Stats
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Stat Attributes
- Character stats vary depending on level (With the exception of % stats).
Strength
Increases Attack Power and Max Stamina.
Base Strength stats (LVL: 1): Attack Power = 1 and Max Stamina = 10.
Base Strength stats (LVL: 25): Attack Power = 2 and Max Stamina = 24.
Attack Power increases by 1 for every point in Strength.
Max Stamina increases by 1 for every 4 points in Strength. Unlike other stats, Max Stamina factors in the base 1 point in Strength.
Max Stamina increases in an incremental pattern, from 1 point onwards; Pattern being a 3-3-4-3-4-3-4 pattern at character LVL: 25.
Mind
Increases Magic Power and Max Mana.
Base Mind stats (LVL: 1): Magic Power = 1 and Max Mana= 15.
Base Mind stats (LVL: 25): Magic Power = 1 and Max Mana= 33.
Magic Power increases by 1 for every point in Mind.
Max Mana increases by 2 for every 2 points in Mind. Though every roughly 4-5 increases it requires 3 points instead of 2.
Dexterity
Increases Dex Power, Attack Critical %, and Magic Critical %.
Base Dexterity stats (LVL: 1): Dex Power = 1, Attack Critical % = 0.03% and Magic Critical % = 0.02%.
Base Dexterity stats (LVL: 25): Dex Power = 2, Attack Critical % = 0.03% and Magic Critical % = 0.02%.
Dex Power increases by 1 for every 1 point in Dexterity.
Attack Critical % by 0.03% for every point in Dexterity.
Magic Critical % by 0.02% for every point in Dexterity.
Vitality
Increases Max Health.
Base Vitality stats (LVL: 1): Max Health = 19.
Base Vitality stats (LVL: 25): Max Health = 58.
Max Health increases by 4 for every 1 point in Vitality.
Stats
Stats determine almost everything about how a player interacts with the world.
Health
Health is a player's total life, and is represented by the bottom left red orb on the HUD. If a Player's hp reaches 0, they will collapse, in which case the player can release their soul, revive themself with an Angela's Tear, or be revived by another player using a Soul Pearl.
The player's Max Health increases naturally as they level up, but putting points into the Vitality Attribute will increase it further.
Health does not regenerate naturally, and instead is regenerated through Skills, Consumables, or by sitting for an extending period of time.
Health can also be spent to preform some skills, such as Life Tap.
Mana
Mana is a consumable resource that allows the player to cast various skills and use Scepter and Bell charge attacks. Mana is represented by the bottom right blue orb on the HUD.
The player's Max Mana increases naturally as they level up, but putting points into the Mind Attribute will increase it further. Armor and some Skills can also raise Max Mana.
Mana recovers naturally after not consuming any Mana for 2 seconds, after which the player will regenerate 2 Mana per second. This rate can be boosted by the Mystic passive Manaflow. Mana can also be recovered by some Consumables.
Stamina
Stamina is a consumable resource that allows the player to block, parry, dash, and cast various skills. Stamina is also consumed in the Melee, Heavy Melee, Polearm, and Katar charge attacks. Stamina is represented by a golden ring to the top left of the player. The Stamina meter only appears whenever the player has less than their Max Stamina.
The player's Max Stamina Increases naturally as they level up, but putting points into the Strength Attribute will increase stamina slowly. Armor and some Skills can also raise Max Stamina.
Stamina regenerates naturally after not consuming any Stamina or Dashing for 3 seconds, after which the player will generate a portion of their Max Stamina per second (need to test).
If the player runs out of Stamina they will become fatigued. When fatigued, the player cannot dash or shield until the player starts to recover stamina. Fatigued can be exited early if the player uses a Consumable that restores stamina such as a Stamstar.
Attack Power
Attack Power influences the damage done by Strength scaled weapons and skills. Attack Power is increased by putting points into the Strength Attribute. Weapons, Armor, and some Skills can also raise Attack Power.
For specifics on how damage is calculated read Damage Scaling
Dex Power
Dex Power influences the damage done by Dexterity scaled Weapons and skills. Dex Power is increased by putting points into the Dexterity Attribute. Weapons, Armor, and some Skills can also raise Dexterity Power.
For specifics on how damage is calculated read Damage Scaling
Phys. Crit %
Phys. Crit % is the percentage chance for the player to Crit with both Strength and Dexterity scaled Weapons and Skills. Phys. Crit % can be increased by putting points into the Dexterity Attribute. Weapons, Armor, and some Skills can also raise Phys. Crit %.
Mgk. Power
Mgk. Power influences the damage done by Magic scaled Weapons and skills. Mgk. Power is increased by putting points into the Mind Attribute. Weapons, Armor, and some Skills can also raise Mgk. Power.
For specifics on how damage is calculated read Damage Scaling
Mgk. Crit %
Mgk. Crit % is the percentage chance for the player to Crit with Magic scaled Weapons and Skills. Mgk. Crit % can be increased by putting points into the Dexterity Attribute. Weapons, Armor, and some Skills can also raise Mgk. Crit %.
Defense
Defense is how well a player resists both Strength and Dexterity scaled attacks. The Defense stat is not influenced by any Attributes, and is instead boosted by Weapons, Armor, Skills, and Potions.
Skills can also lower Defense, such as Stomp.
Defense can go into the negatives.
Mgk. Defense
Mgk. Defense is how well a player resists Mgk. Power attacks. The Mgk. Defense stat is not influenced by any Attributes, and is instead boosted by Weapons, Armor, Skills, and Potions.
Skills can also lower Mgk. Defense, such as Cross.
Mgk. Defense can go into the negatives.
Evasion %
The percentage chance for an entity to take no damage from an attack, marked as a "miss." The evasion stat is not influenced by any Attributes, and is instead boosted by Armor and Skills.
An entity can gain bonus Evasion % if they are a higher level than the attacker.
Move Spd %
How fast an entity moves, with 100% being the normal speed.