Post by Spookypatrol [Delia] on May 21, 2019 10:38:25 GMT -5
DnD has an assortment of stats that are modifiable either directly or indirectly by items and skills. These are constantly added to and adjusted, but below we have provided a list of all currently-available stats and stat mods in the game. Many of these are very rare, either because they mostly exist as rollover stats currently, or because they are only available through a select set of rare items or runes.
Attack: Affects base damage and accuracy. Modifiable through level-up, class, weapons, some armor/off-hands, jewelry, and Power Gems.
Defense: Affects evasiveness. Modifiable through level-up, class, armor, some weapons, jewelry, and Courage Gems.
Competency: Affects base damage and accuracy. Modifiable through level-up, class, armor, weapons, jewelry, and Wisdom Gems.
Health: Affects max hp and certain spells. Modifiable through level-up, class, runes, and Heart Containers.
Speed: Affects grid movement range. Modifiable through certain equipment rarely (ie Bunny Hood, Iron Boots), runes, and through skills.
*Range: Affects grid attacking range, as well as certain non-grid effects. Dependent on equipped weapons and skills. May be rarely modded by size modifiers (ie Giant's Mask) or special gear (ie Magnetic Gloves).
Accuracy: Determines likelihood of hitting. Available commonly through Hawkeye and other eyepieces, as well as on rapiers, runes, and skills.
Damage Bonus: Increases damage dealt by a flat value. Available commonly through certain armor, firearms, jewelry, runes, feats, and skills.
Spell Damage: Increases damage of spells. Available through weapons and certain equipment, as well as skills.
Spell Penetration: Spells partially ignore an enemy's Defense stat. Available through feats and certain equipment.
Armor Penetration: Skills and non-magical items partially ignore an enemy's Defense stat. Available through certain equipment.
Lifesteal: Heals the user when they connect an attack. Available through Spirit enchantment, and rarely through equipment and skills.
Elemental Damage Bonus: Increases damage dealt by elemental attacks. Available rarely through skills, and through runes.
Outgoing Damage (Percentile): Increases overall damage dealt by a percent. Available commonly through skills and feats.
DoT Chance (Bleed, Burn, Frostbite, Ghostflame, Poison, Disease, Radiate): Chance to apply a DoT to a target. Available commonly through enchantments, certain weapons, utilities, scepters, jewelry, and skills.
DoT Bonus Application Chance: Increases the chance of applying a DoT. Available through runes and skills.
Crowd Control Application Chance (May be modded per specific CCs, or as a general buff): Chance of applying a CC to a target. Available through runes, some weapons, and skills.
Status Condition Application Chance (May be modded per specific SCs, or as a general buff): Chance of applying an SC to a target. Available through runes, rarely through weapons, enchantments, and skills.
Critical Damage Chance: Increases chance of landing a critical hit on a damaging attack. Available commonly through weapons, skills, and runes. Base critical damage is = 1.5x damage, but can be increased by gaining Critical Damage Bonus.
Critical Damage Bonus: Increases the amount of damage your critical attacks and DoTs deal. Available commonly through weapons, skills, and runes.
Critical Crowd Control (CC) Chance: Chance of critically applying a CC to a target. Available through runes, and as a rollover stat.
Critical Status Condition (SC) Chance: Chance of critically applying an SC to a target. Available as a rollover stat.
*Critical DoT Chance: Chance of critically applying a DoT to a target. Base Critical DoT chance is equal to your base Critical Damage Chance, but it can additionally be modded separately. Available as a rollover stat.
Critical Effectiveness: Chance of applying a bonus effect whenever you land a critical hit. These bonuses are determined by the type of effect (damage, healing, etc.), as well as the damage type or condition type (physical, magical, element type, buff, debuff, etc.). Currently unavailable, but to be made available on equipment, skills, and runes.
Evasion: Chance of avoiding a hit. Deducted when calculating accuracy. Available commonly through certain weapons, armor, skills, and runes.
Block: Chance of blocking a hit. Rolled as a separate stat from accuracy. Available through skills and rarely through shields and other equipment.
Mitigation: Reduces the damage taken from a successful hit of any kind. Available through certain equipment (ie Lofteye), and through skills and runes.
Elemental Resistance: Reduces the damage taken from an elemental hit. Available commonly through cloaks and jewelry, as well as certain skills and runes.
CC Resistance: Reduces the chance of a CC applying to oneself. Available through feats, skills, and certain equipment.
