Attributes
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Attributes also known as Stats, determine the player's overall power in various aspects, both offensively, defensively and mobility wise. Some attributes have minimum base values, such as Core stats, but most start at 0. There are many ways to increase stats passively and actively, up to a cap.
An attribute cannot surpass its cap from passive / permanent sources. However, there are two ways of increasing an attribute's cap; Spell School Masteries and Blood Efficiency. The latter of which is obtained from the V Bonus by drinking 100% Quality Blood and/or the ![]()
Sanguine Mastery Passive. On the attributes screen, how close you are to reaching a stat cap is indicated by a red bar underneath the attribute. Any passive attributes beyond the cap are wasted and highlighted in red.
An attribute can surpass its cap from active / temporary sources, such as Spells. These will always have a duration or condition attached to them.
Attributes are entirely unaffected by Gear Level's damage modification. See its dedicated page for more info.
Core
Max Health
"Your maximum amount of health."
Physical Power
"Increases damage done by your physical attacks."
Spell Power
"Increases damage done by your spells."
Movement Speed
"Your speed when traversing the world."
Resource Harvest Power
"Increases damage dealt to resources."
Resistances
Sun
"Increases the time you can endure the sun by X%."
- See the dedicated Sun Exposure page for more details.
Garlic
"Reduces garlic application rate when exposed to garlic by X%, while also increasing the recovery rate by X%.
Additionally reduces the maximum number of garlic applications to 100."
- See the dedicated Garlic Exposure page for more details.
Fire
"Reduces damage taken from fire based attacks by X% and grant you a X% chance to nullify damage from Burn effects."
- See the dedicated Burn page for more details.
Holy
"Reduces damage taken from holy attacks by X% and negates up to X damage from Holy Radiation."
- See the dedicated Holy Radiation page for more details.
Silver
"Reduces damage taken from silver attacks by X% and allows you to withstand up to X applications of Silver Exposure."
- See the dedicated Silver Exposure page for more details.
Offensive
Bonus Physical Power
"Increases total physical power."
Attack Speed
"Increases the attack speed of primary attacks."
Base Value:100%
Bonus Cap:40%
Base Value:100%
Bonus Cap:40%
Physical Critical Chance
"The chance to inflict a Critical Strike using weapon attacks."
Base Value:5%
Bonus Cap:45%
Base Value:5%
Bonus Cap:45%
Physical Critical Power
"Damage modifier when inflicting a Critical Strike using weapon attacks."
Base Value:140%
Bonus Cap:180%
Base Value:140%
Bonus Cap:180%
Weapon Skill Power
"Increases the damage done by Weapon Skills."
Base Value:100%
Bonus Cap:145%
Base Value:100%
Bonus Cap:145%
Weapon Charge Gain
"The number of weapon charges gained when using a weapon skill.
Weapon charges allows you to use a weapon skill without triggering a cooldown when stacked up to 100 charges."
Note: Weapon charges can be stacked above 100. When a free cast is triggered, you expend 100 charges and simultaneously gain new charges.
For example, with 15 Weapon Charge Gain, casting a skill at 90 charges fully stacks it up to 105. Your next free weapon skill cast expends 100 charges, and gains you another 15. You now have 20 remaining weapon charges.
Spell
Bonus Spell Power
"Increases total spell power."
Bonus Cap:30%
Bonus Cap:30%
Spell Critical Chance
"The chance to inflict a Critical Strike using spells."
Base Value:5%
Bonus Cap:45%
Base Value:5%
Bonus Cap:45%
Spell Critical Power
"Damage modifier when inflicting a Critical Strike using spells."
Base Value:140%
Bonus Cap:180%
Base Value:140%
Bonus Cap:180%
Ultimate Power
"Increases the effect of Ultimate spells, increasing damage, healing, shield effects and minion damage."
Base Value:100%
Bonus Cap:150%
Base Value:100%
Bonus Cap:150%
Minion Damage
"Increases the damage output of all your summons & minions."
Skeleton Warrior / Skeleton Mage has health equal to 200% of your Spell Power, and deals 30% / 50% of your Spell Power as magic damage. They cannot crit.
Spell Charge Gain
"The number of spell charges gained when using a spell.
Spell charges allows you to cast a spell without triggering a cooldown when stacked up to 100 charges."
Note: Spell charges can be stacked above 100. When a free cast is triggered, you expend 100 charges and simultaneously gain new charges. Travel spells, also known as ![]()
Veils, don't gain or consume charges.
For example, with 15 Spell Charge Gain, casting a spell at 90 charges fully stacks it up to 105. Your next free spell cast expends 100 charges, and gains you another 15. You now have 20 remaining spell charges.
Speed
Bonus Movement Speed
"Increases total movement speed."
Bonus Cap:20%
Bonus Cap:20%
Shapeshift Speed
"Increases movement speed while shapeshifted."
Increases movement speed while shapeshifted by Vampire Powers or ![]()
Siege Golem Stone.
Mount Speed
"Increases movement speed while mounted."
Defense
Damage Reduction
"Reduces damage taken from all sources."
Shield Efficiency
"Amplifies the effect of all shields applied on you."'
Also partially applies to the max health of ![]()
Siege Golem.
Health & Healing
The healing effects from ![]()
Vermin Salve, ![]()
Blood Rose Brew and ![]()
Blood Rose Potion stack on top of each other. However, while in combat you're only able to recover up to 25% Max HP at a time. For example, if at 50% health, you can only heal up to 75% max health until you leave combat. Blood Orbs bypass this limitation.
Bonus Maximum Health
"Increases total health."
Bonus Cap:40%
Bonus Cap:40%
Health Regeneration
"The rate at which your health regenerates outside of combat."
Healing Received
"Increases all healing received."
Primary Attack Leech
"Health recovered when dealing damage using primary weapon attacks."
Weapon Skill Leech
"Health recovered when dealing damage using weapon skills."
Spell Leech
"Health recovered when dealing damage using spells."
Bonus Cap:20%
Bonus Cap:20%
Utility
Blood Efficiency
"Amplifies the effects of your active Blood Type and increases the maximum cap of blood effects with an equal amount."
Blood Drain Reduction
"Reduces the rate at which you lose blood over time."
Resource Yield
"The amount of materials obtained when harvesting resources."
Cooldown
Cooldown Rate is similar to traditional cooldown reduction seen in other games, but functions differently. It speeds up how fast the cooldown timer itself ticks down, effectively making each second shorter. See the formula below:
<math>Cooldown = \frac{Base\ Cooldown}{1 + Cooldown\ Rate\ \%}</math><math>\ \ \ \ \ Example\ With\ 30\%\ Cooldown\ Rate:\ \ \ Cooldown = \frac{10 s}{1 + 0.30} = 7.69 s</math>
Weapon Cooldown Rate
"Increases the rate at which Weapon Skill Cooldown recovers."
Bonus Cap:35%
Bonus Cap:35%
Spell Cooldown Rate
"Increases the rate at which Spell Cooldown recovers."
Bonus Cap:30%
Bonus Cap:30%
Veil Cooldown Rate
"Increases the rate at which Veil Cooldown recovers."
Ultimate Cooldown Rate
"Increases the rate at which Ultimate Cooldown recovers."