"x": 84.0,"y": 17.3},{"x": 91.0,"y": 18.0},{"x": 98.0,"y": 18.7},{"x": 100.0,"y": 18.9},{"x": 102.0,"y": 19.3},{"x": 106.0,"y": 20.1},{"x": 107.0,"y": 20.3},{"x": 110.0,"y": 20.9},{"x": 117.0,"y": 22.3},{"x": 121.0,"y": 23.1},{"x": 122.0,"y": 23.3},{"x": 124.0,"y": 23.7},{"x": 128.0,"y": 24.5},{"x": 129.0,"y": 24.7},{"x": 130.0,"y": 24.9},{"x": 137.0,"y": 26.3},{"x": 145.0,"y": 27.9},{"x": 146.0,"y": 28.1},{"x": 150.0,"y": 28.9},{"x": 152.0,"y": 29.5},{"x": 153.0,"y": 29.8},{"x": 155.0,"y": 30.4},{"x": 156.0,"y": 30.7},{"x": 158.0,"y": 31.3},{"x": 159.0,"y": 31.6},{"x": 162.0,"y": 32.5},{"x": 169.0,"y": 34.6},{"x": 170.0,"y": 34.9},{"x": 172.0,"y": 35.5},{"x": 173.0,"y": 35.8},{"x": 175.0,"y": 36.4},{"x": 176.0,"y": 36.7},{"x": 179.0,"y": 37.6},{"x": 185.0,"y": 39.4},{"x": 189.0,"y": 40.6},{"x": 190.0,"y": 40.9},{"x": 192.0,"y": 41.5},{"x": 193.0,"y": 41.8},{"x": 196.0,"y": 42.7},{"x": 202.0,"y": 44.5},{"x": 206.0,"y": 45.7},{"x": 207.0,"y": 46.0},{"x": 209.0,"y": 46.6},{"x": 210.0,"y": 46.9},{"x": 213.0,"y": 47.8},{"x": 219.0,"y": 49.6},{"x": 220.0,"y": 49.9},{"x": 226.0,"y": 51.7},{"x": 232.0,"y": 53.5},{"x": 237.0,"y": 55.0},{"x": 243.0,"y": 56.8},{"x": 249.0,"y": 58.6},{"x": 250.0,"y": 58.9},{"x": 251.0,"y": 59.1},{"x": 252.0,"y": 59.3},{"x": 257.0,"y": 60.3},{"x": 260.0,"y": 60.9},{"x": 262.0,"y": 61.3},{"x": 265.0,"y": 61.9},{"x": 266.0,"y": 62.1},{"x": 271.0,"y": 63.1},{"x": 274.0,"y": 63.7},{"x": 276.0,"y": 64.1},{"x": 279.0,"y": 64.7},{"x": 280.0,"y": 64.9},{"x": 285.0,"y": 65.9},{"x": 288.0,"y": 66.5},{"x": 289.0,"y": 66.7},{"x": 294.0,"y": 67.7},{"x": 297.0,"y": 68.3},{"x": 299.0,"y": 68.7},{"x": 302.0,"y": 69.3},{"x": 303.0,"y": 69.5},{"x": 308.0,"y": 70.5},{"x": 311.0,"y": 71.1},{"x": 313.0,"y": 71.5},{"x": 316.0,"y": 72.1},{"x": 317.0,"y": 72.3},{"x": 322.0,"y": 73.3},{"x": 325.0,"y": 73.9},{"x": 327.0,"y": 74.3},{"x": 330.0,"y": 74.9},{"x": 331.0,"y": 75.1},{"x": 334.0,"y": 75.7},{"x": 336.0,"y": 76.1},{"x": 339.0,"y": 76.7},{"x": 340.0,"y": 76.9},{"x": 345.0,"y": 77.9},{"x": 348.0,"y": 78.5},{"x": 350.0,"y": 78.9},{"x": 351.0,"y": 79.0},{"x": 354.0,"y": 79.3},{"x": 359.0,"y": 79.8},{"x": 364.0,"y": 80.3},{"x": 368.0,"y": 80.7},{"x": 369.0,"y": 80.8},{"x": 373.0,"y": 81.2},{"x": 374.0,"y": 81.3},{"x": 378.0,"y": 81.7},{"x": 379.0,"y": 81.8},{"x": 382.0,"y": 82.1},{"x": 387.0,"y": 82.6},{"x": 392.0,"y": 83.1},{"x": 396.0,"y": 83.5},{"x": 397.0,"y": 83.6},{"x": 401.0,"y": 84.0},{"x": 402.0,"y": 84.1},{"x": 405.0,"y": 84.4},{"x": 410.0,"y": 84.9},{"x": 415.0,"y": 85.4},{"x": 419.0,"y": 85.8},{"x": 420.0,"y": 85.9},{"x": 424.0,"y": 86.3},{"x": 425.0,"y": 86.4},{"x": 429.0,"y": 86.8},{"x": 430.0,"y": 86.9},{"x": 433.0,"y": 87.2},{"x": 438.0,"y": 87.7},{"x": 442.0,"y": 88.1},{"x": 443.0,"y": 88.2},{"x": 447.0,"y": 88.6},{"x": 448.0,"y": 88.7},{"x": 452.0,"y": 89.1},{"x": 453.0,"y": 89.2},{"x": 456.0,"y": 89.5},{"x": 461.0,"y": 90.0},{"x": 466.0,"y": 90.5},{"x": 470.0,"y": 90.9},{"x": 471.0,"y": 91.0},{"x": 475.0,"y": 91.4},{"x": 476.0,"y": 91.5},{"x": 479.0,"y": 91.8},{"x": 484.0,"y": 92.3},{"x": 489.0,"y": 92.8},{"x": 493.0,"y": 93.2},{"x": 494.0,"y": 93.3},{"x": 498.0,"y": 93.7},{"x": 499.0,"y": 93.8},{"x": 500.0,"y": 93.9}]|color=orange}}
 


*Starts from -50 instead of -300 for better visibility
Magical Damage Reduction is capped to 65%</span>
</div>
</div>


=== Buff Duration ===
Buff Duration modifies the duration of any temporary beneficial status effects you have.


===Buff Duration===
Buff Duration does not modify buffs you apply to others.
Buff Duration governs the duration of temporary beneficial status effects.
{{Stats Data|buffduration}}
<div style="display:flex;flex-wrap:wrap;">
<div style="width:500px;>
0 Will starts at = -80% Buff Duration
 
Every Will gives point gives a  % increase to Buff Duration depending on fixed thresholds
*0 -> -80%
*0 to 5 = 10% each, up to -30%
*5 to 7 = 5% each, up to -20%
*7 to 11 = 3% each, up to -8%
*11 to 15 = 2% each, up to 0%
*15 to 50 = 1% each, up to 35%
*50 to 100 = 0.5% each, up to 60%
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=BuffDurationMod|data=[{"x": 0.0,"y": -80.0},{"x": 1.0,"y": -70.0},{"x": 5.0,"y": -30.0},{"x": 7.0,"y": -20.0},{"x": 11.0,"y": -8.0},{"x": 15.0,"y": 0.0},{"x": 19.0,"y": 4.0},{"x": 20.0,"y": 5.0},{"x": 21.0,"y": 6.0},{"x": 27.0,"y": 12.0},{"x": 30.0,"y": 15.0},{"x": 35.0,"y": 20.0},{"x": 36.0,"y": 21.0},{"x": 38.0,"y": 23.0},{"x": 39.0,"y": 24.0},{"x": 44.0,"y": 29.0},{"x": 50.0,"y": 35.0},{"x": 51.0,"y": 35.5},{"x": 58.0,"y": 39.0},{"x": 59.0,"y": 39.5},{"x": 64.0,"y": 42.0},{"x": 70.0,"y": 45.0},{"x": 71.0,"y": 45.5},{"x": 76.0,"y": 48.0},{"x": 86.0,"y": 53.0},{"x": 87.0,"y": 53.5},{"x": 98.0,"y": 59.0},{"x": 100.0,"y": 60.0}]|color=orange}}
 
 
</div>
</div>


===Debuff Duration===
===Debuff Duration===
Debuff Duration governs the duration of temporary negative status effects. A negative Debuff Duration is beneficial to have, as it will shorten the duration of debuffs. A positive Debuff Duration stat means debuffs last longer, which is detrimental to the player.
Debuff Duration modifies the duration of temporary negative status effects; a negative value will shorten the duration, which is beneficial, and vise versa.  
<div style="display:flex;flex-wrap:wrap;">
<div style="width:500px;>
0 Will starts at = 400% Debuff Duration


Every Will point gives a % decrease to Debuff Duration
Debuff Duration does not modify debuffs you apply to others.
*0 -> 400%
{{Stats Data|debuffduration}}
*0 to 1 = 170%each, up to233%)
*1 to 2 = 83% -> 150%
*2 to 3 = 50% -> 100%
*3 to 4 = 33.3% -> 66.7%
*4 to 5 = 23.8% -> 42.9%
*5 to 6 = 9.6% -> 33.3%
*6 to 7 = 8.3% -> 25%
...
*100 = -37.5%


Use the chart for accurate info.
Debuff Duration has a lower cap of -95%, meaning at minimum a debuff can last 1/20th of its base duration.


