Attributes
Wisdom:
20
20
Dmg Bonus:
1%
1%
Stamina:
20
20
Pools
Health:
NaN
85
Max HP:
0.0%
0%
Regen:
3/s
Power:
200
81
Regen:
3/s
Defense
Arcane:
0
0
Elemental:
0
3
Noxious:
0
4
Mitigation:
21
21
+7
+7
+7
Mit Inc:
0.0%
0%
Avoidance:
0
59
Parry:
0.0%
0%
Block:
0.0%
0%
Block Chance:
0.0%
0%
Extra Dodge:
0.0%
0.0%
Extra Parry:
0.0%
0.0%
Extra Riposte:
0.0%
0.0%
PVP Lethality:
0.0
0.0
PVP Toughness:
0.0
0.0
PVP Crit Mit:
0.0%
0.0%
Offense
Crit Chance:
0.0%
0%
Crit Bonus:
0.0%
0%
Potency:
0.0%
0%
Ability Mod:
0.0
0
Fervor:
0.0
0%
Resolve:
0.0
0
Hate Mod:
0.0%
0%
Reuse Speed:
0.0%
0%
Casting Speed:
0.0%
0%
Recovery Speed:
0.0%
0%
Spell Doublecast:
0.0%
0%
Ability Doublecast:
0.0%
0%
Combat
DPS Mod:
0.0
0
Haste:
0.0
0
Accuracy:
0.0%
0%
Strikethrough:
0.0%
0%
Multi-Attack:
0.0
0
AoE Attack:
0.0%
0%
Flurry:
0.0%
0%
Weapon Dmg Bonus:
0.0
0.0%
Skills
Crushing
5
5
Disruption
5
5
Subjugation
5
5
Ordination
5
5
Slashing
5
5
Focus
5
5
Ministration
5
5
Defense
5
5
Character Analyzed in 0.103 seconds
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Ability Modifier
This character's abilities will increase by 0 up to 50% of their max damage, threat, ward, or healing value in PVE.
Spell Weapon Damage Bonus
Stat is diabled on this server.
This is the bonus damage applied to Spell Weapons.
Hard Cap: 300
Health
This is the health of the character. The higher this value is, then the more damage the character can take.
Power
This is the amount of power the character has to use abilities, combat arts, and spells. The higher this value is, then the more abilities, combat arts, and spells the character can use.
Wisdom
This is the primary attribute for this class, it will increase damage and gives additional power per point.
Stamina
This stat will increase the maximum health of this character and increases the chance of resisting spells.
Fervor
This stat will multiply the total spell/combat art values after all formulas. Used to be called Final Ability Damage.
Hard Cap: 200
Resolve
If your resolve is less than the resolve of the NPC you are fighting, you will do less damage and take more damage based upon how much the difference is. This stats has been noted as a kinder variant of the Critical Mitigation/Avoidance stat mechanics.
Elemental Resist
This stat defines the percentage of how much elemental damage will be absorbed.
Arcane Resist
This stat defines the percentage of how much arcane damage will be absorbed.
Noxious Resist
This stat defines the percentage of how much noxious damage will be absorbed.
Mitigation
This stat defines the percentage of how much physical damage will be absorbed.
21 from Items
Defense
This skill is used to determine base avoidance.
Parry
This is how well this character can ward off a physical attack. This is based off the parry skill and contested against the attacker's offensive skill and level.
Focus
This skill is how well this character can concentrate during combat. This will help with casting spells and performing combat arts while under attack. This will also improve spell weapon minimum damage
Disruption
This skill reduces a target's resistance to Disruption spells.
Subjugation
This skill reduces a target's resistance to Subjugation spells.
Ministration
This skill is how well this character can use spells that heal and cure. There is a minor power usage reduction to healing and cure spells from this skill.
Ordination
This skill is how well this character can use spells that augment allies and weaken enemies.
Crushing
This skill is how well this character can use hammers, maces, staves, and fists.
Slashing
This skill is how well this character can use swords and axes.
Avoidance
This stat affects the percentage of how often this character avoids physical attacks.
Block
This stat defines the uncontested chance for blocking a physical attack.
Hard Cap: 70
Critical Chance
This stat is how often a character will critically hit with spells, combat arts, and physical attacks. This will be adjusted based upon the monster or zone critical avoidance debuff.
