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PandoraLore / StatAndOtherCaps

Skills:
Skill Total: None
Per skill: 100.0 (120.0 With Powerscrolls) (125.0 with infested powerscrolls) (Can go over cap with certain items. IE. Gloves of Mining)


Resists:
70/70/70/70/70
Energy Caps at 75 for elves.
Beast forms can and do alter resists. Does not show on Character Status though.
Curse temporarily sets caps to 60 each. It does not remove 10. It lowers your cap. Resists lower the inflicted damage on the target. Triggered Resist depends on type of elemental damage.


Accuracy:
Cap currently unknown, just apply to any item where possible, see Imbuing Guide
Currently applies bonus damage based on target's armor (details unknown)
Will possibly be changed in the future to what it's supposed to do: Increase chances to hit target?
Please ask Staff for more information!


Assassin Honed:
Applies bonus direct damage if facing in same direction as target


Bandage Speed:
2.00 sec
formula for self heal is ( 11 - 0.05*Dex ), capped min at 2.00


Bane
Applies bonus direct physical damage to a target if target's health is 50% or lower; damage raises with each successful hit
Only on Melee Weapons and Spellbooks (PvM only), applied with Essence of Bane, not Imbuing
Obtain Essences of Bane from Virtue Bane (see Peerless Guide), combine 5 white Essences to one full Essence of Bane; two full Essences per Spellbook (combine two full Essences for that)


Battle Lust:
Battle Lust is an item property found on certain weapons. A successful hit with such a weapon initiates a damage increase that is modified by several factors. Significant damage received from opponents will be added to the attacker’s Battle Lust, causing them to do more damage to all opponents the attacker engages. This damage bonus is further modified by how many opponents the attacker is aggressed against. The damage bonus is 15% per opponent, with a cap of 45% in PvP and 90% in PvM


Blood Drinker:
100% damage from each Bleed Attack 'hit' transfers to the user as hp. (It heals you)
Only works with the special move Bleed Attack, and Not splintering weapon.


Bone Breaker:
A successful hit causes you to apply bonus direct damage and gives a chance to drain Stamina from the target.
Cannot be crafted. Currently only available on a Void Pool Artifact. Capped at 30%.


Calmful Mind:
Cap currently unknown, but it is low - you can't achieve a high amount by items anyway
Chance that a spell which has been interrupted by a specific max amount of damage is not interrupted
This is not a % chance; the chance of no interruption is based on a max amount of total received damage each click


Casting Focus:
Cap 30%
Chance that a spell which has been interrupted will NOT be interrupted.
Inscription adds a 1% bonus for every 10 skill points above 50
Works like protection, but with no cast penalty and instead only has a chance to avoid interruption.
Very important for the Pure Mage class. See Obsidian Spellbook (Infested Doom).


Damage Eater Kinetic, Fire, Cold, Poison & Energy:
30% each
You are healed this percent of the damage dealt to you (of the eater type) after receiving damage
Currently the effects look like they are uncapped; in fact they are capped but there is no cooldown period
If hit the highest % of Damage Eater will be triggered. Damage Eater and Elemental Damage Eaters do not stack.


Damage Eater:
18%
Same as other eaters, but for all types of damage.
Does not stack with other eaters. Instead, which ever is higher is the eater % used.


Damage Increase:
100% from items
300% total
Tactics / Anatomy / Strength Do Not Count Towards Cap


Damage Modifier Applies after DI, found on Quivers
Applies bonus damage, based on % of the damage


Critical Hit:
35% PvP
50% PvM
Applies bonus damage (not direct damage) based on a % chance
Current observations indicate that there is no cap in PvM!


Hit & Defense Chance Increase:
75%
100%+ to counter Hit Lower Defense/Hit Lower Attack
100%+ DCI to counter Divine Fury's effect. DCI Changes: Hit Lower Defense now reduces via percentages: the more DCI the better!
HCI enhances your chance to hit, DCI enhances your chance to defend


Strength, Dexterity, Intelligence:
No individual Cap (You can raise the stats with items and imbuing)
340 Total all base stats (up to +30 Statscroll, get +35 from Infested Harrower)


Strength:

  • Determines Hit Points, Damage Increase (not subject to cap), Weight Limit

Dexterity:

  • Determines: Stamina Points (swing speed bonus), Bandage Speed

Intelligence:

  • Determines: Mana Points, Spell Damage for some spells, Mana Regeneration (not subject to cap)

Enhance Potions:
50% (Makes usage of Potions more effective, i.e. more heals, more damage and so on)


Evasion:
100% total
Counters Perception
Used to calculate Hiding/Stealth vs Detect Hidden and passive Detection
Works as a passive ability


Faster Casting:
4
affects Magery, Necromancy, Chivalry, Ninjitsu, Bushido and Spellweaving Protection Penalty (-2) applies after Cap check (lowers cap to 2) Essence of Wind can give a penalty to the target


Faster Cast Recovery:
8
affects Magery, Necromancy, Chivalry and Spellweaving Thunderstorm can give a penalty to the target


Faster Ethereal Casting:
100% total
Lowers the time to cast an Ethereal Pet to 1 second


Healing Increase:
100% total
Increases effectiveness of Healing


Hit Area Physical, Fire, Cold, Poison & Energy:
50% Imbuing, Artifacts can go higher
Applies an area damage effect around you, hits multiple targets
Works most effectively with Whirlwind ability (Champ Spawns!)