The decrease slowly slows down with different reduction amounts that is not logarithmic nor linear.  
===Magical Interaction Speed ===
<span id="Magic Interaction Speed">
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.
{{Stats Data|magicalinteractionspeed}}


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.  
Note that the Debuff Duration Bonus enchant converts into a negative Debuff Duration, decreasing the duration of debuffs on you.
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=DebuffDurationMod|data=[{"x": 0.0,"y": 400.0},{"x": 1.0,"y": 233.3},{"x": 2.0,"y": 150.0},{"x": 3.0,"y": 100.0},{"x": 4.0,"y": 66.7},{"x": 5.0,"y": 42.9},{"x": 6.0,"y": 33.3},{"x": 7.0,"y": 25.0},{"x": 8.0,"y": 20.5},{"x": 9.0,"y": 16.3},{"x": 10.0,"y": 12.4},{"x": 11.0,"y": 8.7},{"x": 12.0,"y": 6.4},{"x": 13.0,"y": 4.2},{"x": 14.0,"y": 2.0},{"x": 15.0,"y": 0.0},{"x": 17.0,"y": -2.0},{"x": 19.0,"y": -3.8},{"x": 20.0,"y": -4.8},{"x": 21.0,"y": -5.7},{"x": 22.0,"y": -6.5},{"x": 24.0,"y": -8.3},{"x": 29.0,"y": -12.3},{"x": 30.0,"y": -13.0},{"x": 31.0,"y": -13.8},{"x": 32.0,"y": -14.5},{"x": 33.0,"y": -15.3},{"x": 36.0,"y": -17.4},{"x": 37.0,"y": -18.0},{"x": 39.0,"y": -19.4},{"x": 41.0,"y": -20.6},{"x": 42.0,"y": -21.3},{"x": 44.0,"y": -22.5},{"x": 46.0,"y": -23.7},{"x": 47.0,"y": -24.2},{"x": 49.0,"y": -25.4},{"x": 50.0,"y": -25.9},{"x": 52.0,"y": -26.5},{"x": 53.0,"y": -26.7},{"x": 54.0,"y": -27.0},{"x": 55.0,"y": -27.3},{"x": 56.0,"y": -27.5},{"x": 58.0,"y": -28.1},{"x": 59.0,"y": -28.3},{"x": 60.0,"y": -28.6},{"x": 61.0,"y": -28.8},{"x": 62.0,"y": -29.1},{"x": 63.0,"y": -29.3},{"x": 64.0,"y": -29.6},{"x": 65.0,"y": -29.8},{"x": 66.0,"y": -30.1},{"x": 67.0,"y": -30.3},{"x": 68.0,"y": -30.6},{"x": 70.0,"y": -31.0},{"x": 71.0,"y": -31.3},{"x": 73.0,"y": -31.7},{"x": 74.0,"y": -32.0},{"x": 76.0,"y": -32.4},{"x": 77.0,"y": -32.7},{"x": 80.0,"y": -33.3},{"x": 81.0,"y": -33.6},{"x": 85.0,"y": -34.4},{"x": 86.0,"y": -34.6},{"x": 87.0,"y": -34.9},{"x": 96.0,"y": -36.7},{"x": 97.0,"y": -36.9},{"x": 100.0,"y": -37.5}]|color=orange}}


</div>
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. </span>
</div>


==Knowledge==
==Knowledge ==
===Spell Casting Speed===
===Spell Casting Speed===
Spell Casting Speed governs the speed at which you cast magical spells.
Spell Casting Speed governs the speed at which you cast magical spells. See [[Action/Interaction/Cast_Speed]] for more.
 
{{Stats Data|spellcastingspeed}}


<code>Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)</code>
<code>Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)</code>
<div style="display:flex;flex-wrap:wrap;">
<div style="width:500px;>
0 Knowledge starts at = -95% Spell Casting Speed


Every Knowledge point gives a % increase to Spell Casting speed depending on fixed thresholds
*A Spell Casting Speed of 50% results in the casting time lasting for only 67% of the base casting time.
* A Spell Casting Speed of 100% results in the casting time lasting for only 50% of the base casting time.


*0 -> -93%
*0 to 1 = 0% per point -> (threshold at -93%)
*1 to 19 = 5% -> -3%
*19 to 30 = 3% -> 30%
*30 to 40 = 4% -> 70%
*40 to 45 = 3% -> 85%
*45 to 100 = 2% -> 195%
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=SpellCastingSpeed|data=[{"x": 0.0,"y": -93.0},{"x": 1.0,"y": -93.0},{"x": 4.0,"y": -78.0},{"x": 15.0,"y": -23.0},{"x": 19.0,"y": -3.0},{"x": 22.0,"y": 6.0},{"x": 23.0,"y": 9.0},{"x": 24.0,"y": 12.0},{"x": 26.0,"y": 18.0},{"x": 27.0,"y": 21.0},{"x": 28.0,"y": 24.0},{"x": 30.0,"y": 30.0},{"x": 33.0,"y": 42.0},{"x": 34.0,"y": 46.0},{"x": 36.0,"y": 54.0},{"x": 37.0,"y": 58.0},{"x": 39.0,"y": 66.0},{"x": 40.0,"y": 70.0},{"x": 43.0,"y": 79.0},{"x": 44.0,"y": 82.0},{"x": 45.0,"y": 85.0},{"x": 47.0,"y": 89.0},{"x": 48.0,"y": 91.0},{"x": 50.0,"y": 95.0},{"x": 55.0,"y": 105.0},{"x": 56.0,"y": 107.0},{"x": 61.0,"y": 117.0},{"x": 68.0,"y": 131.0},{"x": 69.0,"y": 133.0},{"x": 74.0,"y": 143.0},{"x": 80.0,"y": 155.0},{"x": 81.0,"y": 157.0},{"x": 86.0,"y": 167.0},{"x": 93.0,"y": 181.0},{"x": 94.0,"y": 183.0},{"x": 99.0,"y": 193.0},{"x": 100.0,"y": 195.0}]|color=orange}}


===Memory Capacity===
Memory Capacity govern your spell/song cost cap, meaning equipping spells/songs that exceed this cap will not be usable.
{{Stats Data|memorycapacity}}


</div>
<code> Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap </code>
</div>


===Magical Interaction Speed===
Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]].  
Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals.
<div style="display:flex;flex-wrap:wrap;">
<div style="width:500px;>
0 Knowledge starts at = -75% Magical Interaction Speed


Every Knowledge point gives a  % increase to Magical Interaction Speed depending on fixed thresholds
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


*0 -> -75%
<code> ceil(12 * 1.077) + 8 = 21 Memory Capacity</code>
*0 to 15 = 5% each, up to 0%
*15 to 25 = 7% each, up to 70%
*25 to 35 = 5% each, up to 120%
*35 to 84 = 2% each, up to 218%
*84 to 85 = 1% each, up to 219%
*85 to 86 = 3% each, up to 222%
*86 to 100 = 2% each, up to 250%
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=MagicalInteractionSpeed|data=[{"x": 0.0,"y": -75.0},{"x": 2.0,"y": -65.0},{"x": 7.0,"y": -40.0},{"x": 8.0,"y": -35.0},{"x": 12.0,"y": -15.0},{"x": 14.0,"y": -5.0},{"x": 15.0,"y": 0.0},{"x": 18.0,"y": 21.0},{"x": 21.0,"y": 42.0},{"x": 25.0,"y": 70.0},{"x": 28.0,"y": 85.0},{"x": 32.0,"y": 105.0},{"x": 33.0,"y": 110.0},{"x": 34.0,"y": 115.0},{"x": 35.0,"y": 120.0},{"x": 40.0,"y": 130.0},{"x": 41.0,"y": 132.0},{"x": 46.0,"y": 142.0},{"x": 53.0,"y": 156.0},{"x": 54.0,"y": 158.0},{"x": 59.0,"y": 168.0},{"x": 65.0,"y": 180.0},{"x": 66.0,"y": 182.0},{"x": 71.0,"y": 192.0},{"x": 81.0,"y": 212.0},{"x": 82.0,"y": 214.0},{"x": 84.0,"y": 218.0},{"x": 85.0,"y": 219.0},{"x": 86.0,"y": 222.0},{"x": 93.0,"y": 236.0},{"x": 100.0,"y": 250.0}]|color=orange}}


<!-- class="nowrap" will not work for me no matter what I attempt -->


</div>
{| class="wikitable mw-collapsible mw-collapsed" style="text-align: center;"
</div>
|+ class="nowrap" |Knowledge vs Memory Capacity Bonus<!--Formula = RoundUP( ((0.5 + n-1) / Knowledge (-6))*1000) /1000 -->
 
!Classes!!Knowledge (-6)!!(+1)!!(+2) !! (+3)!!(+4)!!(+5)!! (+6)!!(+7)!!(+8)!! (+9)!!(+10)!!(+11)!!(+12)
===Memory Capacity===
|-
Memory Capacity govern your spell cost cap, meaning equipping spells that exceed this cap will not be usable.
| Warlock || <small>15</small> <big>(9)</big>|| 5.6%||16.7%||27.8%||38.9%||50.0%||61.2%|| || || || || ||
<div style="display:flex;flex-wrap:wrap;">
|-
<div style="width:500px;>
| || <small>16</small> <big>(10)</big>||5.0%||15.0%||25.0%||35.0%||45.0%||55.0%||65.0%|| || || ||N/A||
0 Knowledge starts at = 0 Spell Memory/Capacity
|-
| ||<small>17</small> <big>(11)</big>||4.6%|| 13.7%|| 22.8%|| 31.9%|| 41.0% || 50.0%
|59.1%||68.2%|| || || ||
|-
| ||<small>18</small> <big>(12)</big>||4.2%|| 12.5%|| 20.9%|| 29.2%|| 37.5%|| 45.9% ||54.2%||62.5%|| || || ||
|-
| ||<small>19</small> <big>(13)</big>||3.9% || 11.6% || 19.3% || 27.0% || 34.7% || 42.4% || 50.0% || 57.7% || 65.4% || || ||
|-
|Bard/Cleric/Druid||<small>20</small> <big>(14)</big>||3.6%||10.8%||17.9%||25.0%||32.2%||39.3%||46.5%||53.6%||60.8%||67.9%|| ||
|-
| ||<small>21</small> <big>(15)</big>||3.4%|| 10.0%|| 16.7%|| 23.4%|| 30.0%|| 36.7%|| 43.4%|| 50.0%|| 56.7%|| 63.4%|| 70.0%||
|-
| ||<small>22</small> <big>(16)</big>||3.2%||9.4%|| 15.7%|| 21.9%|| 28.2%|| 34.4%|| 40.7%|| 46.9%|| 53.2%|| 59.4%||65.7%||
|-
| ||<small>23</small> <big>(17)</big>||3.0%||8.9%||14.8%||20.6%||26.5%||32.4%||38.3%||44.2%||50.0%||55.9%||61.8%||67.7%
|-
| ||<small>24</small> <big>(18)</big>||2.8% ||8.4% ||13.9% ||19.5% ||25.0% ||30.6% ||36.2% ||41.7% ||47.3% ||52.8% ||58.4% ||63.9%
|-
| Wizard||<small>25</small> <big>(19)</big>||2.7%||7.9%||13.2%||18.5%||23.7%||29.0%||34.3%||39.5%||44.8%||50.0%||55.3%||60.6%
|-
| ||<small>26</small> <big>(20)</big>||2.5%||7.5%||12.5%||17.5%||22.5%||27.5%||32.5%||37.5%||42.5%||47.5%||52.5%||57.5%
|-
| ||<small>27</small> <big>(21)</big>||2.4%||7.2%||12.0%||16.7%||21.5%||26.2%||31.0%||35.8%||40.5%||45.3%||50.0%||54.8%
|-
| ||<small>28</small> <big>(22)</big>||2.3%||6.9%||12.5%||16.0%||20.5%||25.0%||29.6%||34.1%||38.7%||43.2%||47.8%||52.3%
|-
| ||<small>29</small> <big>(23)</big>||2.2%||6.6%||10.9%||15.3%||19.6%||24.0%||28.3%||32.7%||37.0%||41.4%||45.7%||50.0%
|-
| ||<small>30</small> <big>(24)</big>||2.1%||6.3%||10.5%||14.6%||18.8%||23.0%||27.1%||31.3%||35.5%||39.6%||43.8%||48.0%
|-
| ||<small>31</small> <big>(25)</big>||2.0%||6.0%||10.0%||14.0%||18.0%||22.0%||26.0%||30.0%||34.0%||38.0%||42.0%||46.0%
|-
| ||<small>32</small> <big>(26)</big>||2.0%||5.8%||9.7%||13.5%||17.4%||21.2%||25.0%||28.9%||32.7%||36.6%||40.4%||44.3%
|-
| ||<small>33</small> <big>(27)</big>||1.9% ||5.6% ||9.3%||13.0%||16.7%||20.4%||24.1%||27.8%||31.5%||35.2%||38.9%|| 42.6%
|-
| ||<small>34</small> <big>(28)</big>||1.8% ||5.4% ||9.0%||12.5%||16.1%||19.7%||23.3%||26.8%||30.4%||34.0%||37.5%|| 41.1%
|-
| ||<small>35</small> <big>(29)</big>||1.8% ||5.2% ||8.7%||12.1%||15.6%||19.0%||22.5%||25.9%||29.4%||32.8%||36.3%||39.7%
|-
| ||<small>36</small> <big>(30)</big>||1.7%||5.0%||8.4%||11.7%||15.0%||18.4%||21.7%||25.0%
|28.4% ||31.7%||35.0%||38.4%
|}


