imported>Dawning
(by SublimeText.Mediawiker)
imported>Dawning
(by SublimeText.Mediawiker)
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! 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>
<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>
<p><b>The percentage increase to Attack is calculated as</b>:</p>
<p><b>The percentage increase to Attack is calculated as</b>:</p>
Attack\ Increase\ Percentage = \left(\frac{0.5 \times Attack}{50 + 0.2 \times Attack}\right) \times 100\%
<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>
<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>
<p>At 5 Health, max HP = 25.</p>
<p>At 5 Health, max HP = 25.</p>
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<p><b>Average EHP (with Evasion)</b>:</p>
<p><b>Average EHP (with Evasion)</b>:</p>
<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>
<p>Vitality modifies the speed of natural healing. Each point of Vitality increases healing by +0.02 HP/s additively.</p>
<p>At 0 Vitality, regen = +0.1 HP/s</p>  
<p>At 0 Vitality, regen = +0.1 HP/s</p>  
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<p><b>Time to fully heal from 1 HP</b>:</p>
<p><b>Time to fully heal from 1 HP</b>:</p>
<div style="font-size:150%;"><math>Time\ to\ Regenerate\ 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. || <div class="mw-collapsible mw-collapsed">
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</div>
</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>
<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>
<p><b>The Chance to Evade an attack is calculated as:</b></p>
<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>
<div style="font-size:150%;"><math>Chance\ to\ Evade = \frac{Evasion}{Evasion + 75}</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>
<p>Defence reduces damage taken from all sources and has exponentially diminishing returns, meaning it has less effect at higher values.</p>
<p><b>Equation to calculate Damage Reduction:</b></p>
<p><b>Equation to calculate Damage Reduction:</b></p>
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<p><b>Crit% formula</b>:</p>
<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>
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! Stat !! Effect !! Details
! Stat !! Effect !! Details
|-
|-
| '''Critical Damage''' || Boosts critical damage multiplier. || <div class="mw-collapsible mw-collapsed">
| '''Critical Damage''' || Boosts critical damage multiplier. ||  
<p>This stat modifies the critical damage multiplier that is applied to your attacks when you land a critical hit.</p>
<p>This stat modifies the critical damage multiplier that is applied to your attacks when you land a critical hit.</p>
</div>
|-
|-
| '''Loot Boost''' || Increases drop chances. || <div class="mw-collapsible mw-collapsed">
| '''Loot Boost''' || Increases drop chances. ||  
<p>This stat modifies your chances for dropping items the formula for it is the following:</p>
<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>
<div style="font-size:150%;"><math>1 \times \frac{x+100}{100}</math></div>
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   <li>Unlocking all pets will give another 10% making the maximum loot boost you can obtain 34% total.</li>
   <li>Unlocking all pets will give another 10% making the maximum loot boost you can obtain 34% total.</li>
</ul>
</ul>
</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>
<p>This stat modifies the amount of fame you gain from killing enemies</p>


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<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>
<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>
<p>Friday increases the amount of fame gained by 25% however isn't included as a stat, rather as a bonus.</p>
<p>Friday increases the amount of fame gained by 25% however isn't included as a stat, rather as a bonus.</p>
</div>
</div>
|}
|}
</div>
</div>

Revision as of 06:28, 13 October 2025

Each character within Telos Realms has 7 stats which impact how they interact with the game.

A character's Stats are split into Base Stats and Bonus Stats.

Base Stats can be increased via Transcendence.

Bonus Stats can be increased via equipping Armours, using Abilities, applying Runes or joining 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.




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%