Haste
This stat affects the speed of physical attacks. Having over the soft cap will add to the Flurry stat.
Soft Cap: 200
Damage Per Second
This stat affects the damage of physical attacks.
Soft Cap: 600
Multi Attack Chance
This stat affects the number of weapon swings per physical attack.
Soft Cap: 200
AE Autoattack Chance
This stat defines the chance for physical attacks to hit multiple monsters.
Hard Cap: 100
Hate Gain Modifier
This stat affects how much threat is generated when the character performs an action.
Hard Cap: -50
Reuse Speed (Ability Reuse Speed)
This stat affects the cooldown timer of combat arts, spells, and abilities. This timer cannot drop below half of it's original value.
Hard Cap: 100
Casting Speed
This stat affects the casting speed of combat arts and spells. Having over the soft cap will add to the Spell Doublecast stat.
Soft Cap: 100
Max Health
This stat directly increases health by a percentage.
Extra Riposte Chance
This stat is an uncontested chance to riposte an incoming hit. The cap for this stat is only calculated from items. Adornments and abilities do not count against the cap.
Hard Cap: 12
Extra Parry Chance
This stat is an uncontested chance to parry an incoming hit. The cap for this stat is only calculated from items. Adornments and abilities do not count against the cap.
Hard Cap: 5
Extra Dodge Chance
This stat is an uncontested chance to dodge an incoming hit. The cap for this stat is only calculated from items. Adornments and abilities do not count against the cap.
Hard Cap: 5
Spell Doublecast Chance
This stat defines the chance of double casting a spell.
Ability Doublecast Chance
This stat defines the chance of double casting a combat art.
Flurry Chance
This stat affects the chance of hitting multiple times on a physical attack.
Block Chance
This stat improved the chance to block.
Critical Bonus
This stat is a multiplier to the damage done on a critical hit or healing on a critical heal. This applies to phsyical attacks, combat arts, and spells.
Hard Cap: 4000
Potency
This stat is a multiplier to the damage or healing. This applies to combat arts and spells.
Recovery Speed
This stat affects the time between using a combat art or spell and using another.
Hard Cap: 100
Mitigation Increase
This stat directly increases mitigation by a percentage.
Strikethrough
This stat affects the chance to prevent a monster from parrying or dodging an attack.
Accuracy
This stat adds to the contested formula (weapons skills and level vs defense skills and level) to hit a monster. This is not used against the target's parry, dodge, shield block, or deflection. There is no cap for this stat. No matter the value, it will continue adding to the contested formula.
Weapon Damage Bonus
This is the bonus damage applied to all autoattack weapons (melee, ranged, and spell weapons).
Hard Cap: 300
Toughness
This will decrease incoming damage and help resist incoming spells in PVP combat.
Lethality
This will increase damage and heals, while also reducing spell resistability in PVP combat.
PvP Critical Mitigation
Crushing Weapon Minimum Damage Bonus
This is the bonus to the minimum damage for crushing weapons.
Slashing Weapon Minimum Damage Bonus
This is the bonus to the minimum damage for slashing weapons.
Primary Ability Damage Bonus
This is the bonus to damage from Wisdom.
Prestige Conversion to Crit Bonus
This is the bonus to Crit Bonus from Prestige Conversion.
Prestige Conversion to Potency
This is the bonus to Potency from Prestige Conversion.
Doublecasting Bonus
This is the bonus to Doublecasting for being over the cap in Casting Speed.
DPS Mod Damage Bonus
This is the damage bonus applied to weapons.
Attack Speed Bonus
This is the attack speed bonus applied to weapons.
Flurry Bonus
This is the bonus to Flurry from Haste being over the cap.
Multi-Attack Bonus
This the the literal percentage of making addtional attacks. Every 100% is an additional attack.
Spell Weapon Minimum Damage Bonus
This is the bonus to the minimum damage for spell weapons.
Disruption Spell Minimum Damage Bonus
This is the bonus to the minimum damage for disruption spells. Note, Census does not yet mark the skills for spells and the spell data is off, so the theorycrafting for spells is on hold.
Out of Combat Health Regen
This is the rate at which health regenerates while out of combat.
Out of Combat Power Regen
This is the rate at which power regenerates while out of combat.