Status Resistance: Reduces the chance of an SC applying to oneself. Available through feats, skills, and certain equipment.
Recoil Resistance: Reduces the damage taken from critical failure or recoil. Available through feats and certain skills.
DoT Resistance: Reduces the chance of a DoT applying to oneself. Sometimes treated as a separate stat from Status Resist. Available through skills.
Ward: Provides a health-based shield to a target that must be depleted before the target takes Max HP damage. Available through skills and rarely on equipment (ie Great Fairy's Mask).
Outgoing Healing: Increases how much a user's spells heal for. Available through armor, runes, and skills.
Incoming Healing: Increases how much a user is healed for. Available through armor, runes, and skills.
Critical Healing: Chance of critically applying a Heal, Ward, or Cure. Available through runes and skills.
Tenacity: Reduces the chance of Knock Back/Pull In, Slow, Root, and other movement-impairing effects (minus Stun, Freeze, Immobilize, and other complete-stopping effects) applying to the user.
Detect/Perception: Usually Comp : Comp, unless it is a Stealth Detect specifically. Used to detect traps, areas or objects of note, or Stealthed targets. Stealth Detect is occasionally treated as its own modifier. Can be found on certain equipment rarely, as well as feats and skills.
*Stealth Detect: Comp : Comp, or Comp : Defense, whichever is higher for the target of the Detect. Available rarely through equipment (typically scepter slot), and through feats.
Feign: Usually Comp : Comp. Determines how well a player can feign death. Available through feats.
Defend: Determines the Defense modifier for Defending turns. Available through feats.
Stealth: Determines how well a player can remain undetected while Stealthed. Available commonly through armor, runes, skills, and rarely through some equipment. Also modified by Armor Weight.
Surprise: Comp : Comp, or Defense : Comp, whichever is higher for the user of the Surprise attack. Determines how well a player can succeed in Surprise checks. Available through feats.
Weight: Typically only affects Stealth checks. Armor type (body slot only) determines character weight class (Heavy, Medium, Light). Available through feats.
Avoid/Dodge: Defense: Trap Difficulty or Comp : Trap Difficulty. Determines how well a player can avoid triggered traps. Available rarely through special feats.
Strength: Attack : Difficulty. Determines how well a player can move a heavy object or perform other feats of strength. Currently unmodifiable.
Trap Disarm: Determines how well a player can disarm a detected trap. Check is based on trap type, and is at GM discretion. Most checks are Comp : Trap, but some may be Attack : Trap if it is strength-based, or Defense : Trap if it is dexterity-based. Currently unmodifiable.
First Aid: Comp : Applying Foe's Primary Stat. Determines whether or not a player can successfully cure the effects of certain damage over time effects (such as bleeding or poison) from his/herself or that of an ally. Consumes a full round action, and can only be attempted once every 3 rounds. Available rarely through feats.
Persuasion: Comp : Comp. Determines how well someone can persuade someone to do something else, or believe something. Available through feats and rarely through skills.
Intimidate: Attack : Comp. Determines how well someone can intimidate someone. Currently unmodifiable.
Bluff/Deceive: Comp : Comp. Determines how well someone can successfully lie or deceive. Currently unmodifiable.
*Social Resist: Almost always treated as resistances for each individual social check (Persuade, Intimidate, Bluff). Reduces the likelihood of being affected by these checks. Available through feats.
Trigger Chance: Grants bonuses to existing triggerable secondary stats (CC and SC app chance, crit chance, lifesteal chance). Available through skills.
Efficacy: Increases the value on all components minus accuracy of a skill or action, including damage and triggerable values. Available rarely through skills.
Cooldown Reduction: Reduces the cooldown on skills or items. Modifiable through feats and skills, and rarely through equipment.
Buff Duration: Increases how long a Buff is active for. Modifiable through feats and skills.
Debuff Duration: Increases how long a Debuff is active for. Modifiable through feats and skills.
Critical Success: Increases the roll number for automatic critical success (ie 2s critically succeed in addition to 1s, instead of just on a 1.) Modifiable through feats and rarely through items or skills.
Critical Failure: Increases or Decreases the roll numbers for a critical failure to occur. (Ie critical failures occur on a 90-100 instead of just on 100.) Modifiable through firearms, feats, and certain rare equipment.
Alcohol Tolerance: Increases how much alcohol a player can consume before debuffs occur. Available only through feats.
Team Attack Cooldown: Increases or Decreases the Cooldown on Team Attacks. Modifiable through feats.
