BASIC CLASS STATS (player)
There are six basic class attributes. These can be changed like you would imagine through debuffs, buff food, potions, buff spells, etc.
POWER defines a character’s basic physical strength and affects physical damage inflicted on enemies during combat. Consider this to be your attack power.
HEALTH defines a character’s basic hit points and hit point recovery. You are always regenerating HP in and out of combat though it gets to be very slow the more HP you have. As expected most PvP gear stack high amounts of +HP.
AGILITY defines a character’s basic ability to evade, parry or block enemy attacks. Evade is basically dodge. When you parry an attack you still take damage but it’s cut by a certain %, blocks as well but in order to block you’ll need a shield.
ACCURACY defines a character’s basic to hit and chance to critically hit an opponent while in combat. So your crit and hit chance are lumped into one single stat making it easier to manage.
KNOWLEDGE affects spell damage and spell accuracy.
WILL defines a character’s basic mana points and mana point recovery. This is your mana pool and how fast it regenerates, treat the description exactly as if this was health.
DEFENSIVE STATS (armor)
There are more advanced stats that you’ll commonly see on gear and manastones, some of them seem to overlap but I’ll try to clear it up.
PHYSICAL DEFENSE is a character’s ability to mitigate melee and ranged physical damage. The higher this value the less damage taken when hit with physical attacks. Armor actually matters a lot in Aion unlike WoW when it comes to PvP and even PvE. Plate armor provides much more protection and feels more robust than mail armor and insanely much more than cloth.
EVASION is your character’s ability to dodge attacks. Evading an attack is the only way your character can completely avoid damage from a physical attack other than a magic shield. Now spells and ranged attacks can sometimes miss you, however, that is based on the character or NPC’s MAGIC ACCURACY rather than your Evasion.
BLOCK is your character’s ability to block and reduce damage from attacks. Blocking an attack requires that you have a shield equipped.
Depending on the attributes of the shield, you will see various levels of damage reduction. Shields don’t exactly have a massive variety of stats on them but you’ll get some that are blatantly caster shields for Clerics with all the +MP or Concentration and such on it with very little block/defense in contrast.
PARRY is your character’s ability to defend itself with weapons. When a parry is made your character will still take damage however it will be at a reduced percentage. Anybody can parry which is nice and even the Chanter class has very high parry that helps to activate some moves I believe.
MAGICAL RESISTANCE is your ability to resist incoming spells. This attribute gives you the chance to avoid damage spells and debuff spells. This is also the only attribute that affects spells in this way. It comes in 4 different flavors:
FIRE, WIND, WATER and EARTH RESISTANCE lowers the damage taken when struck by elemental based spells. The higher this attribute is the less damage you will take.
OFFENSIVE STATS (weapons)
ATTACK is an attribute that modifies physical damage done by weapons and abilities. This is different from power in that it’s the actual weapon damage. Enhancing a sword for example will raise it’s base attack values.
ACCURACY again; however, this time showing your accuracy with the current equipped weapon. Some weapons are naturally more accurate than others namely daggers and swords.
CRIT RATE is your chance to critically hit an opponent with a weapon. Some weapons have a really high crit but generally lower damage; maces for example hit harder than swords but swords crit more. You can socket in +physical crit manastones (highly advised for my fellow leveling Templar) and after you break the 200 threshold you’ll notice some really sweet damage. Still nothing compared to the DPS classes but you’ll see dropping mobs becomes much smoother.
MISC (found on everything)
ATTACK SPEED is the delay between each normal melee attack made by your character. This is pretty self explanatory. Sometimes though you’ll see a weapon says something like “4 hit very slow” which can be found on greatswords or polearms; this means that the time between swings is going to be long, its a slow weapon. But you can hit up to 4 times per swing.
SPEED is the rate at which your character moves throughout the world while running. Gladiators actually get a “Charge” type buff that makes their run speed skyrocket for a period of time. Chanters can also enact an aura up that boosts their party’s run speed too.
MAGIC BOOST is the modifier that increases spell damage.
MAGIC ACCURACY is your characters ability to hit a target with magic damage. The higher this attribute the more often you will hit what you are casting spells at during combat.
Share This Thread