Hit Dispel, Magic Arrow, Harm, Fireball, Lightning:
50% from loot, except for artifacts, crafting can go over cap.
There are no restrictions anymore how many Effects you imbue on a weapon (except Rune Counting).


Hit Fatigue & Mana Drain:
50% from loot and craft, except for artifacts.
Chance to drain 20% of the target's current Stamina(Hit Fatigue)or Mana(Hit Mana Drain).
Currently unclear if you can really craft this. Artifacts have lower than 50%.


Hit Life Leech:
50% from loot, except for artifacts; crafting can go over caps.
The number serves two functions: Chance to activate AND amount recovered.
Recovers:(Damage * 40% * 1%) to (Damage * 40% * HML%) No restrictions on how many leeches you can imbue on a weapon (except Rune Counting).


Hit Stamina Leech:
50 from loot and craft, except for artifacts.
The number serves only: Chance to activate
Recovers 100% damage to stamina. No restrictions on how many leeches you can imbue on a weapon (except Rune Counting).


Hit Mana Leech:
50% from loot and craft, except for artifacts.
The number serves two functions: Chance to activate AND amount recovered.
Recovers HP:(Damage * 30% * 1%) to (Damage * 30% * HLL%)
No restrictions on how many leeches you can imbue on a weapon (except Rune Counting).


Hit Lower Attack & Defense:
50% from loot and craft, except for artifacts. Can be crafted overcapped.
Lowers target HCI/DCI by 25 (does not stack)


Hit Point Increase:
no cap


Stamina Point Increase:
no cap
Parrying is affected by stamina.
Swing speed is effected by Stamina (see swing speed)


Mana Point Increase:
no cap


Hit Point Regeneration:
No Cap
0.1 per second for each point


Stamina Regeneration:
No Cap
0.1 per second for each point
Vampiric Embrace adds 10 (unsure if counted as item bonus or if it stacks)
Focus adds .1 per second per 20 skill.


Mana Regeneration:
No Cap
Because the formula for total mana regeneration adds all bonuses before rounding, the decimal amounts are being included.
Diminishing results from items. Below are some example amounts and bonus per second:
At 1, the item bonus gives + 0.1000 per second.
At 2, the item bonus gives + 0.1973 per second.
At 5, the item bonus gives + 0.3905 per second.
At 10, the item bonus gives + 0.6081 per second.
At 18, the item bonus gives + 0.8620 per second.
Int adds .1 per second per 40 int.
Meditation adds .3 per second per 40 skill.
Meditation 100 or more adds 10% to the meditation and int bonuses.
120 meditation adds 0.9900 per second.
Focus adds .1 per second per 20 skill.


Lower Mana Cost:
50%
effects all spells and special moves Does NOT effect inscription mana cost.


Lower Reagent Cost:
100%: (total)
20% per item
effects all spells and special moves


Luck:
No Cap
Effects become less noticable after around 2500 luck, but still influence property count and intensity, as well as many luck-influenced systems (such as doom)
Latest changes "uncapped" Luck; there was never a cap but the effectiveness is more noticable also over 2500 Luck!


Mage Armor:
Negates mediation penalty.
Makes 'mediable'. That is, one can meditate while wearing.
Meditation adds 1 mana regeneration per 10 skill points. Wearing a single peice of armour that is not mediable will cancel this bonus.


Mage Weapon:
Substitutes Magery as the weapon's combat skill type.
Must have sufficient skill in weapon's regular skill in order to use special moves.


Mana Burst:
Mana Burst is an item property found on Epiphany Armor Set pieces. It is seen as either Good or Evil Mana Burst and it comes with two additional properties: Frequency : The frequency of the mana burst, increases with each additional piece of the armor set to a maximum of 5. Karma Bonus : The karma bonus of the mana burst, increases with the absolute value of the player's Karma to a maximum of 5. While it is suggested that the property restores some of the mana and triggered by receiving spell damage, the specific mechanics of this property is yet to be known.


Mana Phase:
"When one of Mana Phasing Orb charges is used, next two mana checks become free, until you do damage or attempt to use mana."
largely inefficient due to charges being used.


