
Attributes and defences
8 sections
Read it as text
What attributes do
Strength, Dexterity and Intelligence do two jobs: they let you wear gear and use gems, and every 10 points gives a small bonus.
| Every 10 | Gives |
|---|---|
| Strength | +5 maximum Life, 2% increased melee physical damage |
| Dexterity | +20 Accuracy Rating, 2% increased Evasion Rating |
| Intelligence | +5 maximum Mana, 1% increased maximum Energy Shield |
Requirements
Most gear and gems need a level and some attributes. You must meet or beat every number to use the item; a number you don't meet shows in red. A Barbute Helmet needs level 18 and 42 Strength, so a character with 40 Strength can't wear it.
Life and Energy Shield
Life is your health. Energy Shield is a second pool on top of it: damage hits the shield first. After 2 seconds without taking damage, the shield starts to recharge on its own. Life doesn't.
Armour
Armour reduces the physical damage of hits. It stops much more of a small hit than a big one, up to 90%. With 1,000 Armour, a 100 damage hit loses 67% but a 1,000 damage hit loses only 17%.
Evasion
Evasion gives you a chance to avoid an attack hit completely. Spells can't be evaded.
The base decides the defence
Every armour piece has a base type. Strength bases give Armour, Dexterity bases give Evasion and Intelligence bases give Energy Shield. Hybrid bases give two and need two attributes.
| Helmet | Defence | Needs |
|---|---|---|
| Iron Hat | Armour | Strength |
| Leather Cap | Evasion | Dexterity |
| Vine Circlet | Energy Shield | Intelligence |
| Battered Helm | Armour and Evasion | Strength and Dexterity |
| Rusted Coif | Armour and Energy Shield | Strength and Intelligence |
| Scare Mask | Evasion and Energy Shield | Dexterity and Intelligence |
Most builds lean on one defence and add others from the passive tree.

