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NewPlayerGuide / MystatsAttributesOfYourCharacter

Introduction

In Ultima Online there are several attributes that define your character. You can check them in two ways:
Just type [mystats to open an info gump or click the button "STATUS" next to your paperdoll!

You will see a lot of different numbers and values. The following will explain the most important attributes of your character.

For more information, also about caps, check here: Stat and other Caps

A "cap" is the most high value (or "best number") your character can achieve. The higher or better the values are the more effective your character can do his things in the game.

This refers to combat, magic, crafting and basically everything you can do in the game.

There are many ways to raise the different attributes or stats. Some require scrolls and training, others can be raised by adding imbues to items or the use of artifacts.

Almost every stat can also be raised by Imbuing. Check here: Imbuing Guide


Mystats

When you used the command [mystats a gump will pop up:

Stats

This section will briefly explain the Stats you can see in this menu.

Strength:

The first number is the base strength of your character, followed by the bonus.
This stat determines Hit Points, melee damage, carrying capacity, and the types of weapons, shields, and armor that can be used. To raise your strength you need Statscrolls and Training. Also some items and imbued items can raise your strength.

Dexterity:

The first number is the base dexterity of your character, followed by the bonus.
This stat determines stamina (which determines the rate of swing speed), ability to successfully parry, and the time it takes to apply a bandage. To raise your dexterity you need Statscrolls and Training. Also some items and imbued items can raise your dexterity.

Intelligence: The first number is the base intelligence of your character, followed by the bonus.
This stat determines mana, successful use of the skill Meditation, and in certain spell damage calculations. To raise your intelligence you need Statscrolls and Training. Also some items and imbued items can raise your dexterity.

HP (Hitpoints):

The first numbers show your actual maximum of HP, followed by the bonus and the regeneration rate (see below).
Besides by your strength you can raise the HP by using items or imbued items.
If you are in combat, a successful hit of your opponent will lower your current HP. If they sink to 0 your character will die.

MP (Mana / Manapoints):

The first numbers show your actual maximum of MP, followed by the bonus and the regeneration rate (see below).
Besides your intelligence you can raise the MP by using items or imbued items.
If you are casting spells, your MP will be used. Every spell uses a special amount of mana. If you have not enough mana for a spell you are not able to cast it.

SP (Stamina / Staminapoints):

The first numbers show your actual maximum of SP, followed by the bonus and the regeneration rate (see below).
Besides your dexterity you can raise the SP by using items or imbued items.
Your stamina determines your swing speed. A successful hit by an opponent makes you lose stamina temporarily.
Also stamina will be reduced when you are carrying weight beyond your maximum capacity and try to move.

Regenerations:

Hitpoints, Mana and Stamina have also a regeneration rate (see above). The higher the number the higher your natural and magically raised regeneration rate is.
The regenerations can be raised by items or imbued items.

Tithing Points:

Every Chivalry spell uses tithing points. If you don't have enough tithing points you are not able to cast these spells.
Tithing Points can be obtained by tithing gold at an Ankh. You find ankhs in every major city:
Put the gold you want to sacrifice in your backpack. Click the Ankh and choose the amount you want to use.
1 gold = 1 point!

Karma:

The higher your Karma is, the more effective you are able to cast Chivalry spells. The maximum is 15,000, the minimum is - 15,000 Karma.
If you use Necromancy spells you will lose Karma! The more negative it is, the more effective you are able to use Necromancy.
With high negative Karma casting Chivalry will be very hard or almost impossible to use.
If you are on negative Karma some creatures will attack you aggressively.
You also lose Karma, when you attack certain "good" creatures; you gain Karma when you defeat certain "evil" creatures. There are also now Fame and Karma books in the Gold Sink Store which automatically restore you to Max Fame and Karma.

Fame:

You gain fame by killing high famed monsters.

Damage:

The current damage your character does on opponents, depending on the weapon he is using.

Luck:

The higher the value the higher is your Luck.
You can raise it by certain items and imbued items.
Luck determines the loot you get from killed monsters: The amount of items, the quality of items and the intensity of magical properties on certain items. Note: That does not mean that a high Luck would guarantee these effects, but the chance for those is higher than with low Luck.
Luck also effects the drop rate of Doom Artifacts and Treasures of Tokuno artifacts.

LRC (Lower Reagent Cost):

Every spell you are casting will use reagents. The higher your LRC is the lower the amount of used reagents will be. LRC 100 lets you cast without any reagents (this does not effect Chivalry!).
You can raise your LRC by using certain items and imbued items.

LMC (Lower Mana Cost):

Every spell you are casting will use mana (see above). You can reduce the amount of mana a spell will consume by raising LMC.
LMC can be raised by certain items or imbued items.

FC (Faster Casting):

Faster casting reduces the amount it takes to cast a spell. For every point in Faster Casting you have, the casting time is shortened by 0.25 seconds.
The higher the value the better is your FC.
It can be raised by certain items and imbued items.

