Stats: Difference between revisions
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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. | 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. | ||
<br /><br />'''Formula for Effective HP (no Evasion):''' | <br /><br />'''Formula for Effective HP (no Evasion):''' | ||
<div style="font-size:150%;"><math>Effective\ Health\ Points = \frac{Health + 20}{1 - \frac{Defence}{ | <div style="font-size:150%;"><math>Effective\ Health\ Points = \frac{Health + 20}{1 - \frac{Defence}{Defence + 100}}</math></div> | ||
<br />'''Formula for Average Effective HP (with Evasion):''' | <br />'''Formula for Average Effective HP (with Evasion):''' | ||
<div style="font-size:150%;"><math>Effective\ Health\ Points = \frac{\frac{Health + 20}{1 - \frac{Defence}{ | <div style="font-size:150%;"><math>Effective\ Health\ Points = \frac{\frac{Health + 20}{1 - \frac{Defence}{Defence + 100}}}{1 - \frac{Evasion}{Evasion + 75}}</math></div> | ||
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| '''Vitality''' || Improves HP regeneration rate. || | | '''Vitality''' || Improves HP regeneration rate. || | ||
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<br />'''Formula:''' | <br />'''Formula:''' | ||
<div style="font-size:150%;"><math>Time\ to\ Regenerate\ all\ of\ HP\ = \frac{Health + 20}{\frac{Vitality + | <div style="font-size:150%;"><math>Time\ to\ Regenerate\ all\ of\ HP\ = \frac{Health + 20}{\frac{Vitality + 5}{50}}</math></div> | ||
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| '''Speed''' || Increases movement speed. || | | '''Speed''' || Increases movement speed. || | ||
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! Stat !! Effect !! Details | ! Stat !! Effect !! Details | ||
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| '''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. | | '''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. It has exponentially diminishing returns, meaning it has less effect at higher values. | ||
<br />'''Formula:''' | <br />'''Formula:''' | ||
<div style="font-size:150%;"><math>Total\ Damage | <div style="font-size:150%;"><math>Total\ Damage = Damage \times \left(1 + \frac{0.5 \times Critical\ Damage}{50 + 0.2 \times Critical\ Damage}\right)</math></div> | ||
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| '''Loot Boost''' || Increases drop chances. || This stat modifies your chances for dropping items, and you can increase it by: | | '''Loot Boost''' || Increases drop chances. || This stat modifies your chances for dropping items, and you can increase it by: | ||
Revision as of 14:03, 2 July 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.
Normal Stats
| Stat | Effect | Details |
|---|---|---|
| Attack | Increases total damage dealt. |
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.
|
| Health | Raises maximum HP. |
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.
|
| Vitality | Improves HP regeneration rate. |
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).
|
| Speed | Increases movement speed. |
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. |
| Evasion | Chance to fully dodge an attack. |
Evasion gives a chance to negate incoming damage entirely (dodge). Evasion gives exponentially diminishing returns, meaning it has less effect at higher values.
|
| Defence | Reduces incoming damage. |
Defence reduces damage taken from all sources and has exponentially diminishing returns, meaning it has less effect at higher values.
|
| Critical Chance | Chance to deal critical (increased) damage. |
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. |
Unique Stats
| Stat | Effect | Details |
|---|---|---|
| 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. It has exponentially diminishing returns, meaning it has less effect at higher values.
|
| Loot Boost | Increases drop chances. | This stat modifies your chances for dropping items, and you can increase it by:
The maximum amount of Loot Boost that can be obtained is +44% on Seasonal Characters.
|
| Fame Boost | Increases fame gain. |
This stat modifies the amount of fame you gain from killing enemies, and you can increase it by:
|
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% |