Every Knowledge point gives an increase to Spell Capacity
===Memory Recovery===
Increases the amount of [[Spell_Restoration|Spell/(Skill?) Points]] (SP) you restore per tick.


*0 to 6 -> 0
Despite also being referred to as Spell Recovery Bonus, this also applies to Bard songs.
*6 to 100 = 1 each, up to 94


Can't be found on gear aside from in the form of its governing attribute.


{{Stats Data|memoryrecovery}}


Each point of Memory Capacity affects how many Spell Points you recover for Spells when Resting, Meditating, sitting at a Campfire, receiving Bard's Chorale of Clarity buff, or when under the effects of a Clarity Potion. For Recharging skills however, Memory Capacity is not applied. See [[Spell Restoration]] for more details.
<code>''SP Recharge per tick (SP/tick) = Base Recharge * (1 + Memory Recovery Bonus)''</code>


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


<code> Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap </code>
See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.
 
Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]].  


For example, with 12 Memory Cap from 18 knowledge, +8 Add Memory Cap, and 7.7% Memory Cap Bonus, the final Memory Capacity will be
===Cooldown Reduction===
Cooldown Reduction reduces the cooldowns of skills/perks, this includes spells such as [[Sorcerer]] spells.


<code> ceil(12 * 1.077) + 8 = 21 Memory Capacity</code>
<code>Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)</code><br><br>


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]].<br>


</div>
<code>Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)</code>
<div style="width:400px;">
{{#widget:Chart|uniqueId=MemoryCapacity|data=[{"x": 0.0,"y": 0.0},{"x": 6.0,"y": 0.0},{"x": 100.0,"y": 94.0}]|color=orange}}


</div>
Can't be found on gear aside from in the form of its governing attribute.
</div>


==Resourcefulness==
{{Stats_Data|cooldownreduction}}
===Interaction Speed===
Increase Interaction Speed value * 0.6.


Check [[Stats#Interaction_Speed_3|Interaction Speed]] for more
In addition to the curve above capping at 65%, the final Cooldown Reduction Bonus (after adding other sources), is also capped to 65%.


===Persuasiveness===
===Persuasiveness===
Persuasiveness determines the duration of Bard songs' buffs/debuffs.
Persuasiveness determines the duration of Bard songs' buffs/debuffs.
<div style="display:flex;flex-wrap:wrap;">
{{Stats Data|persuasiveness}}
<div style="width:500px;>
0 Resourcefulness starts at = 0 Persuasiveness
 
*0 -> 0%
*0 to 35 -> 1 each, up to 35
*35 to 71 = 0.5 each, up to 53
*71 to 99 = 0.25 each, up to 60
 
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=PersuasivenessStat|data=[{"x": 0.0,"y": 0.0},{"x": 35.0,"y": 35.0},{"x": 71.0,"y": 53.0},{"x": 99.0,"y": 60.0},{"x": 100.0,"y": 60.0}]|color=orange}}
 
 
</div>
</div>


Base buff duration formula:
Base buff duration formula:


<code>Scaling x Persuasiveness</code>
<code>Base Duration x (Persuasiveness/Base Persuasiveness) x Persuasiveness Scaling</code>


In other words, each point in Persuasiveness over 20 grants a 5% longer base duration.
<br>Base Persuasiveness is currently 15 due to [[Bard]]'s 15 Resourcefulness.


For example, Perfectly played Rousing Rhythms have 4.5x scaling and if Bard has 20 Persuasiveness, outgoing buff duration will be:
Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.<br>


<code>4.5 x 20 = 90</code> seconds
The duration listed both in game and in a song's description at [[Bard]] represent the duration of the song at the base of 15 Persuasiveness. Some songs 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.


This will also get multiplied by the receiver's [[Buff Duration]]
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:


<code>90 x 20/15 x 100% = 120 seconds</code>


[https://www.desmos.com/calculator/k9kjmyzd3f Buff Duration Calculator] by Sur
This will also then get multiplied by the receiver's [[Stats#Buff_Duration|Buff Duration]]/[[Stats#Debuff_Duration|Debuff Duration]]


=Other Stats=
Can't be found on gear aside from in the form of its governing attribute.
==Interaction Speed==
Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.


Value = Agility * 0.4 + Resourcefulness * 0.6
[https://www.desmos.com/calculator/ouiuljvzua Buff Duration Calculator]


<div style="display:flex;flex-wrap:wrap;">
==Attribute Bonus==
<div style="width:500px;">
Attributes can be multiplied by sources such as [[Warlock]]'s Curse of Weakness, or [[Wizard]]'s Sage perk. These multipliers are applied after all other sources of additional attributes.
0 value starts at = -75% Interaction Speed


Every value gives a  % increase to Interaction Speed depending on fixed thresholds
<code>Final Attribute = Attribute * (1 + Attribute Bonus)</code>


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


Interaction Speed has 50% [[Attribute Bonus Ratio|Scaling]] for Bandages and Surgical kits, in the same fashion that some damage bonuses scale.
For example, with 30 Strength, and 15% Strength Bonus, final strength would be
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=RegularInteractionSpeed|data=[{"x": 0.0,"y": -55.0},{"x": 4.0,"y": -35.0},{"x": 5.0,"y": -30.0},{"x": 8.0,"y": -21.0},{"x": 10.0,"y": -15.0},{"x": 11.0,"y": -12.0},{"x": 12.0,"y": -9.0},{"x": 13.0,"y": -6.0},{"x": 15.0,"y": 0.0},{"x": 18.0,"y": 21.0},{"x": 21.0,"y": 42.0},{"x": 25.0,"y": 70.0},{"x": 28.0,"y": 85.0},{"x": 32.0,"y": 105.0},{"x": 33.0,"y": 110.0},{"x": 34.0,"y": 115.0},{"x": 35.0,"y": 120.0},{"x": 40.0,"y": 130.0},{"x": 41.0,"y": 132.0},{"x": 46.0,"y": 142.0},{"x": 53.0,"y": 156.0},{"x": 54.0,"y": 158.0},{"x": 59.0,"y": 168.0},{"x": 65.0,"y": 180.0},{"x": 66.0,"y": 182.0},{"x": 71.0,"y": 192.0},{"x": 81.0,"y": 212.0},{"x": 82.0,"y": 214.0},{"x": 84.0,"y": 218.0},{"x": 85.0,"y": 219.0},{"x": 86.0,"y": 222.0},{"x": 93.0,"y": 236.0},{"x": 100.0,"y": 250.0}]|color=orange}}


<code>Final Strength = 30 * (1 + 0.15) = 34.5 Strength</code>


</div>
Note that attributes can have decimals, though in the in game details page they will be rounded.
</div>


==Physical Damage Reduction==
<br>''Not to be confused with Attribute Bonus Ratio ([[Scaling]])''
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.
<div style="display:flex;flex-wrap:wrap;">
<div style="width:500px;>
Armor Rating can go as low as -300 = -619% Physical Damage Reduction


0 Armor Rating starts at = -22% Physical Damage Reduction
=Hybrid Stats=
Hybrid stats are stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor.


Every Armor Rating point gives a  % increase to Physical Damage Reduction depending on fixed thresholds
Hybrid stats are calculated by first using separate weights to combine the relevant attributes into a Rating (which is not displayed in the Details screen), and then converting that Rating into the value displayed in the Details screen. This intermediate Rating can be fractional and is not rounded before being converted to the appropriate stat.