FCR (Faster Cast Recovery):

FCR reduces the recovery time after casting a spell. Every time you have casted a spell it can take an amount of time until you are able to cast again. With a high FCR you can reduce this delay.
It can be raised by certain items and imbued items.

SDI (Spell Damage Increase):

A high SDI will increase the damage of your offensive spells.
It can be raised by certain items and imbued items.

SSI (Swing Speed Increase):

A high SSI will increase the rate you character will use his range or melee weapons. The rapidity of a character's attack is affected by the base speed of the weapon used, the amount of Stamina possessed, and the amount of SSI his or her items impart.
You can increase SSI by certain items and imbued items/weapons.

Swing Speed:

The rate your character uses his range or melee weapons, determined by stamina, SSI and the base speed of the used weapon. The lower this value, the faster you are!
It can be raised by certain items and imbued items, also by increased stamina and SSI!

HCI (Hit Chance Increase):

A high HCI increases the probability to hit a target. It can be affected by successful Hit Lower Attack effects by your opponent. Therefore it can be vital to overcap HCI, cause then the amount over cap will be included into the formula!
It can be raised by certain items and imbued items.

DCI (Defense Chance Increase):

A high DCI enhances your ability to defend yourself from melee or ranged attacks. It does not effect your chance to evade magical attacks.
DCI works in addition to your chance to parry, or block an attack by using the Parrying skill. An overcapped DCI affects the calculations after a successful hit by Hit Lower Defense by your opponent.
It can be raised by certain items and imbued items.

DI (Damage Increase):

A high DI increases the damage you do on a target.
It can be raised by certain items and imbued items.

Bandage Speed:

The lower this value, the better for you. Bandage speed shows the time it takes for you to apply bandies on yourself, your pet or others.
Your dexterity determines your bandage speed.

Reflect Damage:

The higher the percentage rate is, the more damage you can reflect.
When you reflect damage you always reflect the physical damage an opponent does on you. \\ When a character is hit which has an item with this property equipped, a percentage of the physical damage will be reflected back on the attacker. However, the character who was hit will still receive all of the damage dealt and the attacker will resist a percentage of the reflected damage based on their physical resistance.
It can be raised by certain items and imbued items.

Weight:

This shows the weight you are able to carry and you are currently carrying.

Gold: The amount of gold that is in your possession (checkbooks not included): backpack / bank.


Other Stats

There are some newly introduced stats that came with the later patches. You cannot find them with [mystats.

Critical Hit Chance Increase:

The chance to do a critical hit on your opponent to deal extra damage.
It can be raised by imbued items.

Accuracy:

The chance to increase your ability to strike accurately when attacking, ignoring some of the enemies armor defenses.
It can be raised by imbued items.

Resilience:

Resilience counters critical hits. If you are maxed on it, critical hits won't have any effect on you!
It can be raised by imbued items.

Combat Threat Increase:

This increases your ability to gain and hold the combat focus of creatures.
It can be raised by imbued items. Negative values mean monsters might ignore you.

Tier XP Increase:

Increases the amount of XP your items gain when you killed a monster.
Tier Experience Imbue Runes take no slot and should be added to any item you want to level.

Evasion:

This increases your chance to remain hidden when enemies with Perception are close.
It can be raised by imbued items.

Perception:

This increases your chance to detect hidden enemies with Evasion.
It can be raised by imbued items.

Healing Increase:

This increases the amount of HP you can heal with bandies, potions and magery.
It can be raised by imbued items.

Faster Ethereal Casting:

This reduces the time it takes to summon an etheral mount.
It can be raised by imbued items.


The Status Bar

The status bar shows some of the previous explained stats. Also you find there the current cap you are on, with 340 being the maximum. This cap includes Strength, Dexterity and Intelligence and can be raised by Statscrolls (see below).
You find also your resistences here (see below).
The used pet slots are also shown here. The used slots depend on the type of mount and pet you are using. The maximum of pet slots can be raised by donation items, oceanic coin items and soon also by slaying abyssal monsters who have chance to drop certain deeds.


Resistances

Your resistances reduce the damage you take by a hit. The amounts of the different resistance types on armor, shields or other items may vary. You can raise and change the resistances by using different items and/or imbue armor, shield and other items!

Cap

The maximum amount in each resistance is 70%. Elven characters get a +5 Bonus on their energy resistance, capped at 75%.

Types

There are the following types of resistance, each of them as a counter to the elemental damages they reduce:

Physical Resistance, Fire Resistance, Poison Resistance, Cold Resistance and Energy Resistance.

Each Resistance counters a specific type of damage. Fire Resistance for example counters Fire Damage and so on. It reduces the damage
against this damagetype before it's applied.



by Tys


Page last modified on April 20, 2022, at 05:03 AM