Team Attack Accuracy: Increases or Decreases the accuracy penalty on Team Attacks. Modifiable through special feats, and rarely through skills.
Base Stats:
Attack: Affects base damage and accuracy. Modifiable through level-up, class, weapons, some armor/off-hands, jewelry, and Power Gems.
Defense: Affects evasiveness. Modifiable through level-up, class, armor, some weapons, jewelry, and Courage Gems.
Competency: Affects base damage and accuracy. Modifiable through level-up, class, armor, weapons, jewelry, and Wisdom Gems.
Health: Affects max hp and certain spells. Modifiable through level-up, class, runes, and Heart Containers.
Speed: Affects grid movement range. Modifiable through certain equipment rarely (ie Bunny Hood, Iron Boots), runes, and through skills.
*Range: Affects grid attacking range, as well as certain non-grid effects. Dependent on equipped weapons and skills. May be rarely modded by size modifiers (ie Giant's Mask) or special gear (ie Magnetic Gloves).
Offensive Stats:
Accuracy: Determines likelihood of hitting. Available commonly through Hawkeye and other eyepieces, as well as on rapiers, runes, and skills.
Damage Bonus: Increases damage dealt by a flat value. Available commonly through certain armor, firearms, jewelry, runes, feats, and skills.
Spell Damage: Increases damage of spells. Available through weapons and certain equipment, as well as skills.
Spell Penetration: Spells partially ignore an enemy's Defense stat. Available through feats and certain equipment.
Armor Penetration: Skills and non-magical items partially ignore an enemy's Defense stat. Available through certain equipment.
Lifesteal: Heals the user when they connect an attack. Available through Spirit enchantment, and rarely through equipment and skills.
Elemental Damage Bonus: Increases damage dealt by elemental attacks. Available rarely through skills, and through runes.
Outgoing Damage (Percentile): Increases overall damage dealt by a percent. Available commonly through skills and feats.
DoT Chance (Bleed, Burn, Frostbite, Ghostflame, Poison, Disease, Radiate): Chance to apply a DoT to a target. Available commonly through enchantments, certain weapons, utilities, scepters, jewelry, and skills.
DoT Bonus Application Chance: Increases the chance of applying a DoT. Available through runes and skills.
Crowd Control Application Chance (May be modded per specific CCs, or as a general buff): Chance of applying a CC to a target. Available through runes, some weapons, and skills.
Status Condition Application Chance (May be modded per specific SCs, or as a general buff): Chance of applying an SC to a target. Available through runes, rarely through weapons, enchantments, and skills.
Critical Damage Chance: Increases chance of landing a critical hit on a damaging attack. Available commonly through weapons, skills, and runes. Base critical damage is = 1.5x damage, but can be increased by gaining Critical Damage Bonus.
Critical Damage Bonus: Increases the amount of damage your critical attacks and DoTs deal. Available commonly through weapons, skills, and runes.
Critical Crowd Control (CC) Chance: Chance of critically applying a CC to a target. Available through runes, and as a rollover stat.
Critical Status Condition (SC) Chance: Chance of critically applying an SC to a target. Available as a rollover stat.
*Critical DoT Chance: Chance of critically applying a DoT to a target. Base Critical DoT chance is equal to your base Critical Damage Chance, but it can additionally be modded separately. Available as a rollover stat.
Critical Effectiveness: Chance of applying a bonus effect whenever you land a critical hit. These bonuses are determined by the type of effect (damage, healing, etc.), as well as the damage type or condition type (physical, magical, element type, buff, debuff, etc.). Currently unavailable, but to be made available on equipment, skills, and runes.
Defensive Stats:
Evasion: Chance of avoiding a hit. Deducted when calculating accuracy. Available commonly through certain weapons, armor, skills, and runes.
Block: Chance of blocking a hit. Rolled as a separate stat from accuracy. Available through skills and rarely through shields and other equipment.
Mitigation: Reduces the damage taken from a successful hit of any kind. Available through certain equipment (ie Lofteye), and through skills and runes.
Elemental Resistance: Reduces the damage taken from an elemental hit. Available commonly through cloaks and jewelry, as well as certain skills and runes.
CC Resistance: Reduces the chance of a CC applying to oneself. Available through feats, skills, and certain equipment.
Status Resistance: Reduces the chance of an SC applying to oneself. Available through feats, skills, and certain equipment.
Recoil Resistance: Reduces the damage taken from critical failure or recoil. Available through feats and certain skills.