*-300 -> -619%
==Base Health==
*-300 to -3 = 2% each, up to -25%
<span id="Max Health">Base Health partially determines your characters maximum [[Health]].<span> <!--Hyperlink redirect from Stats#Max Health]]-->
*-3 to 22 = 1% each, up to 0%
*22 to 31 = 0.5% each, up to 4.5%
*31 to 42 = 0.4% each, up to 8.9%
*42 to 52 = 0.3% each, up to 11.9%
*52 to 62 = 0.2% each, up to 13.9%
*62 to 112 = 0.1% each, up to 18.9%
*112 to 175 = 0.2% each, up to 31.5%
*175 to 262 = 0.3% each, up to 57.6%
*262 to 317 = 0.2% each, up to 68.6%
*317 to 400 = 0.1% each, up to 76.9%
*400 to 424 = 0.05% each, up to 78.1%
*424 to 450 = 0.025% each, up to 78.75%
*450 to 500 = 0.02% each, up to 79.75%


Armor cap is 85% which can be reached by other perks and shrine buffs.
{{Stats Data|basehealth}}
</div>
<div style="width:400px;">
{{#widget:Chart|uniqueId=PhysicalReduction|data=[{"x": -49.0,"y": -117.0},{"x": -44.0,"y": -107.0},{"x": -37.0,"y": -93.0},{"x": -36.0,"y": -91.0},{"x": -30.0,"y": -79.0},{"x": -24.0,"y": -67.0},{"x": -18.0,"y": -55.0},{"x": -13.0,"y": -45.0},{"x": -8.0,"y": -35.0},{"x": -7.0,"y": -33.0},{"x": -5.0,"y": -29.0},{"x": -4.0,"y": -27.0},{"x": -3.0,"y": -25.0},{"x": -2.0,"y": -24.0},{"x": -1.0,"y": -23.0},{"x": 1.0,"y": -21.0},{"x": 2.0,"y": -20.0},{"x": 11.0,"y": -11.0},{"x": 13.0,"y": -9.0},{"x": 16.0,"y": -6.0},{"x": 17.0,"y": -5.0},{"x": 20.0,"y": -2.0},{"x": 22.0,"y": 0.0},{"x": 26.0,"y": 2.0},{"x": 27.0,"y": 2.5},{"x": 28.0,"y": 3.0},{"x": 31.0,"y": 4.5},{"x": 32.0,"y": 4.9},{"x": 35.0,"y": 6.1},{"x": 42.0,"y": 8.9},{"x": 45.0,"y": 9.8},{"x": 46.0,"y": 10.1},{"x": 51.0,"y": 11.6},{"x": 52.0,"y": 11.9},{"x": 53.0,"y": 12.1},{"x": 54.0,"y": 12.3},{"x": 60.0,"y": 13.5},{"x": 62.0,"y": 13.9},{"x": 66.0,"y": 14.3},{"x": 73.0,"y": 15.0},{"x": 81.0,"y": 15.8},{"x": 82.0,"y": 15.9},{"x": 88.0,"y": 16.5},{"x": 89.0,"y": 16.6},{"x": 95.0,"y": 17.2},{"x": 96.0,"y": 17.3},{"x": 103.0,"y": 18.0},{"x": 110.0,"y": 18.7},{"x": 112.0,"y": 18.9},{"x": 114.0,"y": 19.3},{"x": 118.0,"y": 20.1},{"x": 119.0,"y": 20.3},{"x": 122.0,"y": 20.9},{"x": 129.0,"y": 22.3},{"x": 133.0,"y": 23.1},{"x": 134.0,"y": 23.3},{"x": 136.0,"y": 23.7},{"x": 140.0,"y": 24.5},{"x": 141.0,"y": 24.7},{"x": 142.0,"y": 24.9},{"x": 149.0,"y": 26.3},{"x": 157.0,"y": 27.9},{"x": 158.0,"y": 28.1},{"x": 164.0,"y": 29.3},{"x": 165.0,"y": 29.5},{"x": 171.0,"y": 30.7},{"x": 172.0,"y": 30.9},{"x": 175.0,"y": 31.5},{"x": 176.0,"y": 31.8},{"x": 177.0,"y": 32.1},{"x": 179.0,"y": 32.7},{"x": 180.0,"y": 33.0},{"x": 183.0,"y": 33.9},{"x": 189.0,"y": 35.7},{"x": 193.0,"y": 36.9},{"x": 194.0,"y": 37.2},{"x": 196.0,"y": 37.8},{"x": 197.0,"y": 38.1},{"x": 200.0,"y": 39.0},{"x": 206.0,"y": 40.8},{"x": 210.0,"y": 42.0},{"x": 211.0,"y": 42.3},{"x": 213.0,"y": 42.9},{"x": 214.0,"y": 43.2},{"x": 216.0,"y": 43.8},{"x": 217.0,"y": 44.1},{"x": 220.0,"y": 45.0},{"x": 227.0,"y": 47.1},{"x": 228.0,"y": 47.4},{"x": 230.0,"y": 48.0},{"x": 231.0,"y": 48.3},{"x": 233.0,"y": 48.9},{"x": 234.0,"y": 49.2},{"x": 239.0,"y": 50.7},{"x": 242.0,"y": 51.6},{"x": 244.0,"y": 52.2},{"x": 250.0,"y": 54.0},{"x": 256.0,"y": 55.8},{"x": 259.0,"y": 56.7},{"x": 261.0,"y": 57.3},{"x": 262.0,"y": 57.6},{"x": 263.0,"y": 57.8},{"x": 264.0,"y": 58.0},{"x": 267.0,"y": 58.6},{"x": 269.0,"y": 59.0},{"x": 272.0,"y": 59.6},{"x": 273.0,"y": 59.8},{"x": 278.0,"y": 60.8},{"x": 281.0,"y": 61.4},{"x": 283.0,"y": 61.8},{"x": 286.0,"y": 62.4},{"x": 287.0,"y": 62.6},{"x": 290.0,"y": 63.2},{"x": 292.0,"y": 63.6},{"x": 295.0,"y": 64.2},{"x": 296.0,"y": 64.4},{"x": 301.0,"y": 65.4},{"x": 304.0,"y": 66.0},{"x": 306.0,"y": 66.4},{"x": 309.0,"y": 67.0},{"x": 310.0,"y": 67.2},{"x": 315.0,"y": 68.2},{"x": 317.0,"y": 68.6},{"x": 318.0,"y": 68.7},{"x": 319.0,"y": 68.8},{"x": 323.0,"y": 69.2},{"x": 324.0,"y": 69.3},{"x": 327.0,"y": 69.6},{"x": 332.0,"y": 70.1},{"x": 337.0,"y": 70.6},{"x": 341.0,"y": 71.0},{"x": 342.0,"y": 71.1},{"x": 346.0,"y": 71.5},{"x": 347.0,"y": 71.6},{"x": 350.0,"y": 71.9},{"x": 355.0,"y": 72.4},{"x": 360.0,"y": 72.9},{"x": 364.0,"y": 73.3},{"x": 365.0,"y": 73.4},{"x": 369.0,"y": 73.8},{"x": 370.0,"y": 73.9},{"x": 374.0,"y": 74.3},{"x": 375.0,"y": 74.4},{"x": 378.0,"y": 74.7},{"x": 383.0,"y": 75.2},{"x": 387.0,"y": 75.6},{"x": 388.0,"y": 75.7},{"x": 392.0,"y": 76.1},{"x": 393.0,"y": 76.2},{"x": 397.0,"y": 76.6},{"x": 398.0,"y": 76.7},{"x": 400.0,"y": 76.9},{"x": 404.0,"y": 77.1},{"x": 407.0,"y": 77.25},{"x": 409.0,"y": 77.35},{"x": 410.0,"y": 77.4},{"x": 414.0,"y": 77.6},{"x": 417.0,"y": 77.75},{"x": 419.0,"y": 77.85},{"x": 420.0,"y": 77.9},{"x": 424.0,"y": 78.1},{"x": 426.0,"y": 78.15},{"x": 427.0,"y": 78.17},{"x": 429.0,"y": 78.22},{"x": 433.0,"y": 78.33},{"x": 434.0,"y": 78.35},{"x": 436.0,"y": 78.4},{"x": 443.0,"y": 78.57},{"x": 449.0,"y": 78.72},{"x": 450.0,"y": 78.75},{"x": 452.0,"y": 78.79},{"x": 455.0,"y": 78.85},{"x": 458.0,"y": 78.91},{"x": 459.0,"y": 78.93},{"x": 461.0,"y": 78.97},{"x": 462.0,"y": 78.99},{"x": 465.0,"y": 79.05},{"x": 466.0,"y": 79.07},{"x": 470.0,"y": 79.15},{"x": 473.0,"y": 79.21},{"x": 476.0,"y": 79.27},{"x": 477.0,"y": 79.29},{"x": 479.0,"y": 79.33},{"x": 480.0,"y": 79.35},{"x": 483.0,"y": 79.41},{"x": 484.0,"y": 79.43},{"x": 488.0,"y": 79.51},{"x": 491.0,"y": 79.57},{"x": 494.0,"y": 79.63},{"x": 495.0,"y": 79.65},{"x": 497.0,"y": 79.69},{"x": 498.0,"y": 79.71},{"x": 500.0,"y": 79.75}]|color=orange}}


Final Health formula with examples can be found on the [[Health#Formula|Health page]].


== Action Speed==
Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables. See [[Action/Interaction/Cast_Speed]] for more.


{{Stats Data|actionspeed}}


*Graph Starts from -49 instead of -300 for better visibility


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


==Health Recovery==
<code> New animation length = Base animation length / (1 + Action Speed) </code>
Affects the rate at which you restore health when Resting (and using Bandages?).




<code>Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)</code>
==Regular Interaction Speed==
Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. See [[Action/Interaction/Cast_Speed]] for more.


For example, a Barbarian resting with 95% Health Recovery Bonus will recover
{{Stats Data|regularinteractionspeed}}


<code>Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health</code>


<code> New interaction length = Base interaction length / (1 + interaction speed) </code>


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


Luck stat affects each rarity differently. Luck Cap in the game is 500.  
For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length.


