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There are many statistical bits of information in the game, but when used by itself, "stats" refers to your 7 core stats. See Also: [[Sidekick System]] [[File:stats.png|right]] == Terminology == * <u>'''[[Core Stats]]'''</u>: The 7 core stats that affect nearly every algorithm and formula in the [[Stash|game]]. * <u>'''[[Base Stat]]'''</u>: This is the base value in one of your stats inherent to your [[Character Customization|character]]. This is the value of your stat before any bonuses from gear, buffs, boosts, or other temporary effects. * <u>'''[[Stat Cap]]'''</u>: The cap on how high you can increase a stat. * <u>'''[[Starting Stats]]'''</u>: The stat values you have at creation. These are based on your [[races|race]]. *'''<u>[[Primary Stat]]</u>''': Every [[classes|class]] has a Primary Stat that is the <u>'''only stat'''</u> used for increasing all of their damage (with [[weapons]] or [[:Category:Skills|abilities]]), and the effectiveness of other [[:Category:Skills|abilities]]. For example: ** Strength adds to [[weapons|weapon]] and [[:Category:Skills|ability]] damage for [[Warrior|Warriors]], but it does not affect damage at all for [[Healer|Healers]]. ** Intellect adds to Elementalist [[weapons|weapon]] and [[:Category:Skills|spell]] damage, but Dexterity adds no damage to any of their attacks. == Core Stats== === '''Strength''' === [[Strength]] * [[Primary Stat]] for [[Warrior|Warriors]]. * Only boosts [[Warrior]] damage and abilities. * Adds Half stat to [[Ability Power]] for [[Warrior|Warriors]] === '''Dexterity''' === [[Dexterity]] * [[Primary Stat]] for [[Hunter|Hunters]]. * Only boosts [[Hunter]] damage and [[:Category:Skills|abilities]]. * Adds Half stat to [[Ability Power]] for [[Hunter|Hunters]]. * Affects initiative rolls (your order of action during combat). === '''Constitution''' === [[Constitution]] * Adds to your health. * Adds +2HP per point === '''Willpower''' === [[Willpower]] * [[Primary Stat]] for [[Healer|Healers]]. * Only boosts [[Healer]] damage and [[:Category:Skills|abilities]]. * Adds Half stat to [[Ability Power]] for [[Healer|Healers]] * Adds Mana to all [[classes]]. +1 every 10th. === '''Intellect''' === [[Intellect]] * [[Primary Stat]] for [[Elementalist|Elementalists]]. * Only boosts [[Elementalist]] damage and [[:Category:Skills|abilities]]. * Adds Half stat to [[Ability Power]] for [[Elementalist|Elementalists]] * Adds Mana to all [[classes]]. +1 every 10th. === '''Charisma''' === [[Charisma]]: * A meta stat that includes many things: creativity, personality, presence, charm, leadership, and personal magnetism. * Primary stat for [[crafting]], as that is a creative endeavor. It affects success/failure chances (Higher better, potion make a difference). * Generally raised by eating desserts and baked goods like [[foods|breads, muffins, cupcakes, etc]]. * 2018.05.03 Update: <br/>{{Quote|<b><pre style="color: #D47B19; font-size:14px; font-family:eucrosiaUPS;">The Quality % roll is now more significantly impacted by your Charisma stat and your skill level. Getting those 95-100% quality items should require a little more CHA and skill. β Aristotle, 2018.05.03 Update</pre></b>}} === '''Luck''' === [[Luck]] * Affects success/failure chance for [[gathering]] (Higher better, buffs and [[Alchemist|potion]] make a difference). * Affects initiative rolls (your order of action during combat) [minimal difference]. ==Health&Mana== While being largely accepted without explanation in any game as customary, these parameters in [[Stash|Stash RPG]] are very important to understand and should be explained. ==='''Restoration'''=== First of all, [[Stash|Stash RPG]] does not provide a routine "restore over time" feature. Many new players get surprised on why waiting so long and having no [[Health]] and [[Mana]] restored. This is the fact: [[Health]] and [[Mana]] will never normally regenerate over time. Regenerating it over time is only possible when inside the [[Rolling Stone Inn]], or when using different kinds of [[camping]] bivouacs, either way this process uses up considerable amounts of time. Also, when using [[camping|camps]] you are risking being [[ambush|ambushed]] by a group [[monsters]]. Therefore its is much more convenient to do "one click heals": instead, [[foods]] has to be eaten or [[potions]] drank, which makes procuring them the most important task in leveling a [[Character Customization|character]]. In [[Combat Encounter|combat]], you cannot use [[foods|food]] but only [[potions]], they take up one turn to use and you are only allowed to drink one [[potions|potion]] per so many turns, so keep it as a "panic button" for whenever you feel [[Stats#Death|death]] is inevitable. [[Potions]] are not given separate cooldowns, so bringing several tiers of the same [[potions|potion]] won't help at all, instead, bring the best one you got. [[Potions]] have huge joint cooldown in combat but not outside, where they can be spammed. Playing the [[Healer]] class greatly enhances restoration, although [[Healer|Healers]] have certain hold-ups when soloing due to weak aggressive DPS. ==='''Health'''=== [[Health]] is increased permanently when you level up, or increases temporarily when you are buffed by an [[:Category:Skills|ability]] buff or a [[Alchemist|potion]], or wear a gear piece with [[Enchanter|enchantments]] adding to [[Constitution]], to an extent of 5 per [[Character Customization|character]] level for both [[:Category:Skills|ability]]/[[Alchemist|potion]] buffs and gear [[Enchanter|enchantments]]. It decreases only when you are hit or have a negative effect on you in [[Combat Encounter|combat]]. When your character's [[Stats#Health|Health]] drops to zero, your character [[Stats#Death|dies]]. As stated above, [[Constitution]] adds to your [[health]]. ==='''Mana'''=== [[Mana]] is increased permanently when you level up, or increases temporarily when you are buffed by an [[:Category:Skills|ability]] buff or a [[Alchemist|potion]], or wear a gear piece with [[Enchanter|enchantments]] adding to [[Willpower]] and [[Intellect]], to an extent of 5 per character level for both [[:Category:Skills|ability]]/[[Alchemist|potion]] buffs and gear [[Enchanter|enchantments]]. It is consumed when you use [[:Category:Skills|abilities]]. It is possible to play without using any [[:Category:Skills|abilities]] in combat by only using the Basic Attack [[File:basicatk.png]] (melee [[weapons]] or fists, you will swing a bow like a club using the Basic Attack). Some high level [[:Category:Skills|abilities]] consume great amounts of [[Mana]]. Therefore combat tactics should be executed and [[foods]] or [[Alchemist|potions]] should be used to quickly restore [[Mana]] after almost every fight. As stated above, [[Willpower]] and [[Intellect]] both add to [[Mana]]. ==='''Death'''=== *As stated above, when your character's [[Stats#Health|Health]] drops to zero, your character [[Stats#Death|dies]]. *Your death will be added to the character statistics counter and you will respawn at full [[Health]] and [[Mana]]. *Once per hour you can have an instant respawn at the place you just died, or unlimited respawns at your [[Base of Operations|BOO]] (therefore death is often considered a free [[Stats#Restoration|restoration]] method for lower level [[Character Customization|characters]], unless you are roleplaying). Optionally [[medallion|medallions]] can be used to respawn at the place you just died. *You will not lose any possessions or [[XP]] on death, but will gradually accumulate [[XP]] debt (increasing as you level up) starting from level 5. *There are special [[items]] like [[Lemon Cookies Of Mortis]], [[Lemon Cookies Of Faeyora]] or [[Trickster's Treat]], by eating those the [[Stats#Death|XP debt]] can be diminished e.g. [[Lemon Cookies Of Mortis]] sold in the [[Medallion|Medallion Shop]] decrease the [[XP]] debt on use by removing the [[XP]] debt portion of 10%*current level [[XP]] MAX only, not of the XP debt total, so consuming them at higher levels removes increasingly more amounts of [[XP]] debt. E.g. at [[Character Customization|character]] level 10 the cookie will remove 4000 of [[XP]] debt but at level 30 it will remove 70000 of the [[XP]] debt and so on. *Plus, starting from level 10 you will receive 10% of the [[XP]] Debt you would have received from dying, for excessive bravery when you flee a combat! [[File:death.png|center]] {| class="wikitable" |- ! Level !! XP Debt on death in %% of level XP |- | 5 || 0.8% |- | 6 || 1.5% |- | 7 || 2.0% |- | 8 || 2.5% |- | 9 || 3.0% |- | 10 || 3.5% |- | 11 || 4.0% |- | 12 || 4.5% |- | 13 || 5.0% |- | 14 || 5.5% |- | 15 || 6.0% |- | 16 || 6.5% |- | 17 || 7.0% |- | 18 || 8.0% |- | 19 || 9.0% |- | 20+ || 10.0% |- |} == How to Improve Stats == Starting from level 6, eating [[foods|food]] will gradually improve your base stat values permanently. Different [[foods]] will award you "stat xp" towards one (or more) of your stats. When you earn enough "stat xp" for a stat, it will increase by +1. You can eat [[foods|food]] with max HP/Mana and still gain the stat increase! Most [[foods]] only provide stat xp for a single stat. Some very special [[foods|food]] items provide stat xp towards multiple stats. Most [[foods]] are crafted by [[Chef|Chefs]]. You can max out all of your stats, so happy eating! Two Important Things to Note: 1) '''If a piece of [[foods|food]] is more than 10 levels lower than you, you will not gain stat XP from it.''' 2) At level 5 or below, your stats are already "maxed." Eating [[foods|food]] will regain health and/or mana, but you will not gain stat XP yet. == Stat Caps == === Base Stat Caps === Your base stats are capped at: <code> LEVEL * 10 +/- racial modifier. </code> ''Example: A level 50 human can have 500 in every stat and 520 in Will.'' === Gear Stat Caps === The maximum amount that gear can increase each of your stats is: <code> LEVEL * 5 </code> ''Example: A level 50 character can receive up to +250 per stat from gear.'' === Buff Stat Caps === The maximum amount that buffs, boosts, potions, abilities, etc. can raise your stats is: <code> LEVEL * 5 </code> ''Example: A level 50 character can receive up to +250 per stat from buffs, potions, etc.'' === Total Stat Caps === The combination of base, gear, and buff stat caps results in a total cap of: <code> LEVEL * 20 </code> ''Example: A level 50 character can have no higher than 1,000 (plus racial modifier) in each stat.'' [[Category:Gameplay]]
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