DoT Resistance: Reduces the chance of a DoT applying to oneself. Sometimes treated as a separate stat from Status Resist. Available through skills.
Ward: Provides a health-based shield to a target that must be depleted before the target takes Max HP damage. Available through skills and rarely on equipment (ie Great Fairy's Mask).
Outgoing Healing: Increases how much a user's spells heal for. Available through armor, runes, and skills.
Incoming Healing: Increases how much a user is healed for. Available through armor, runes, and skills.
Critical Healing: Chance of critically applying a Heal, Ward, or Cure. Available through runes and skills.
Tenacity: Reduces the chance of Knock Back/Pull In, Slow, Root, and other movement-impairing effects (minus Stun, Freeze, Immobilize, and other complete-stopping effects) applying to the user.
Skill Checks:
Detect/Perception: Usually Comp : Comp, unless it is a Stealth Detect specifically. Used to detect traps, areas or objects of note, or Stealthed targets. Stealth Detect is occasionally treated as its own modifier. Can be found on certain equipment rarely, as well as feats and skills.
*Stealth Detect: Comp : Comp, or Comp : Defense, whichever is higher for the target of the Detect. Available rarely through equipment (typically scepter slot), and through feats.
Feign: Usually Comp : Comp. Determines how well a player can feign death. Available through feats.
Defend: Determines the Defense modifier for Defending turns. Available through feats.
Stealth: Determines how well a player can remain undetected while Stealthed. Available commonly through armor, runes, skills, and rarely through some equipment. Also modified by Armor Weight.
Surprise: Comp : Comp, or Defense : Comp, whichever is higher for the user of the Surprise attack. Determines how well a player can succeed in Surprise checks. Available through feats.
Weight: Typically only affects Stealth checks. Armor type (body slot only) determines character weight class (Heavy, Medium, Light). Available through feats.
Avoid/Dodge: Defense: Trap Difficulty or Comp : Trap Difficulty. Determines how well a player can avoid triggered traps. Available rarely through special feats.
Strength: Attack : Difficulty. Determines how well a player can move a heavy object or perform other feats of strength. Currently unmodifiable.
Trap Disarm: Determines how well a player can disarm a detected trap. Check is based on trap type, and is at GM discretion. Most checks are Comp : Trap, but some may be Attack : Trap if it is strength-based, or Defense : Trap if it is dexterity-based. Currently unmodifiable.
First Aid: Comp : Applying Foe's Primary Stat. Determines whether or not a player can successfully cure the effects of certain damage over time effects (such as bleeding or poison) from his/herself or that of an ally. Consumes a full round action, and can only be attempted once every 3 rounds. Available rarely through feats.
Social / Mental Checks:
Persuasion: Comp : Comp. Determines how well someone can persuade someone to do something else, or believe something. Available through feats and rarely through skills.
Intimidate: Attack : Comp. Determines how well someone can intimidate someone. Currently unmodifiable.
Bluff/Deceive: Comp : Comp. Determines how well someone can successfully lie or deceive. Currently unmodifiable.
*Social Resist: Almost always treated as resistances for each individual social check (Persuade, Intimidate, Bluff). Reduces the likelihood of being affected by these checks. Available through feats.
Other:
Trigger Chance: Grants bonuses to existing triggerable secondary stats (CC and SC app chance, crit chance, lifesteal chance). Available through skills.
Efficacy: Increases the value on all components minus accuracy of a skill or action, including damage and triggerable values. Available rarely through skills.
Cooldown Reduction: Reduces the cooldown on skills or items. Modifiable through feats and skills, and rarely through equipment.
Buff Duration: Increases how long a Buff is active for. Modifiable through feats and skills.
Debuff Duration: Increases how long a Debuff is active for. Modifiable through feats and skills.
Critical Success: Increases the roll number for automatic critical success (ie 2s critically succeed in addition to 1s, instead of just on a 1.) Modifiable through feats and rarely through items or skills.
Critical Failure: Increases or Decreases the roll numbers for a critical failure to occur. (Ie critical failures occur on a 90-100 instead of just on 100.) Modifiable through firearms, feats, and certain rare equipment.
Alcohol Tolerance: Increases how much alcohol a player can consume before debuffs occur. Available only through feats.
Team Attack Cooldown: Increases or Decreases the Cooldown on Team Attacks. Modifiable through feats.
Team Attack Accuracy: Increases or Decreases the accuracy penalty on Team Attacks. Modifiable through special feats, and rarely through skills.