Statistics are numerical attributes of Shapers that determine their basic interactions and grow over the course of the game. Stats can be improved by purchasing Items, levelling up by gaining Experience, and through certain Abilities such as Cerulean's Ritual Bulwark.
Health[edit | edit source]
Health determines your Shaper's maximum hit points, and their ability to take damage. Hit points are reduced by enemy attacks and Abilities. Hit points are restored by healing Abilities, as well as by passive Health Regeneration. When your Shaper's hit points reach 0, they die. Health is typically gained from items derived from Life, and either make your Shaper able to recover from damage more effectively, resist damage, or benefit being able to stay alive.
Shield[edit | edit source]
Some spells and abilities provide a Shaper with a Shield that acts as temporary hit points and absorb incoming damage. Shields appear as a white bar added to the end of a Shaper's HP bar, and shown in parentheses next to their HP total. Shields act like hit points for all purposes of receiving damage, taking into account resistances and other modifiers, though are generally temporary. If a Shaper with a Shield takes damage, the damage is dealt to the Shield first. If the Shield does not absorb all of the damage, the remainder is dealt to the Shaper's hit points. If the Shield runs out of time, the rest of the Shield is lost but the Shaper takes no hit point damage. Shields do not directly heal a Shaper's hit points.
Some items will grant a Shield that absorbs only magic damage. This Magic Shield is separate from a normal Shield, and is displayed in purple instead of white. Taking magical damage reduces the Shaper's Magic Shield first, then their Damage Shield, and finally their hit points if any damage spills over. Magic Shields otherwise function the same as regular Shields.
Defenses[edit | edit source]
Defenses protect Shapers from incoming damage. Most defense increases are flat and contribute to Armor or Magic Resistance, reducing physical and magic damage respectively, though some items and abilities reduce incoming damage universally by a percentage. Flat defenses do not reduce true damage.
Armor[edit | edit source]
Armor passively reduces the damage taken from physical damage, including the damage from basic attacks. The formula for physical damage taken is
- Damage Taken % = 100 ÷ (100 + Armor)
Every 1 point of Armor increases a Shaper's EHP (Effective Hit Points) against physical damage by 1% of their maximum hit points. For example, a Shaper with 1000 HP and 100 Armor has an EHP of 2000 against physical damage, because the incoming damage is being reduced by 50%. This only applies towards physical damage - magic and pure damage ignores Armor.
Armor is typically gained from items derived from Resilience.
Magic Resistance[edit | edit source]
Magic Resistance reduces the damage taken from magical damage. The formula for magic damage taken is
- Damage Taken % = 100 ÷ (100 + Magic Resistance)
Every 1 point of Magic Resistance increases a Shaper's EHP (Effective Hit Points) against magic damage by 1%, the same as the EHP gained from Armor (see above). However, Magic Resistance only applies to magic damage, and physical and pure damage will ignore it.
Magic Resistance is typically gained from items derived from Will. All Shapers start with 33 Magic Resistance, granting roughly 25% damage reduction.
Defense Penetration[edit | edit source]
Defense Penetration ignores some of the target's flat defenses when dealing damage. Every point of flat Defense Penetration ignores 1 point of the respective flat defense (Armor for physical damage, Magic Resistance for magic damage.) Percent based Defense Penetration ignores the respective defense by the amount indicated. True damage does not benefit from Defense Penetration.
For example, say the Shaper from our earlier example with 1000 HP and 100 Armor is targeted by a physical attack with 50 Defense Penetration. The target is now only considered to have 50 Armor, meaning he has only 1500 EHP (Effective Hit Points) against the attacking Shaper's physical attacks.
Power[edit | edit source]
Power increases the damage that Shapers deal through their Abilities and basic attacks. The damage bonuses vary between Abilities and Shapers. Power increases both magical and physical damage. The table below shows how much each Shaper's basic attack is increased by each point of Power they gain.
|Shapers||Basic Attack Damage per 1 Point of Power|
|Basko, Cerulean, Freia, Kensu, Mikella, Moya, Nissa, Petrus, Ronan, Salous, Tess, Varion, Vex, Voluc||1.0|
|Ashabel, Desecrator, Flin, Kel, Kahgen, Marah, Raina, Renzo||0.8|
|Amarynth, Dibs, Faris, Fenmore, King of Masks, Lillin, Mina, Sakari, Viyana, Zalgus, Zeri||0.2|
Power is generally gained from items derived from Power. All Shapers start with 0 Power.
Mastery[edit | edit source]
Mastery increases a Shaper's damage output based on a multiplier rather than flat values. Every point of Mastery increases a Shaper's chance to land a Critical Strike with a basic attack by 1%, and increase the damage of all abilities by 0.5%. Critical Strikes cause a basic attack to deal 200% damage. Therefore, each point of Mastery increases a Shaper's effective basic attack damage by 1%. Mastery increases the effectiveness of Power by improving the flat power already gained multiplicatively.
Lifedrain[edit | edit source]
Lifedrain heals a Shaper for part of the damage they deal with attacks and abilities. Lifedrain is universal for both physical and magic damage, as well as for basic attacks and Shaper abilties. Lifedrain is calculated from the actual damage dealt to an enemy the moment they are damaged, after being reduced by defenses. Lifedrain is only 33% effective for area of effect damage and periodic damage.
Haste[edit | edit source]
Haste increases a Shaper's basic attack speed and movement speed and reduces the cooldowns on a Shaper's abilities. Haste uses the same formula for attack speed and cooldown reduction
- New Attack/Ability Cooldown = Attack/Ability Cooldown ÷ (1 + Ratio × Haste)
The ratio for attack speed and cooldown reduction are defined separately per Shaper. For example, caster Shapers have higher cooldown reduction ratios than attack speed increase ratios. Additionally, every point in Haste provides a Shaper with 0.4 movement speed.