Might:
Imbuable Property (Melee Weapons, Spellbooks) that grants a damage bonus after Damage Calculations for each single triggered Damage Source that came into effect with a
successful hit (for example: Basic Damage, Hit Effect damage, Bane damage, Spell damage, Spell Penetration Damage, Weapon Ability damage etc.). The materials (Essences of Shame)
to imbue the property come from the Felucca Shame Dungeon Boss!
Cap: 12% per Weapon or Spellbook.


Perception
100% total
Counters Evasion
Works as a passive ability in the Hiding/Stealth vs Detect Hidden and passive Detection mechanic


Rage Focus:
"Rage Focus is an item property found on some items that causes the damage inflicted to start off below -20% normal but steadily rises until it can surpass the 300% damage cap with a +20% bonus. In effect, initial damage is lower than normal, but eventually reaches a point where the attacks are higher than otherwise possible before the cycle ends and then begins to repeat. "
PvP effects vary by play style. Good for combining high damage combos near high end of cycle.


Reactive Paralyze:
Reactive Paralyze is an item property found on shields and two-handed weapons. .
If the wielder effectively parries an attacker's blow then there is a 30% chance to cast the magery spell paralyze on the attacker.
100-120 parry (with or without Bushido) has a 30-36% parry chance.


Reflect Physical Damage:
50% total
15% per item
Reflects only physical-type damage, regardless of delivery method (melee/range/magic)
Will mark you as aggressor, because it's applied before all other damage, counts in Resists
The percentage describes the amount, not the chance (you reflect each time if it's physical damage)


Reflect Fire/Cold/Poison/Energy:
Thereoretically no cap, but you can't get high amounts for balance reasons
Same mechanics as Reflect Physical Damage but different elements!


Resilience:
100% total
Counters Critical Hit, ratio is 1:1


Resonance (Fire, Cold, Poison, Energy, Kinetic):
provides a chance to resist spell-casting interruption if the damage type received is the same type as the resonance.
Capped at 40%. Not imbuable or craftable.


Self Repair:
10


Slayer:
This property will do the following when used in an offensive manner: .
Super Slayers get less bonus, but affect more types of mobs.
The Super Slayer comes in two forms: Talisman-based and instrument/spellbook/weapon-based.
Talisman Slayers do not affect spells. The Damage Increase from both talisman-based and instrument/spellbook/weapon-based forms is cumulative, or stacks, subject to the 300% cap. The following Super Slayers primarily are found on Talisman: Bat, Bear, Beetle, Bird, Bovine, Flame, Ice, Mage, Vermin, & Wolf. The following Super Slayers primarily are found on musical instruments, weapons, and spellbooks: Abyss, Arachnid, Elemental, Fey, Repond, Reptile, and Undead Slayer. Specific Slayers get the best bonus, but affect less types of mobs.
Causes most spells to do double damage to the monsters they are meant for; Slayer instruments will increase your success chance by 20% when used on the creatures it is meant for; Slayer instruments will decrease your success chance by 20% when used on the creatures from its opposing group; and Successful use of a slayer weapon, spell book, or musical instrument will yield a little white flash on the monster. Be careful when adding two slayer too an item as certain slayers oppose each other. Opposing slayers can be found in Slayer Guide


Soul Charge:
Some of the damage inflicted on you is reduced and then added to your mana.
Damage will be reduced before it hits you! According to GM NollKoll.


Sparks:
A successful Hit against any target applies energy damage over time. Each hit after the resist check adds mana to the attacker.


Swarm:
A successful Hit against any target applies a swarm of insects on the target that will cause physical damage over time.
This effect will last until the target receives fire damage or equips and lights a torch!


Spell Channeling:
Allows spells to be cast while holding a weapon.


Spell Damage Increase:
PvP 90%
PvM No Cap
+10% for gm Inscription for certain Margery spells, which does not count towards the PvP cap


Splintering Weapon:
50% from loot and craft, except for artifacts.
The number serves only: Chance to activate
Affected target will bleed (like the Bleed Attack).
This effect stacks with Bleed Attack, as well as extending the special move's duration if executed during splintering weapon effect
Target also under the effect of Forced Walking (unable to run, move faster)


Swing Speed Increase:
100%
Can swing at minimum once per 1.00 sec.
every 30 stamina lowers speed 0.25 sec
SSI is applied after stamina bonus
Thus, the formulas for swing speed is = (Weapon-speed - Stamina-bonus) * SSI Bonus
Simply put, SSI helps more on slower weapons than it does on fast weapons.


Velocity:
50% from loot and craft, except for artifacts.
The number serves only: (chance to activate)
Works like Harm, except that damage is increased for every tile away from the target.
Every square away is +1 damage.



Page last modified on January 25, 2023, at 07:22 AM