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Each character within '''Telos Realms''' has 7 stats which impact how they interact with the game.
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== Stats Data ==
Each character within Telos Realms has 10 stats which impact how they interact with the game in many aspects. These are split into 2 types; normal stats and unique stats.


A character's '''Stats''' are split into '''Base Stats''' and '''Bonus Stats'''.
'''Normal Stats''' are stats which can be altered through [[Transcendence]], [[Armours]], [[Runes]], or joining [[Game_Mechanics#Guilds|Guilds]]. Some examples of these stats are Health, Vitality, & Attack. The rest are listed below. Each class can increase their base normal stats by [[Transcendence|transcending]].


'''Base Stats''' can be increased via [[Transcendence]].
'''Unique Stats''' are stats which are not altered through [[Armours]] or [[Runes]], but rather only from the final stages of [[Transcendence]] or by gathering all [[Pets]] or [[Mounts]]. Critical damage can never be altered.
 
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'''Bonus Stats''' can be increased via equipping [[Armours]], using [[Abilities]], applying [[Runes]] or joining [[Game_Mechanics#Guilds|Guilds]].
 
'''Unique Stats''' are not readily available to the character, only being acquired through [[Transcendance]] and specific [[Armours]].
 
==Loot==
 
Every piece of equipment in Telos Realms gives a unique pairing of stats.
 
Discover these pieces of equipment in the [[Loot]] page.


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== Loot ==
Every piece of equipment in Telos Realms gives a unique pairing of stats which allows for different gameplay styles by prioritizing different stats.


Discover these pieces of equipment in the [[Loot]] page under the [[Armours]] or [[Runes]] tab.
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<div class="mp-box centered-content stats-table" id="mp-box-links">
<div class="mp-box centered-content stats-table" id="mp-box-links">
==Stats==
== Normal Stats ==
{| class="wikitable tr-stats-table"
{| class="wikitable tr-stats-table"
! Stat !! Effect !! Details
! Stat !! Effect !! Details
|-
|-
| '''Attack''' || Increases total damage dealt. || <div class="mw-collapsible mw-collapsed">
| '''Attack''' || Increases total damage dealt. ||
<p>Attack modifies the total damage dealt by a player from all sources (weapons, abilities, pets, other damaging effects). It has exponentially diminishing return, meaning it has less effect at higher values.</p>
Attack modifies the total damage dealt by the player from all sources (weapons, abilities, pets, other damaging effects). It has exponentially diminishing return, meaning it has less effect at higher values.
<p><b>The percentage increase to Attack is calculated as</b>:</p>
<br /><br />'''Formula:'''
<div style="font-size:150%;"><math>Attack\ Increase\ Percentage = \left(\frac{0.5 \times Attack}{50 + 0.2 \times Attack}\right) \times 100\%</math></div>
<div style="font-size:150%;"><math>Attack\ Increase\ Percentage = \left(\frac{0.5 \times Attack}{50 + 0.2 \times Attack}\right) \times 100\%</math></div>
</div>
|-
|-
| '''Health''' || Raises maximum HP. || <div class="mw-collapsible mw-collapsed">
| '''Health''' || Raises maximum HP. ||
<p>Health sets the player's maximum health. Each point of Health adds +1 to max HP. At 0 Health stat, max HP = 20</p>
Health sets the player's maximum health. Each point of Health adds +1 to max HP. At 0 Health stat, the player's HP is 20. At 5 Health stat, the player's HP would be 25.
<p>At 5 Health, max HP = 25.</p>
<br /><br />'''Formula for Effective HP (no Evasion):'''
<p>Followng forumlas can be used to determine a player's maximum effective health</p>
<p><b>Effective Health (no Evasion)</b>:</p>
<div style="font-size:150%;"><math>Effective\ Health\ Points = \frac{Health + 20}{1 - \frac{Defence}{200}}</math></div>
<div style="font-size:150%;"><math>Effective\ Health\ Points = \frac{Health + 20}{1 - \frac{Defence}{200}}</math></div>
<p><b>Average EHP (with Evasion)</b>:</p>
<br />'''Formula for Average Effective HP (with Evasion):'''
<div style="font-size:150%;"><math>Effective\ Health\ Points = \frac{\frac{Health + 20}{1 - \frac{Defence}{200}}}{1 - \frac{Evasion}{100}}</math></div>
<div style="font-size:150%;"><math>Effective\ Health\ Points = \frac{\frac{Health + 20}{1 - \frac{Defence}{200}}}{1 - \frac{Evasion}{100}}</math></div>
</div>
|-
|-
| '''Vitality''' || Improves HP regeneration rate. || <div class="mw-collapsible mw-collapsed">
| '''Vitality''' || Improves HP regeneration rate. ||  
<p>Vitality modifies the speed of natural healing. Each point of Vitality increases healing by +0.02 HP/s additively.</p>
Vitality modifies the speed of natural healing. Each point of Vitality increases healing by +0.02 HP/s additively, and the player has 0.1 HP/s at 0 Vitality. For example, at 30 Vitality, natural region would be +0.7 HP/s (0.1 HP/s from natural regeneration, +0.6 HP/s from the 30 Vitality).
<p>At 0 Vitality, regen = +0.1 HP/s</p>
 