[[Surgical Kit|Surgical Kits]] and [[Bandage|Bandages]] have 50% [[Scaling]] on regular interaction speed, therefore, their formula looks like


It is only possible to get maximum of 249 Luck in the game currently:
<code> New interaction length = Base interaction length / (1 + interaction speed * .5) </code>
*50 from [[Bard]]'s Wanderer's Luck
*Possible 150 luck roll from a large [[Potion of Luck]]
*25 from a [[Fangs of Death Necklace]]
*24(12 x 2) from two [[Grimsmile Ring| Grimsmile Rings]]


<div style="display:flex;flex-wrap:wrap;">
=Other Stats=
<div style="width:500px;>
<br>
*1-Junk: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
*2-Poor: Each luck decreases chance by 0.1%,  500 Luck: 0.5x Chance
*3-Common: Each luck decreases chance by 0.05%, 500 Luck: 0.75x Chance
*4-Uncommon is not affected by luck
*5-Rare: not linear, diminishing returns, 500 Luck: 3.5x Chance
*6-Epic: not linear, diminishing returns, 500 Luck: 3.88x Chance
*7-Legendary: not linear, diminishing returns, 500 Luck: 4.25x Chance
*8-Unique: not linear, diminishing returns, 500 Luck: 4.38x Chance


</div>
==Armor Rating==
Armor Rating (AR) is determined from the armor your wearing, but can also be increased in some ways such as [[Fighter]]'s Barricade (Armor Rating) or [[Fighter]]'s Defense Mastery (Armor Rating Bonus).
<br><br>


<div style="width:500px;">
Formula can be simplified as:<br>
<tabber>
<code>Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)</code>
|-|1=
<br>
{{#widget:Chart|uniqueId=LuckGrade00|data=[{"x": 0,"y": 100.0},{"x": 50,"y": 95.0},{"x": 100,"y": 90.0},{"x": 150,"y": 85.0},{"x": 200,"y": 80.0},{"x": 250,"y": 75.0},{"x": 300,"y": 70.0},{"x": 350,"y": 65.0},{"x": 400,"y": 60.0},{"x": 450,"y": 55.0},{"x": 500,"y": 50.0}]|color=orange}}


|-|2=
<br>
{{#widget:Chart|uniqueId=LuckGrade01|data=[{"x": 0,"y": 100.0},{"x": 50,"y": 95.0},{"x": 100,"y": 90.0},{"x": 150,"y": 85.0},{"x": 200,"y": 80.0},{"x": 250,"y": 75.0},{"x": 300,"y": 70.0},{"x": 350,"y": 65.0},{"x": 400,"y": 60.0},{"x": 450,"y": 55.0},{"x": 500,"y": 50.0}]|color=orange}}


|-|3=
Note that [[Fighter]]'s Defense Mastery and [[Rogue]]'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.<br>
<br>
{{#widget:Chart|uniqueId=LuckGrade02|data=[{"x": 0,"y": 100.0},{"x": 50,"y": 97.5},{"x": 100,"y": 95.0},{"x": 150,"y": 92.5},{"x": 200,"y": 90.0},{"x": 250,"y": 87.5},{"x": 300,"y": 85.0},{"x": 350,"y": 82.5},{"x": 400,"y": 80.0},{"x": 450,"y": 77.5},{"x": 500,"y": 75.0}]|color=orange}}


|-|4=
<code>Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating Bonus) + other Armor Rating * (1 + Armor Rating Bonus)</code>
<br>
{{#widget:Chart|uniqueId=LuckGrade03|data=[{"x": 0,"y": 1.0},{"x": 500,"y": 1.0}]|color=orange}}


|-|5=
{{#widget:Chart|uniqueId=LuckGrade04|data=[{"x": 0,"y": 1.0},{"x": 16,"y": 1.16},{"x": 23,"y": 1.23},{"x": 31,"y": 1.3},{"x": 38,"y": 1.37},{"x": 50,"y": 1.48},{"x": 61,"y": 1.57},{"x": 69,"y": 1.64},{"x": 75,"y": 1.7},{"x": 81,"y": 1.75},{"x": 90,"y": 1.82},{"x": 107,"y": 1.96},{"x": 117,"y": 2.03},{"x": 123,"y": 2.08},{"x": 129,"y": 2.12},{"x": 136,"y": 2.18},{"x": 150,"y": 2.28},{"x": 161,"y": 2.35},{"x": 170,"y": 2.41},{"x": 176,"y": 2.45},{"x": 182,"y": 2.49},{"x": 194,"y": 2.57},{"x": 212,"y": 2.67},{"x": 221,"y": 2.72},{"x": 229,"y": 2.77},{"x": 236,"y": 2.81},{"x": 246,"y": 2.86},{"x": 254,"y": 2.9},{"x": 263,"y": 2.94},{"x": 270,"y": 2.97},{"x": 278,"y": 3.01},{"x": 285,"y": 3.04},{"x": 296,"y": 3.09},{"x": 308,"y": 3.13},{"x": 319,"y": 3.18},{"x": 326,"y": 3.2},{"x": 334,"y": 3.23},{"x": 350,"y": 3.28},{"x": 365,"y": 3.32},{"x": 373,"y": 3.34},{"x": 381,"y": 3.36},{"x": 393,"y": 3.39},{"x": 408,"y": 3.42},{"x": 415,"y": 3.43},{"x": 421,"y": 3.44},{"x": 429,"y": 3.45},{"x": 436,"y": 3.46},{"x": 447,"y": 3.48},{"x": 459,"y": 3.49},{"x": 467,"y": 3.49},{"x": 473,"y": 3.5},{"x": 480,"y": 3.5},{"x": 493,"y": 3.5},{"x": 500,"y": 3.5}]|color=orange}}


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:


<br>
<code>Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating</code>
|-|6=
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<br>
|-|7=
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<br>
|-|8=
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Example using the last formula:<br>
With 100 AR from equipped Items, 20 from [[Enchantments]], and -40% Item Armor Rating Bonus, the player would result in<br>


<code>100 * (1 + -0.4) + 20 = 80 Armor Rating</code>
<br>
<br>
</tabber>
</div>
</div>


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


===Luck Value Table===
Physical Damage Reduction is capped to 65%
{| cellspacing="0" class="wikitable"
! Luck !! <span class="colorrarity0">Junk</span> !! <span class="colorrarity1">Poor</span> !! <span class="colorrarity2">Common</span> !! <span class="colorrarity3">Uncommon</span> !! <span class="colorrarity4">Rare</span> !! <span class="colorrarity5">Epic</span> !! <span class="colorrarity6">Legendary</span> !! <span class="colorrarity7">Unique</span>
|-
| 50 || x0.95 || x0.95 || x0.975 || x1.0 || x1.48 || x1.54 || x1.62 || x1.64
|-
| 100 || x0.90 || x0.90 || x0.95 || x1.0 || x1.90 || x2.04 || x2.17 || x2.22
|-
| 150 || x0.85 || x0.85 || x0.925 || x1.0 || x2.28 || x2.47 || x2.66 || x2.72
|-
| 200 || x0.80 || x0.80 || x0.90 || x1.0 || x2.60 || x2.84 || x3.08 || x3.17
|-
| 250 || x0.75 || x0.75 || x0.875 || x1.0 || x2.88 || x3.16 || x3.45 || x3.54
|-
| 300 || x0.70 || x0.70 || x0.85 || x1.0 || x3.11 || x3.42 || x3.73 || x3.84
|}
 
It is important to note that Luck only increases chance of finding a high tier loot only if looted container/corpse has a chance of dropping high tier loot.
So if loot table has no "Epic" drop chance, high luck won't make it drop "Epic" even if you have 250 luck as 0% chance multiplied by 3.16 is still 0.
 
Check [[Lootables]] to see which lootables drop high tier loot.
 
Loot is rolled when you open the container or kill the mob. (It is not confirmed if Bard's Unchained Harmony rolls the loot table when it opens the containers.)
 
=Enchantment Stats=
Stats that come from weapons, armors or jewelry imbued with item enchantments.
 
==Additional Magical Damage==
Increases Magical Damage dealt (not affected by Magical Power Bonus).
 
==Additional Physical Damage==
Increases Physical Damage dealt (not affected by Physical Power Bonus).
 
==All Attributes/Primitive==
Increases all Attributes (Strength, Agility, Will, Knowledge, Resourcefulness).
 
==Armor Penetration==
''Armor Penetration governs the amount of physical damage you do that will completely bypass your enemy's armor rating.''
 
Unlike in game description, armor pen decreases [[Stats#Physical Damage Reduction|Physical Damage Reduction]] instead of Armor Rating. It has no affect on negative [[Stats#Physical Damage Reduction|Physical Damage Reduction]].
 
<code>
% Physical Damage Reduced = (100 - ''Attacker's Armor Pen'') * ''Target's Physical Damage Reduction''
</code>
 
100 Armor Penetration would decrease Damage reduced to 0.
 
This modifier cannot bring Damage Reduction below 0%. There is no functional difference between 105% Penetration and 100% Penetration. This modifier also does nothing if the target's Damage Reduction % is 0% or less.
 
==Headshot Reduction==
Headshot  Reduction governs the amount of mitigated damage conferred by wearing protective head gear.
 
Decreases the headshot multiplier by '''flat''' amount. For example, normal headshot deals 150%, if the enemy has [[Armet]] which has 18% Headshot Reduction, instead it deals <code>150-18 = 132%</code> damage


==Impact Power==
==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.
[[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.


==Magic Penetration==
Can't be found on gear (aside from the base values for each weapon) and is not affected by other stats.
Magic Penetration governs the amount of magical damage you do that will completely bypass your enemy's magic resistance rating.


<code>
==Item Swap Speed==
% Magical Damage Reduced = (100 - ''Attacker's Magic Pen'') * ''Target's Magical Damage Reduction''
Speed at which items are swapped as the current active item. Note that this is separate from Wearing Time Speed.
</code>


100 Magical Penetration would decrease Damage reduced to 0.  
Affected by [[#Action Speed|Action Speed]].


This modifier cannot bring Damage Reduction below 0%. There is no functional difference between 105% Penetration and 100% Penetration. This modifier also does nothing if the target's Damage Reduction % is 0% or less.
==Wearing Time Speed==
Speed at which items are worn by equipping them from the inventory. Note that this is separate from Item Swap Speed.


==Magical Healing==
Affected by [[#Item Equip Speed|Item Equip Speed]].
Increases total healing done by magic (Cleric's heal spells and Warlock's Torture Mastery)


This specifically affects your spells, not heals received from others.
==ShapeShift Primitive based==
Shapeshift damage/healing that is Strength based, Agility based, etc. utilize a portion of that stat (such as Strength) to determine the base damage/heal.


