Character Stats
Basic Stats
Morale Morale is the amount of damage you can take before being defeated in combat. It is the equivalent of "health" or "hit points" in other games. When your morale runs out you are "defeated", during this time you have 600 seconds to be restored to life, or have the option to "retreat". When the timer expires, or you use the retreat option, your character is brought to the nearest respawn area and given temporary dread.
- 1 point of Vitality = 3 point increase in Maximum Morale
Morale Regeneration Lost morale can be restored, both in combat and out of combat, by some skills, by drinking certain potions, by eating certain food, or by resting.
Minstrels,
Captains,
Lore-masters and
Rune-keepers can restore other characters' morale, and most classes have skills enabling them to restore their own morale. Skills and potions are designed for In-Combat use and work equally well In-Combat or Out-of-Combat; food provides a higher regeneration Out-of-Combat.
Out-of-Combat Morale Regeneration Vitality increases your Out-of-Combat Morale Regeneration.
In-Combat Morale RegenerationFate increases your In-Combat Morale Regeneration.
PowerPower is your inner reserve. It is used by almost all skills.
- 1 point of Will = 3 point increase in Maximum Power
Power Regeneration Lore-masters have a skill which restores power in other characters, and several classes have skills that can restore their own. In addition the character can drink certain potions, eat certain food, or rest. Skills and potions are designed for In-Combat use, and work equally well In-Combat or Out-of-Combat; Food provides a higher regeneration Out-of-Combat.
Out-of-Combat Power RegenerationWill increases your Out-of-Combat Power Regeneration.
In-Combat Power RegenerationFate increases your In-Combat Power Regeneration.
ArmourArmour reduces incoming damage from common damage sources. See the Armour article for more details.
Hope- 10 points of Radiance = 1 point increase in Hope
Main Attributes
VitalityVitality increases your maximum morale, your out-of-combat morale regeneration, resistances to Wound, Disease, Poison and Shadow effects. It also reduces incoming damage from non-weapon sources like Fire, Frost, and Shadow.
- 1 point of Vitality = 3 point increase in maximum Morale
- 1 point of Vitality = 2 point increase in Wound, Disease and Poison resist ratings
WillWill increases you maximum power pool, your out-of-combat power regeneration, and how much you resist Fear effects, including cowering from Dread.
- 1 point of Will = 3 point increase in maximum Power
- 1 point of Will = 2 point increase in Fear resist rating
Fate Fate increases your in-combat power regeneration and in-combat morale regeneration. Fate also increases the chance and magnitude of Criticals on Tactical skills (healing and damage spells).
- 1 point of Fate = 2 points of Tactical Critical Effect Chance Rating
Might Might increases your ability to block incoming attacks with a shield, parry incoming blows, or cause greater damage with a weapon. It also reduces incoming common damage.
Agility Agility increases your ability to evade and parry incoming blows, adds to the amount of ranged damage you deal, and increases your chance to critically hit a foe with common damage (ranged or melee). It also improved your hit chance.
- 50 points of agility = 1% Crit Chance increase.
Radiance Radiance increases your Hope modifier, staving off the effects of Dread.
- 10 points of Radiance = 1 point increase in Hope
Damage Dealt
MeleeAmount of damage dealt with Melee weapons and abilities. Improved with Might
Ranged Amount of damage dealt with Ranged weapons and abilities. Improved with Agility
Hit Chance The likelihood that your Melee or Ranged attack will not miss your target. Improved with Agility
Melee Crit Chance Your chance to score a critical hit with Melee weapons and abilities. Improved with Agility.
Ranged Crit Chance Your chance to score a critical hit with Ranged weapons and abilities. Improved with Agility.
Tactical Crit Chance Your chance to score a critical hit with healing or damage Spells. Improved with Fate.
Damage Reduction
Mitigation Common Reduces the Common damage you take by a certain percentage.
- Common Defence rating = Armour + Might
Melee Reduces the Melee damage you take by a certain percentage.
Ranged Reduces the Ranged damage you take by a certain percentage.
Tactical Reduces the Spell damage you take by a certain percentage. Improved with Vitality.
Fire Reduces the Fire damage you take by a certain percentage. Improved with Vitality.
Frost Reduces the Frost damage you take by a certain percentage. Improved with Vitality.
ShadowReduces the Shadow damage you take by a certain percentage. Improved with Vitality.
AcidReduces the Acid damage you take by a certain percentage. Improved with Vitality.
Lightning Reduces the Lightning damage you take by a certain percentage. Improved with Vitality.
Resistances FearIncreases your chance of resisting Fear effects.
- Fear resist rating = Will x 2
Wound Increases your chance of resisting Wound effects.
- Wound resist rating = Vitality x 2
Disease Increases your chance of resisting Disease effects.
- Disease resist rating = Vitality x 2
Poison Increases your chance of resisting Poison effects.
- Poison resist rating = Vitality x 2
AvoidanceBlock Your chance to block or partially block an incoming Melee or Ranged hit. A Shield must be equipped in order to block, and your attacker must be in front of you.
- Block chance rating = Might x 2
Evade Your chance to evade or partially evade an incoming Melee or Ranged hit. You can evade a hit from any direction.
- Evade chance rating = Agility x 2
Parry Your chance to parry or partially parry an incoming Melee or Ranged hit. A Weapon must be equipped in order to parry, and your attacker must be in front of you.
- Parry chance rating = Might + Agility
Stat caps The following is a list of character stat caps (base character stat + slotted traits + equipment bonuses). Note that character stats, traits and bonuses affect the rating for chance skills, rather than increasing the chance directly.
There is a benefit for exceeding the caps if you are fighting mobs of a higher level than yourself: your stat disadvantage will not be deducted from the cap, but from your nominal higher rating (then reduced to the cap, if necessary).
Note that Buffs, such as the Elf +75% Parry chance for 10 seconds, can cause a character to exceed these caps.
- Vitality, Will, Fate, Might, Agility: 600
- Melee, Ranged, Tactical Crit chance: 15%
- Block, Evade, Parry chance: 15%
- Common Defence caps:
- Light Armour rating: max. 30% mitigation
- Medium Armour rating: max. 40% mitigation
- Heavy Armour rating: max. 50% mitigation
For the armour related caps, it isn't important what you are wearing, just what you can wear. The Minstrel's Medium Armour trait increases their Common Defence cap from 30% to 40%, regardless of armour worn.