<p>At 30 Vitality, regen = +0.7 HP/s.</p>
<br />'''Formula:'''
<p><b>Time to fully heal from 1 HP</b>:</p>
<div style="font-size:150%;"><math>Time\ to\ Regenerate\ all\ of\ HP\ = \frac{Health + 20}{\frac{Vitality + 10}{50}}</math></div>
<div style="font-size:150%;"><math>Time\ to\ Regenerate\ HP = \frac{Health + 20}{\frac{Vitality + 10}{50}}</math></div>
</div>
|-
|-
| '''Speed''' || Increases movement speed. || <div class="mw-collapsible mw-collapsed">
| '''Speed''' || Increases movement speed. ||  
<p>Speed modifies total movement speed the player moves at. Each point of Speed increases the movement speed by +0.8% additively.</p>
Speed modifies the total movement speed the player moves at. Each point of Speed increases the movement speed by +0.8% additively. For example: at 125 speed, the player will move at double speed; at 250 speed, the player will move at triple speed.
<p>At 125 speed, the player will move at double speed. At 250 speed, the player will move at triple speed.</p>
</div>
|-
|-
| '''Evasion''' || Chance to fully dodge an attack. || <div class="mw-collapsible mw-collapsed">
| '''Evasion''' || Chance to fully dodge an attack. ||  
<p>Evasion gives a chance to negate incoming damage entirely (dodge). Evasion gives exponentially diminishing returns, meaning it has less effect at higher values.</p>
Evasion gives a chance to negate incoming damage entirely (dodge). Evasion gives exponentially diminishing returns, meaning it has less effect at higher values.
<p><b>The Chance to Evade an attack is calculated as:</b></p>
 
<div style="font-size:150%;"><math>Chance\ to\ Evade = \frac{Evasion}{Evasion + 75}</math>
<br />'''Formula:'''
</div>
<div style="font-size:150%;"><math>Evasion\ Chance\ Percentage = \left(\frac{Evasion}{Evasion + 75}\right) \times 100\%</math></div>
</div>
</div>
|-
|-
| '''Defence''' || Reduces incoming damage. || <div class="mw-collapsible mw-collapsed">
| '''Defence''' || Reduces incoming damage. ||  
<p>Defence reduces damage taken from all sources and has exponentially diminishing returns, meaning it has less effect at higher values.</p>
Defence reduces damage taken from all sources and has exponentially diminishing returns, meaning it has less effect at higher values.
<p><b>Equation to calculate Damage Reduction:</b></p>
 
<br />'''Formula:'''
<div style="font-size:150%;"><math>Damage\ Reduction\ Percentage = \left(1 - \frac{100}{Defense + 100}\right) \times 100\%</math></div>
<div style="font-size:150%;"><math>Damage\ Reduction\ Percentage = \left(1 - \frac{100}{Defense + 100}\right) \times 100\%</math></div>
|-
|-
| '''Critical Chance''' || Chance to deal critical (double) damage. || <div class="mw-collapsible mw-collapsed">
| '''Critical Chance''' || Chance to deal critical (increased) damage. ||  
<p>Critical Chance modifes the probability to land a critical (double-damage) hit. It has exponentially diminishing return, meaning it has less effect at higher values.</p>
Critical Chance modifes the probability to land a critical (increased damage) hit. It has exponentially diminishing return, meaning it has less effect at higher values.<br /><br />'''Formula:'''
<p><b>Crit% formula</b>:</p>
<div style="font-size:150%;"><math>Critical\ Chance\ Percentage = \left(\frac{0.5 \times Crit}{50 + 0.2 \times Crit}\right) \times 100\%</math></div>
<div style="font-size:150%;"><math>Critical\ Chance\ Percentage = \left(\frac{0.5 \times Crit}{50 + 0.2 \times Crit}\right) \times 100\%</math></div>
|}
</div>
</div>
|}
</div>
</div>