<code>(Base Heal Amount + (Magical Healing * Scaling of Spell)) * (1 + Magic Power Bonus * Scaling of Spell)</code>
<br>It is referred to below as Primitive Calc Value. Primitive Calc refers to the amount of the primitive attribute, such as 15 Strength. In this case, the curve starts at 0 Strength, and ends at 100 Strength, dealing anywhere from ~-3 to ~17 damage/heal (PMC). This curve applies the same to all attributes, and is affected by [[Damage#Primitive Multiplier|Primitive Multiplier]]. For more information on ShapeShift damage/healing, see [[Damage#Sha[eshift]].<br>


[[Damage_Calculation#Attribute_Bonus_Ratio|Scaling]] info:
{{Stats_Data|primitivecalcvalue}}
*Lesser Heal = 100%
*Holy Light = 100%
*Sanctuary = 50% per second (250% total)
*Torture Mastery = 25%


==Luck==
Luck affects the Loot that is rolled when you open a [[Containers|container]] or kill a [[monster]].


Check [[Healing]] page to learn more about the mechanic.
Whoever opens the container first or lands the killing blow on the monster is the character whose Luck is used to calculate the drops.


==Physical Healing==
Luck is capped at 500.
Increases total healing done by [[Healing Potion|Healing Potions]], [[Troll%27s_Blood|Troll's Blood]], [[Ranger]]'s Field Ration, and [[Campfire Kit|Campfires]].


It is possible to reach the Luck cap:
*50 from [[Bard#Perks-0|Bard's Wanderer's Luck]]
*150 luck roll from a large [[Potion of Luck]]
*10 from craftable [[Hands#Craftable_Hands_Armors-0|golden hands]] armor piece
*40 from [[Golden Cloak]]
*250 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] ''on other gear''


Check [[Healing]] page to learn more about the mechanic.
{{NeedsTesting|It is not confirmed if [[Bard#Songs-0|Bard's Unchained Harmony]] applies the Bard's Luck when it opens containers.}}
{{NeedsTesting|Which character's Luck is used if a monster or the environment kills a monster? Do monsters/traps have Luck? Is loot instead rolled when the monster is first looted?}}


==Projectile Reduction==
===Luck Scalar ===
Projectile Reduction governs the amount of mitigated damage from projectiles.
{{#lsth:Luck|Luck Scalar}}
<i>Note that Luck <b>does</b> work at all amounts, not just in intervals of 50.</i>


==True Magical Damage==
==Max Spell Count==
Increases Magical Damage dealt that is not influenced by enemy defences or headshot/limb multipliers.
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


==True Physical Damage==
Can't be found on gear and is not affected by other stats.
Increases Physical Damage dealt that is not influenced by enemy defences or headshot/limb multipliers.


==Weapon Damage==
=Enchantment Stats=
Increases Weapon damage. Does not increase damage not dealt by the weapon, like from Rogue's Rupture, or Barbarian's Achilles Strike's movement ticks.
Stats that come from weapons, armors or jewelry imbued with item [[Enchantments]].


{{Transclude|Enchantments#Enchantment Exclusive Stats}}


For the possible values of Enchantments and their historical rolls, see [[Enchantments#Enchantment_Values|Enchantment Values]]


=Unimplemented Stats=
=Unimplemented Stats=
These stats are not yet implemented.
These stats are not yet implemented.
==Utility Effectiveness==
==Utility Effectiveness Bonus==
Determines the bonus effectiveness of your utility items
Determines the bonus effectiveness of your utility items

Latest revision as of 20:59, 10 May 2025

Automated data is outdated and needs to be updated! Hover for more details.Stats Data last updated on: Patch:6.8.5#Hotfix 88.
Dark and Darker is currently on update: Patch:6.8.5#Hotfix 90.

Stats Damage Spell Restoration Luck
Enchantments Health Impact Power Footstep Sound
Movement Healing Action/Interaction/Cast Speed Silence
Shield Looted Handled Supplied Experience
Spells Enemy AI

Stats

Stats are primarily modified through the gear your character has equipped. Weapons/utilities 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. Stats from these sources will not be reflected in the Lobby.

Stats may also be modified by perks, buffs, and debuffs. Stats from perks will be reflected in the Lobby only if those stats are applied unconditionally. Stats from conditional perks (as well as buffs and debuffs) will not be viewable from the Lobby.

Charts

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

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

Attributes

Main stats that affect multiple other stats. Each class has varying base attributes, but they sum up to 105 for each class. Can be found as primary stats (stats which are always present on an item of the same name regardless of rarity or instance such as Strength on a Padded Tunic) as well as enchantments.

Strength

Physical Power

Physical Power governs your Physical Power Bonus.

Strength governs your Physical Power.

0 Strength starts at 0 Physical Power.

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

LaTeX Formula


Physical Power Bonus

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

Physical Power governs your Physical Power Bonus.

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

  • 0 -> -80%
  • 0 to 5 = 10% each, up to -30%
  • 5 to 7 = 5% each, up to -20%
  • 7 to 11 = 3% each, up to -8%
  • 11 to 15 = 2% each, up to 0%
  • 15 to 50 = 1% each, up to 35%
  • 50 to 60 = 0.5% each, up to 40%
  • 60 to 100 = 0.25% each, up to 50%

LaTeX Formula

Lower limit of -100%.

Base Health from Strength

Base Health determines your characters maximum Health.

See the Hybrid stat Base Health for more.


Vigor

Base Health from Vigor

Base Health determines your characters maximum Health.

See the Hybrid stat Base Health for more.


Health Recovery

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

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

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

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

Can't be found on gear aside from in the form of its governing attribute.

Vigor governs your Health Recovery.

0 Vigor starts at -55% Health Recovery.

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

LaTeX Formula



Agility

Action Speed from Agility

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

See the Hybrid stat Action Speed for more.

Move Speed

Move Speed governs the speed at which your character runs or walks. Every 3 points in Move Speed is equal to 1% movement speed. There are many factors which can affect Move Speed, see Movement Speed for details.

To calculate total Move Speed, add the baseline 300 Move Speed to the appropriate value below.

Agility governs your Move Speed.

0 Agility starts at -10 Move Speed.

  • 0 -> -10
  • 0 to 10 = 0.5 each, up to -5
  • 10 to 15 = 1 each, up to 0
  • 15 to 75 = 0.75 each, up to 45
  • 75 to 100 = 0.5 each, up to 57.5

LaTeX Formula


Hard capped to 330 Move Speed

Regular Interaction Speed from Agility

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

See the Hybrid stat Regular Interaction Speed for more.

Dexterity

Action Speed from Dexterity

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

See the Hybrid stat Action Speed for more.

Manual Dexterity

Manual Dexterity determines how quickly Bard plays an instrument.

Can't be found on gear aside from in the form of its governing attribute.

Dexterity governs your Manual Dexterity.

0 Dexterity starts at -15% Manual Dexterity.

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

LaTeX Formula


Capped to 50%.

Item Equip Speed

Item Equip Speed adjusts the speed at which you equip all Armors, Ranged Weapons, and Throwable/Percussion/"explosive Light Source" Utility items.

All other items such as Jewelry, Melee Weapons, Shields, and Consumable/Drink/"non-exploding Light Source" Utility items are instantly equipped.

Can't be found on gear aside from in the form of its governing attribute.

Dexterity governs your Item Equip Speed.

0 Dexterity starts at -95% Item Equip Speed.

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

LaTeX Formula


Will

Magical Power

Also known as Magic Power, Magical Power governs your Magic Power Bonus.

Will governs your Magical Power.

0 Will starts at 0 Magical Power.

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

LaTeX Formula


Magic Power Bonus

Also known as Magical Damage Bonus, though contrary to this alternative name, it affects Healing too. Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.

Magical Power governs your Magical Power Bonus.

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

  • 0 -> -80%
  • 0 to 5 = 10% each, up to -30%
  • 5 to 7 = 5% each, up to -20%
  • 7 to 11 = 3% each, up to -8%
  • 11 to 15 = 2% each, up to 0%
  • 15 to 50 = 1% each, up to 35%
  • 50 to 60 = 0.5% each, up to 40%
  • 60 to 100 = 0.25% each, up to 50%

LaTeX Formula


Magical Resistance

Magic Resistance governs your Magical Damage Reduction.

Will governs your Magic Resistance.

0 Will starts at -20 Magic Resistance.

  • 0 -> -20
  • 0 to 5 = 4 each, up to 0
  • 5 to 15 = 3 each, up to 30
  • 15 to 33 = 4 each, up to 102
  • 33 to 48 = 3 each, up to 147
  • 48 to 58 = 2 each, up to 167
  • 58 to 100 = 1 each, up to 209

LaTeX Formula

Magical Damage Reduction

Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles.

Magic Resistance governs your Magical Damage Reduction.

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

  • -300 -> -595%
  • -300 to -15 = 2% each, up to -25%
  • -15 to 8 = 1% each, up to -2%
  • 8 to 18 = 0.5% each, up to 3%
  • 18 to 33 = 0.4% each, up to 9%
  • 33 to 53 = 0.3% each, up to 15%
  • 53 to 85 = 0.25% each, up to 23%
  • 85 to 280 = 0.2% each, up to 62%
  • 280 to 340 = 0.15% each, up to 71%
  • 340 to 430 = 0.1% each, up to 80%
  • 430 to 500 = 0.05% each, up to 83.5%

LaTeX Formula


Magical Damage Reduction is capped to 65%

Buff Duration

Buff Duration modifies the duration of any temporary beneficial status effects you have.

Buff Duration does not modify buffs you apply to others.

Will governs your Buff Duration.

0 Will starts at -80% Buff Duration.

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

LaTeX Formula


Debuff Duration

Debuff Duration modifies the duration of temporary negative status effects; a negative value will shorten the duration, which is beneficial, and vise versa.

Debuff Duration does not modify debuffs you apply to others.

Will governs your Debuff Duration.

0 Will starts at 400% Debuff Duration.

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

LaTeX Formula


Debuff Duration has a lower cap of -95%, meaning at minimum a debuff can last 1/20th of its base duration.

Magical Interaction Speed

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.

Will governs your Magical Interaction Speed.

