All stats, with every AA-related bonus obtained (such as Planar Power), increase your stat cap to 380. Heroic stats go beyond this cap. If the base value (excluding heroic bonuses) is below 380, normal stats will continue to provide benefits. This guide outlines how each stat impacts your character.
- 3 STR increases offense by 1
- First 74 points of STR are not affected
- Only affects melee (Archery and throwing use Dexterity with the same formula)
- 1 STR increases weight limit by 1
- 1 STR increases attack by 0.9
- First 66 points of STR are not affected
- 1 STR increases attack cap by 0.9
- First 66 points of STR are not affected
- 2 STR increases blacksmithing skillup chance by 1%
- If you fail a combine, chance of skillup is halved
- Higher INT or WIS takes precedence over STR with a -15% penalty to skillup probability
- Tradeskill gains use a two-roll system: Stats impact the first roll, while skill level impacts the second roll
- 40 STR increases endurance by 1 (Diminishing returns at 100 and again at 202 STR)
- 2 STA increases maximum health by 1
- First 255 points increase health by 255 (1 STA per 1 HP)
- Class affects this formula
- 40 STA increases endurance by 1 (Diminishing returns at 100 and again at 202 STA)
- 40 AGI increases endurance by 1 (Diminishing returns at 100 and 202 AGI)
- 5 AGI increases defense by 1
- First 40 points of AGI are not affected
- 20 AGI increases AC by 1
- First 70 points of AGI are not affected
- 100 AGI increases AC by 16
- Applies only once (max 16 AC bonus)
- Must be Rogue or Beastlord, and must not have another class providing more AC (e.g., Monk weight check applies)
- Rogue cap is 12 AC instead of 16
- 15 AGI increases defensive proc chance by 1% (Other factors, such as procs per minute and weapon speed, also influence this rate)
- 3 DEX increases offense by 1
- First 74 points of DEX are not affected
- Applies to Archery and throwing, while melee uses STR with the same formula
- 2 DEX increases fletching and poison-making skillup chance by 1%
- Failing a combine halves the skillup chance
- Higher INT or WIS takes precedence with a -15% penalty
- Tradeskill gains use a two-roll system
- 10 DEX increases archery crit chance by 0.1%
- First 255 points are not affected
- 10 DEX increases melee crit chance by 0.01% (Combat Fury maxed gives 0.028% chance increase)
- First 255 points are not affected
- 10 DEX increases throwing crit chance by 0.04%
- First 255 points are not affected
- 15 DEX increases weapon proc chance by 1%
- 40 DEX increases endurance by 1 (Diminishing returns at 100 and 202 DEX)
- 50 DEX increases headshot chance by 1%
- 50 DEX increases backstab assassination chance by 1%
- 255 DEX increases throwing assassination chance by 26% (Capped at 26%)
- 100 DEX increases spell proc chance by 1%
- 15 WIS increases maximum mana by 1
- First 900 points of maximum mana at level 50 are base mana
- WIS 1-100 provides better scaling than WIS 201+
- THJ prioritizes the higher of WIS or INT for classes that use both
- 25 WIS decreases fizzle chance by 1% (First 125 points do not affect this)
- 2 WIS increases all tradeskill skillup chances by 1%
- 15 INT increases maximum mana by 1
- First 900 points of maximum mana at level 50 are base mana
- INT 1-100 provides better scaling than INT 201+
- THJ prioritizes the higher of WIS or INT for classes that use both
- 25 INT decreases fizzle chance by 1% (First 125 points do not affect this)
- 2 INT increases all tradeskill skillup chances by 1%
- 25 CHA decreases missing a note by 1% (Bards only, first 110 points do not affect this)
- 25 CHA increases charm duration (A charm spell has a base duration; every 25 points scales against this duration up to a cap)
- 3 CHA increases death save chance by 1% (Capped at 95%, requiring 238 CHA to cap)
- 110 CHA affects merchant prices (Significant impact over 60, linear impact over 75, diminishing returns over 110)
- 10 CHA increases memory blur chance by 1%
- 10 CHA decreases resist mod on charm and mez by -1 (Capped at 255 CHA for -18 resist mod)
- 100 CHA increases resist mod on fear by -20
- Every 8 CHA reduces this resist mod by 1 until it reaches 0
- Undead fears ignore CHA mod
- Cold Resist (CR): 1 point increases Cold Resist cap and value by 1
- Fire Resist (FR): 1 point increases Fire Resist cap and value by 1
- Magic Resist (MR): 1 point increases Magic Resist cap and value by 1
- Poison Resist (PR): 1 point increases Poison Resist cap and value by 1
- Disease Resist (DR): 1 point increases Disease Resist cap and value by 1
Understanding how each stat functions allows you to optimize your character’s potential in combat and efficiency. This guide serves as a reference to help players make informed choices about their builds and gearing decisions.