<div class="mp-box centered-content stats-unique" id="mp-box-links">
<div class="mp-box centered-content stats-unique" id="mp-box-links">
==Unique Stats==
==Unique Stats==
{| class="wikitable tr-stats-table"
{| class="wikitable tr-stats-table"
! Stat !! Effect !! Details
! Stat !! Effect !! Details
|-
|-
| '''Critical Damage''' || Boosts critical damage multiplier. || <div class="mw-collapsible mw-collapsed">
| '''Critical Damage''' || Boosts critical damage multiplier. || This stat modifies the critical damage multiplier that is applied to your attacks when you land a critical hit.
<p>This stat modifies the critical damage multiplier that is applied to your attacks when you land a critical hit.</p>
<br />'''Formula:'''
</div>
<div style="font-size:150%;"><math>Total\ Damage\ = Damage \times \frac{Critical\ Damage+100}{100}</math></div>
|-
|-
| '''Loot Boost''' || Increases drop chances. || <div class="mw-collapsible mw-collapsed">
| '''Loot Boost''' || Increases drop chances. || This stat modifies your chances for dropping items, and you can increase it by:
<p>This stat modifies your chances for dropping items the formula for it is the following:</p>
<div style="font-size:150%;"><math>1 \times \frac{x+100}{100}</math></div>
<p><b>Ways to increase it:</b></p>
<ul>
<ul>
   <li>This unique stat starts at 0 and can be increased by increasing [[Transcendence]] and with unlocking all [[pets]].</li>
   <li>Through [[Transcendence|transcending]]. Transcendence gives you +1 Loot Boost at level 5 and 9, as well as +2 Loot Boost at level 10.</li>
  <li>Transcendence gives +1 loot boost at level 5 and 9, however level 10 will give +2. Maximum you can get from transcendence is 24%.</li>
   <li>Unlocking all [[Pets|pets]], which will give +10 Loot Boost.</li>
   <li>Unlocking all pets will give another 10% making the maximum loot boost you can obtain 34% total.</li>
  <li>Completing the [[Dailies|daily]], which will give up to +10 Loot Boost (seasonal characters only) for a platinum completion.</li>
</ul>
</ul>
</div>
The maximum amount of Loot Boost that can be obtained is +44% on Seasonal Characters.
<br/><br />'''Formula:'''
<div style="font-size:150%;"><math>Final\ Loot\ Chance = Loot\ Chance\ \times \frac{Loot\ Boost+100}{100}</math></div>
|-
|-
| '''Fame Boost''' || Increases fame gain. || <div class="mw-collapsible mw-collapsed">
| '''Fame Boost''' || Increases fame gain. ||  
<p>This stat modifies the amount of fame you gain from killing enemies</p>
This stat modifies the amount of fame you gain from killing enemies, and you can increase it by:
 
<ul>
<p><b>Ways to increase it:</b></p>
  <li>Through [[Transcendence|transcending]] all classes. This will give you +20 Fame Boost.</li>
 
  <li>Unlocking all [[Mounts|mounts]], which will give +20 Fame Boost.</li>
<p>There are currently only 2 ways to increase it one of them is with unlocking all mounts which will give you a 20% fame boost and the other way is with reaching transcendence level 10 on all 6 classes, giving you another 20%. In total you can get 40% fame boost</p>
  <li>Fame Day gives another +25 Fame Boost, however this is not shown.</li>
<p>Friday increases the amount of fame gained by 25% however isn't included as a stat, rather as a bonus.</p>
</ul>
</div>
<br />'''Formula:'''
<div style="font-size:150%;"><math>Total\ Fame = Fame\ \times \frac{Fame\ Boost+100}{100}</math></div>
|}
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</div>
|}
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==Base Class Stats==
== Max Base Class Stats ==
 
{| class="wikitable tr-stats-table"
{| class="wikitable tr-stats-table"
! Class !! Attack !! Health !! Vitality !! Speed !! Evasion !! Defence !! Critical Chance !! Critical Damage
! Class !! Attack !! Health !! Vitality !! Speed !! Evasion !! Defence !! Critical Chance !! Critical Damage
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| '''[[Arcanist]]''' || 12.5 || 7.5 || 10 || 10 || 7.5 || 10 || 7.5 || 65%
| '''[[Arcanist]]''' || 12.5 || 7.5 || 10 || 10 || 7.5 || 10 || 7.5 || 65%
|}
|}
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Latest revision as of 09:50, 1 January 2026

Stats Data

Each character within Telos Realms has 10 stats which impact how they interact with the game in many aspects. These are split into 2 types; normal stats and unique stats.

Normal Stats are stats which can be altered through Transcendence, Armours, Runes, or joining Guilds. Some examples of these stats are Health, Vitality, & Attack. The rest are listed below. Each class can increase their base normal stats by transcending.

Unique Stats are stats which are not altered through Armours or Runes, but rather only from the final stages of Transcendence or by gathering all Pets or Mounts. Critical damage can never be altered.

Loot

Every piece of equipment in Telos Realms gives a unique pairing of stats which allows for different gameplay styles by prioritizing different stats.

Discover these pieces of equipment in the Loot page under the Armours or Runes tab.

Max Base Class Stats

Class Attack Health Vitality Speed Evasion Defence Critical Chance Critical Damage
Knight 7.5 11 15 5 5 16 7.5 40%
Samurai 8.5 10 10 25 7.5 12.5 10 50%
Assassin 15 7.5 7.5 15 10 10 10 55%
Huntress 10 7.5 7.5 15 10 7.5 12.5 50%
Necromancer 12.5 7.5 7.5 10 5 7.5 10 40%
Arcanist 12.5 7.5 10 10 7.5 10 7.5 65%