0 Will starts at -75% Magical Interaction Speed.

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

LaTeX Formula


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

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

Knowledge

Spell Casting Speed

Spell Casting Speed governs the speed at which you cast magical spells. See Action/Interaction/Cast_Speed for more.

Knowledge governs your Spell Casting Speed.

0 Knowledge starts at -60% Spell Casting Speed.

  • 0 -> -60%
  • 0 to 5 = 5% each, up to -35%
  • 5 to 10 = 4% each, up to -15%
  • 10 to 20 = 3% each, up to 15%
  • 20 to 50 = 2.5% each, up to 90%
  • 50 to 80 = 2% each, up to 150%
  • 80 to 100 = 1.5% each, up to 180%

LaTeX Formula


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

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


Memory Capacity

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

Knowledge governs your Memory Capacity.

0 Knowledge starts at 0 Memory Capacity.

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

LaTeX Formula


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

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

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

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


Knowledge vs Memory Capacity Bonus
Classes Knowledge (-6) (+1) (+2) (+3) (+4) (+5) (+6) (+7) (+8) (+9) (+10) (+11) (+12)
Warlock 15 (9) 5.6% 16.7% 27.8% 38.9% 50.0% 61.2%
16 (10) 5.0% 15.0% 25.0% 35.0% 45.0% 55.0% 65.0% N/A
17 (11) 4.6% 13.7% 22.8% 31.9% 41.0% 50.0% 59.1% 68.2%
18 (12) 4.2% 12.5% 20.9% 29.2% 37.5% 45.9% 54.2% 62.5%
19 (13) 3.9% 11.6% 19.3% 27.0% 34.7% 42.4% 50.0% 57.7% 65.4%
Bard/Cleric/Druid 20 (14) 3.6% 10.8% 17.9% 25.0% 32.2% 39.3% 46.5% 53.6% 60.8% 67.9%
21 (15) 3.4% 10.0% 16.7% 23.4% 30.0% 36.7% 43.4% 50.0% 56.7% 63.4% 70.0%
22 (16) 3.2% 9.4% 15.7% 21.9% 28.2% 34.4% 40.7% 46.9% 53.2% 59.4% 65.7%
23 (17) 3.0% 8.9% 14.8% 20.6% 26.5% 32.4% 38.3% 44.2% 50.0% 55.9% 61.8% 67.7%
24 (18) 2.8% 8.4% 13.9% 19.5% 25.0% 30.6% 36.2% 41.7% 47.3% 52.8% 58.4% 63.9%
Wizard 25 (19) 2.7% 7.9% 13.2% 18.5% 23.7% 29.0% 34.3% 39.5% 44.8% 50.0% 55.3% 60.6%
26 (20) 2.5% 7.5% 12.5% 17.5% 22.5% 27.5% 32.5% 37.5% 42.5% 47.5% 52.5% 57.5%
27 (21) 2.4% 7.2% 12.0% 16.7% 21.5% 26.2% 31.0% 35.8% 40.5% 45.3% 50.0% 54.8%
28 (22) 2.3% 6.9% 12.5% 16.0% 20.5% 25.0% 29.6% 34.1% 38.7% 43.2% 47.8% 52.3%
29 (23) 2.2% 6.6% 10.9% 15.3% 19.6% 24.0% 28.3% 32.7% 37.0% 41.4% 45.7% 50.0%
30 (24) 2.1% 6.3% 10.5% 14.6% 18.8% 23.0% 27.1% 31.3% 35.5% 39.6% 43.8% 48.0%
31 (25) 2.0% 6.0% 10.0% 14.0% 18.0% 22.0% 26.0% 30.0% 34.0% 38.0% 42.0% 46.0%
32 (26) 2.0% 5.8% 9.7% 13.5% 17.4% 21.2% 25.0% 28.9% 32.7% 36.6% 40.4% 44.3%
33 (27) 1.9% 5.6% 9.3% 13.0% 16.7% 20.4% 24.1% 27.8% 31.5% 35.2% 38.9% 42.6%
34 (28) 1.8% 5.4% 9.0% 12.5% 16.1% 19.7% 23.3% 26.8% 30.4% 34.0% 37.5% 41.1%
35 (29) 1.8% 5.2% 8.7% 12.1% 15.6% 19.0% 22.5% 25.9% 29.4% 32.8% 36.3% 39.7%
36 (30) 1.7% 5.0% 8.4% 11.7% 15.0% 18.4% 21.7% 25.0% 28.4% 31.7% 35.0% 38.4%

Memory Recovery

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

Despite also being referred to as Spell Recovery Bonus, this also applies to Bard songs.

Can't be found on gear aside from in the form of its governing attribute.

Knowledge governs your Memory Recovery.

0 Knowledge starts at 43% Memory Recovery.

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

LaTeX Formula


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

Resourcefulness

Regular Interaction Speed from Resourcefulness

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

See the Hybrid stat Regular Interaction Speed for more.

Cooldown Reduction

Cooldown Reduction reduces the cooldowns of skills/perks, this includes spells such as Sorcerer spells.

Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)

Note that perk cooldowns are in the form of a debuff and are additionally affected by Buff/Debuff Duration.

Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)

Can't be found on gear aside from in the form of its governing attribute.

Resourcefulness governs your Cooldown Reduction.

0 Resourcefulness starts at -30% Cooldown Reduction.

  • 0 -> -30%
  • 0 to 20 = 2% each, up to 10%
  • 20 to 50 = 1% each, up to 40%
  • 50 to 100 = 0.5% each, up to 65%

LaTeX Formula


In addition to the curve above capping at 65%, the final Cooldown Reduction Bonus (after adding other sources), is also capped to 65%.

Persuasiveness

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

Resourcefulness governs your Persuasiveness.

0 Resourcefulness starts at 0 Persuasiveness.

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

LaTeX Formula


Base buff duration formula:

Base Duration x (Persuasiveness/Base Persuasiveness) x Persuasiveness Scaling


Base Persuasiveness is currently 15 due to Bard's 15 Resourcefulness.

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

The duration listed both in game and in a song's description at Bard represent the duration of the song at the base of 15 Persuasiveness. Some songs 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.

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:

90 x 20/15 x 100% = 120 seconds

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

Can't be found on gear aside from in the form of its governing attribute.

Buff Duration Calculator

Attribute Bonus

Attributes can be multiplied by sources such as Warlock's Curse of Weakness, or Wizard's Sage perk. These multipliers are applied after all other sources of additional attributes.

Final Attribute = Attribute * (1 + Attribute Bonus)


For example, with 30 Strength, and 15% Strength Bonus, final strength would be

Final Strength = 30 * (1 + 0.15) = 34.5 Strength

Note that attributes can have decimals, though in the in game details page they will be rounded.


Not to be confused with Attribute Bonus Ratio (Scaling)

Hybrid Stats

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

Hybrid stats are calculated by first using separate weights to combine the relevant attributes into a Rating (which is not displayed in the Details screen), and then converting that Rating into the value displayed in the Details screen. This intermediate Rating can be fractional and is not rounded before being converted to the appropriate stat.

Base Health

Base Health partially determines your characters maximum Health.

Strength and Vigor governs your Base Health.

Strength gives 0.25 Base Health Rating, and Vigor gives 0.75 Base Health Rating, which then get summed into a total Base Health Rating and finally converted into Base Health using the graph.

Base Health Rating = Strength * 0.25 + Vigor * 0.75


0 Base Health Rating starts at 70 Base Health.

  • 0 -> 70
  • 0 to 15 = 2 each, up to 100
  • 15 to 30 = 1.5 each, up to 122.5
  • 30 to 45 = 1 each, up to 137.5
  • 45 to 60 = 0.75 each, up to 148.75
  • 60 to 75 = 0.5 each, up to 156.25
  • 75 to 100 = 0.25 each, up to 162.5

LaTeX Formula


Final Health formula with examples can be found on the Health page.

Action Speed

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

Agility and Dexterity governs your Action Speed.

Agility gives 0.25 Action Speed Rating, and Dexterity gives 0.75 Action Speed Rating, which then get summed into a total Action Speed Rating and finally converted into Action Speed using the graph.

Action Speed Rating = Agility * 0.25 + Dexterity * 0.75


0 Action Speed Rating starts at -38% Action Speed.

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

LaTeX Formula



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

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


Regular Interaction Speed

Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. See Action/Interaction/Cast_Speed for more.

Agility and Resourcefulness governs your Regular Interaction Speed.

Agility gives 0.4 Regular Interaction Speed Rating, and Resourcefulness gives 0.6 Regular Interaction Speed Rating, which then get summed into a total Regular Interaction Speed Rating and finally converted into Regular Interaction Speed using the graph.

Regular Interaction Speed Rating = Agility * 0.4 + Resourcefulness * 0.6


0 Regular Interaction Speed Rating starts at -26% Regular Interaction Speed.

  • 0 -> -26%
  • 0 to 7 = 2% each, up to -12%
  • 7 to 15 = 1.5% each, up to 0%
  • 15 to 20 = 7% each, up to 35%
  • 20 to 25 = 6% each, up to 65%
  • 25 to 30 = 5% each, up to 90%
  • 30 to 35 = 4% each, up to 110%
  • 35 to 40 = 3% each, up to 125%
  • 40 to 45 = 2% each, up to 135%
  • 45 to 100 = 1% each, up to 190%

LaTeX Formula



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


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

Surgical Kits and Bandages have 50% Scaling on regular interaction speed, therefore, their formula looks like

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

Other Stats

Armor Rating

Armor Rating (AR) is determined from the armor your wearing, but can also be increased in some ways such as Fighter's Barricade (Armor Rating) or Fighter's Defense Mastery (Armor Rating Bonus).

Formula can be simplified as:
Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)


Note that Fighter's Defense Mastery and Rogue'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.

Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating Bonus) + other Armor Rating * (1 + Armor Rating Bonus)


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:

Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating


Example using the last formula:
With 100 AR from equipped Items, 20 from Enchantments, and -40% Item Armor Rating Bonus, the player would result in

100 * (1 + -0.4) + 20 = 80 Armor Rating

Physical Damage Reduction

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

Armor Rating governs your Physical Damage Reduction.

