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Attributes are the basic of a character's combat ability. They are also called Statistics or Stats, for short. Every Player and NPC has different values of them and for players they can be upgraded through Armors, Weapons, Accesories, Buffs or Leveling Up.

There are a total of 28 different Attributes that are divided into three categories: State, Attack and Defense.

State[]

On this category falls the four attributes that builds up the character's state:

Icon health small

Health: This represents the health of a character, it is lost when the character receive damage and when it reachs 0 he dies. It can also be recovered with Healing Skills, Potions or Health Regeneration, it can also be increased using different potions, scrolls or even skills! It's also called HP (Health Points).


Icon healthregeneration small

Health Regeneration: This represents the recovery rate of Health per 5 seconds, so every 5 seconds the character will recover this value as Health. It also can be increased using different potions, scrolls or even skills! During combat, the effective Health Regeneration is halved.


Icon energy small

Energy: This represents the Energy of a character, it is used for character's skills, get affected by energy drain skills and if it is lower than the required amount skills will be unuseable until the energy is recovered. It can be recovered with Potions or Energy Regeneration. (It's also called "Mana" by some)


Icon energyregeneration small

Energy Regeneration: This represents the Recovery Rate of Energy per 5 seconds, so every 5 seconds the character will recover this value as Energy. It can be increased using different potions, scrolls or even skills! During combat, the effective Energy Regeneration is halved.

Attack[]

In this category are all attributes that builds up the character's attack:

Icon physical small

Physical Attack: This gives the value of damage that a normal attack (Except for Staves) or a physical Skill will do. It is mitigated with physical resistance.


Icon magical small

Magic Power: This gives the value of damage that a Stave Normal Attack or a Magical Skill will do. It is mitigated with Magic Resistance.


Icon damagepersecond small

Damage per Second: This isn't properly an Attribute but is the calculation of damage that a character can do every second with it Physical/Magic Damage and Attack Speed, this does not count Critical Hits nor Skills. (Obsolete, stat was removed from the game)



Icon attackspeed small

Attack Speed: This value represents the percent of Attack Delay that will be subtracted from the weapon that the character has. Maximum 70%.


Icon criticalhit small

Critical Hit: This value represents the percent that an Attack or Skill will Critically Hit doubling its value of damage or heal. Maximum 50%.


Icon accuracy small

Accuracy: This value represents the amount of "Dodge" that is nullified from an opponent. If a character with 20% Accuracy attacks an enemy with 30% Dodge, the effective Dodge chance will be 10%. Can be reduced to negative values; Maximum 50%.


Icon penetration small

Penetration: This value represents the percent of Physical Resistance and Magic Resistance from an enemy that is ignored by your attacks. Note that this value is not effective against other forms of Damage Reduction. Maximum 50%.


Icon skillscooldown small

Skills Cooldown: This value represents the increase in Recharge Speed used for your skills. (If you have 100% Skills Cooldown your effective Recharge Speed will be 200%, so a 10 seconds cooldown skill will only take 5 seconds and 3.33 seconds with 300% Recharge Speed). Can easily be calculated with the formula "Base Cooldown time / ( 1 + Your Skills Cooldown)". Can be negative, vastly increasing the cooldown time. No Maximum.

Stun


Stun: This value represents the chance that an enemy will be stunned by any attack or skill for 2.5 seconds. No known Maximum.


Rage

Rage: This value represents the chance that the character will receive the Rage buff on any attack or skill. The Rage buff increases physical and magic power by 10% for 10 seconds. Additionally, when an enemy of a level equal or higher is killed during the duration, 15% of maximum health is restored. No known Maximum


Ferocity


Ferocity: This value directly increases the physical and magical damage dealt to enemy player characters. Against non-player characters it instead decreases the physical and magical damage dealt by the same percentage.

Attackstrength


Attack Strength: This value directly increases the physical and magical damage dealt by auto attacks.


Depths fury icon


Depths Fury: This value increases the physical and magical damage aswell as the critical damage dealt to non-player characters in the Underwater Territory. (The critical damage increase stacks with the normal damage increase, allowing very high critical damage). Maximum 50%.

Piercing Attack Icon


Piercing Attack: This value represents the chance that any auto attack will ignore all enemy Physical and Magical Resistance. (Indicated with a "+" next to the damage dealt). Note that this value does not pierce through other forms of Damage Reduction.

Defence[]

This Category covers all Attributes that makes the character's Defence:

Icon physical small

Physical Resistance: This value represents how much physical damage will be mitigated, it has two values: a flat value and a percent value. The first determines the percent one. The Formula to calculate the percent value is "Flat Value * 100 / (Flat Value + 6500)".


Icon magical small

Magic Resistance: This value represents how much magical damage will be mitigated, it has two values: a flat value and a percent value. The first determines the percent one. The Formula to calculate the percent value is "Flat Value * 100 / (Flat Value + 6500)".


Icon resilience small

Resilience: This value represents how much damage of an attack or skill from another Player will be mitigated. Additionally, it also decreases the chance to be critically hit aswell as the critical damage received by another player by the same percentage. Against non-players it instead decreases your effective Physical and Magic Resistance by the same percentage. Maximum 60%.


Icon dodge small

Dodge: This value represents the percent chance that a direct attack or skill will be Dodged fully avoiding any damage. Maximum 50%.


Icon parry small

Parry: This value represents the percent chance that an enemy melee attack or melee skill will be Parried mitigating all the damage. Maximum 30%.


Icon block small

Block: This value represents the percent chance that an enemy attack or skill will be Blocked mitigating all the damage. Only works when a Shield is equipped. Maximum 25%.


Icon lifesteal small

Life Steal/Steal Health: This value represents the percent of damage that is recovered as heal when an attack or skill makes damage to an enemy.


Damage reflection icon


Damage Reflection: This value represents the percent of damage you take that is reflected back at the attacker. Please note that the reflected damage will be reduced by the attacker's Physical or Magical Resistance (depending on the nature of their attack) in addition to their Resilience if they are a player. (Ferocity increases this damage, Stun/Rage/Lifesteal does not interact with the damage in any way.)

Solidity icon


Solidity: This value increases the chance to avoid a critical hit and reduces critical hit damage from monsters. The percentage increases based on your Physical Resistance, starting from as little as 1/30 at <10% Defense to 1/3 at >50%. Formula unknown. (If you have 40% Physical Resistance, your Solidity will be roughly 10%)

Resistance icon


Resistance: This value increases the chance to ignore any negative effects, particularly controlling effects. Monsters do not have this Resistance, they have their own level of Resistance that changes based on the level of the skill that is being cast on them.

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