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

  • -300 -> -619%
  • -300 to -12 = 2% each, up to -43%
  • -12 to -4 = 1.5% each, up to -31%
  • -4 to 6 = 1.2% each, up to -19%
  • 6 to 12 = 1.3% each, up to -11.2%
  • 12 to 20 = 1.4% each, up to 0%
  • 20 to 75 = 0.15% each, up to 8.25%
  • 75 to 95 = 0.155% each, up to 11.35%
  • 95 to 115 = 0.15% each, up to 14.35%
  • 115 to 135 = 0.145% each, up to 17.25%
  • 135 to 155 = 0.14% each, up to 20.05%
  • 155 to 175 = 0.135% each, up to 22.75%
  • 175 to 195 = 0.13% each, up to 25.35%
  • 195 to 215 = 0.125% each, up to 27.85%
  • 215 to 235 = 0.12% each, up to 30.25%
  • 235 to 255 = 0.115% each, up to 32.55%
  • 255 to 275 = 0.11% each, up to 34.75%
  • 275 to 295 = 0.105% each, up to 36.85%
  • 295 to 315 = 0.1% each, up to 38.85%
  • 315 to 335 = 0.095% each, up to 40.75%
  • 335 to 355 = 0.09% each, up to 42.55%
  • 355 to 375 = 0.085% each, up to 44.25%
  • 375 to 395 = 0.08% each, up to 45.85%
  • 395 to 415 = 0.075% each, up to 47.35%
  • 415 to 435 = 0.07% each, up to 48.75%
  • 435 to 455 = 0.065% each, up to 50.05%
  • 455 to 475 = 0.06% each, up to 51.25%
  • 475 to 495 = 0.055% each, up to 52.35%
  • 495 to 500 = 0.05% each, up to 52.6%

LaTeX Formula


Physical Damage Reduction is capped to 65%

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.

Can't be found on gear (aside from the base values for each weapon) and is not affected by other stats.

Item Swap Speed

Speed at which items are swapped as the current active item. Note that this is separate from Wearing Time Speed.

Affected by Action Speed.

Wearing Time Speed

Speed at which items are worn by equipping them from the inventory. Note that this is separate from Item Swap Speed.

Affected by Item Equip Speed.

ShapeShift Primitive based

Shapeshift damage/healing that is Strength based, Agility based, etc. utilize a portion of that stat (such as Strength) to determine the base damage/heal.


It is referred to below as Primitive Calc Value. Primitive Calc refers to the amount of the primitive attribute, such as 15 Strength. In this case, the curve starts at 0 Strength, and ends at 100 Strength, dealing anywhere from ~-3 to ~17 damage/heal (PMC). This curve applies the same to all attributes, and is affected by Primitive Multiplier. For more information on ShapeShift damage/healing, see [[Damage#Sha[eshift]].

Primitive Calc governs your Primitive Calc Value.

0 Primitive Calc starts at -4.0689 Primitive Calc Value.

  • 0 -> -4.069
  • 0 to 1 = 0.425 each, up to -3.644
  • 1 to 2 = 0.432 each, up to -3.213
  • 2 to 3 = 0.438 each, up to -2.774
  • 3 to 4 = 0.445 each, up to -2.329
  • 4 to 5 = 0.452 each, up to -1.877
  • 5 to 6 = 0.459 each, up to -1.418
  • 6 to 7 = 0.466 each, up to -0.952
  • 7 to 8 = 0.473 each, up to -0.479
  • 8 to 10 = 0.479 each, up to 0.479
  • 10 to 11 = 0.473 each, up to 0.952
  • 11 to 12 = 0.466 each, up to 1.418
  • 12 to 13 = 0.459 each, up to 1.877
  • 13 to 14 = 0.452 each, up to 2.329
  • 14 to 15 = 0.445 each, up to 2.774
  • 15 to 16 = 0.438 each, up to 3.213
  • 16 to 17 = 0.432 each, up to 3.644
  • 17 to 18 = 0.425 each, up to 4.069
  • 18 to 19 = 0.418 each, up to 4.487
  • 19 to 20 = 0.411 each, up to 4.898
  • 20 to 21 = 0.404 each, up to 5.302
  • 21 to 22 = 0.397 each, up to 5.699
  • 22 to 23 = 0.39 each, up to 6.09
  • 23 to 24 = 0.384 each, up to 6.473
  • 24 to 25 = 0.377 each, up to 6.85
  • 25 to 26 = 0.37 each, up to 7.22
  • 26 to 27 = 0.363 each, up to 7.583
  • 27 to 28 = 0.356 each, up to 7.939
  • 28 to 29 = 0.349 each, up to 8.289
  • 29 to 30 = 0.342 each, up to 8.631
  • 30 to 31 = 0.336 each, up to 8.967
  • 31 to 32 = 0.329 each, up to 9.295
  • 32 to 33 = 0.322 each, up to 9.617
  • 33 to 34 = 0.315 each, up to 9.932
  • 34 to 35 = 0.308 each, up to 10.241
  • 35 to 36 = 0.301 each, up to 10.542
  • 36 to 37 = 0.295 each, up to 10.837
  • 37 to 38 = 0.288 each, up to 11.124
  • 38 to 39 = 0.281 each, up to 11.405
  • 39 to 40 = 0.274 each, up to 11.679
  • 40 to 41 = 0.267 each, up to 11.946
  • 41 to 42 = 0.26 each, up to 12.207
  • 42 to 43 = 0.253 each, up to 12.46
  • 43 to 44 = 0.247 each, up to 12.707
  • 44 to 45 = 0.24 each, up to 12.947
  • 45 to 46 = 0.233 each, up to 13.179
  • 46 to 47 = 0.226 each, up to 13.405
  • 47 to 48 = 0.219 each, up to 13.625
  • 48 to 49 = 0.212 each, up to 13.837
  • 49 to 50 = 0.206 each, up to 14.043
  • 50 to 51 = 0.199 each, up to 14.241
  • 51 to 52 = 0.192 each, up to 14.433
  • 52 to 53 = 0.185 each, up to 14.618
  • 53 to 54 = 0.178 each, up to 14.796
  • 54 to 55 = 0.171 each, up to 14.967
  • 55 to 56 = 0.164 each, up to 15.132
  • 56 to 57 = 0.158 each, up to 15.289
  • 57 to 58 = 0.151 each, up to 15.44
  • 58 to 59 = 0.144 each, up to 15.584
  • 59 to 60 = 0.137 each, up to 15.721
  • 60 to 61 = 0.13 each, up to 15.851
  • 61 to 62 = 0.123 each, up to 15.974
  • 62 to 63 = 0.116 each, up to 16.091
  • 63 to 64 = 0.11 each, up to 16.2
  • 64 to 65 = 0.103 each, up to 16.303
  • 65 to 66 = 0.096 each, up to 16.399
  • 66 to 67 = 0.089 each, up to 16.488
  • 67 to 68 = 0.082 each, up to 16.57
  • 68 to 69 = 0.075 each, up to 16.645
  • 69 to 70 = 0.069 each, up to 16.714
  • 70 to 71 = 0.062 each, up to 16.776
  • 71 to 72 = 0.055 each, up to 16.83
  • 72 to 73 = 0.048 each, up to 16.878
  • 73 to 74 = 0.041 each, up to 16.919
  • 74 to 75 = 0.034 each, up to 16.954
  • 75 to 76 = 0.027 each, up to 16.981
  • 76 to 77 = 0.021 each, up to 17.002
  • 77 to 99 = 0.014 each, up to 17.303
  • 99 to 100 = 0.022 each, up to 17.325

LaTeX Formula


Luck

Luck affects the Loot that is rolled when you open a container or kill a monster.

Whoever opens the container first or lands the killing blow on the monster is the character whose Luck is used to calculate the drops.

Luck is capped at 500.

It is possible to reach the Luck cap:


Icon Caution.pngNeeds further testing!
It is not confirmed if Bard's Unchained Harmony applies the Bard's Luck when it opens containers.
Contribute by joining the Spells & Guns discord!


Icon Caution.pngNeeds further testing!
Which character's Luck is used if a monster or the environment kills a monster? Do monsters/traps have Luck? Is loot instead rolled when the monster is first looted?
Contribute by joining the Spells & Guns discord!


Luck Scalar

Luck Scalars are but one piece of information needed to calculate drop probability at X Luck.

The calculation is not a simple multiplication, so do not expect Uniques to be 4.382 times more common at 500 Luck.

The true effect of Luck varies depending on Drop Rate tables. See the Luck subsection Probabilities from Luck for an in-depth explanation of how Luck Scalars affect probabilities of drops.

Additionally, luck works with a hidden property called Luck Grade. Many loot tables will match item rarity one to one with item luck grade, but there are exceptions, see the Cave Troll's quest drops for a counterexample.

Luck Scalar Graphs

Updated for Patch:6.8.5#Hotfix 88!

LaTeX Formula


If the Luck Scalar Graph doesn't cover a Scalar value you wish to see please reference the desmos graph.
The desmos graph displays the LaTeX equations.

Note that Luck does work at all amounts, not just in intervals of 50.

Max Spell Count

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

Can't be found on gear and is not affected by other stats.

Enchantment Stats

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

Enchantments that aren't traditional Stats and only exist in a Damage/Healing formula are listed below and can also be found in Damage_Calculation and Healing.

Enchantment Description
Physical Base Healing Increases Physical Base Healing performed
Magical Base Healing Increases Magical Base Healing performed
Armor Penetration Increases the amount of Physical Damage that bypasses enemy's Physical Damage Reduction
Magic Penetration Increases the amount of Magical Damage that bypasses enemy's Magical Damage Reduction
Projectile Reduction Decreases damage taken from projectiles (Arrows, Throwing Knives, etc.)
Headshot Damage Reduction Decreases Hit Location Bonus additively if targeting the head
True Physical Damage Increases Physical Damage dealt that is not influenced by enemy defences
True Magical Damage Increases Magical Damage dealt that is not influenced by enemy defences
Weapon Damage Increases Gear Weapon Damage
Additional Physical Damage Increases Physical Damage dealt (not affected by Physical Power Bonus)
Additional Magical Damage Increases Magical Damage dealt (not affected by Magical Power Bonus)
Luck Increases Luck for obtaining items)

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

Unimplemented Stats

These stats are not yet implemented.

Utility Effectiveness Bonus

Determines the bonus effectiveness of your utility items